mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
Rework client connecting and enable fallback address use
This commit is contained in:
parent
20692d54de
commit
2c390b5473
@ -97,7 +97,6 @@ void PacketCounter::print(std::ostream &o) const
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Client::Client(
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const char *playername,
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const std::string &password,
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const std::string &address_name,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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@ -106,7 +105,6 @@ Client::Client(
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ISoundManager *sound,
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MtEventManager *event,
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RenderingEngine *rendering_engine,
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bool ipv6,
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GameUI *game_ui,
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ELoginRegister allow_login_or_register
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):
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@ -123,8 +121,6 @@ Client::Client(
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tsrc, this
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),
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m_particle_manager(std::make_unique<ParticleManager>(&m_env)),
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m_con(new con::Connection(PROTOCOL_ID, 512, CONNECTION_TIMEOUT, ipv6, this)),
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m_address_name(address_name),
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m_allow_login_or_register(allow_login_or_register),
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m_server_ser_ver(SER_FMT_VER_INVALID),
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m_last_chat_message_sent(time(NULL)),
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@ -338,7 +334,8 @@ bool Client::isShutdown()
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Client::~Client()
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{
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m_shutdown = true;
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m_con->Disconnect();
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if (m_con)
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m_con->Disconnect();
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deleteAuthData();
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@ -381,13 +378,32 @@ Client::~Client()
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m_sounds_client_to_server.clear();
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}
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void Client::connect(Address address, bool is_local_server)
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void Client::connect(const Address &address, const std::string &address_name,
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bool is_local_server)
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{
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initLocalMapSaving(address, m_address_name, is_local_server);
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if (m_con) {
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// can't do this if the connection has entered auth phase
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sanity_check(m_state == LC_Created && m_proto_ver == 0);
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infostream << "Client connection will be recreated" << std::endl;
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m_access_denied = false;
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m_access_denied_reconnect = false;
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m_access_denied_reason.clear();
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}
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m_address_name = address_name;
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m_con.reset(new con::Connection(PROTOCOL_ID, 512, CONNECTION_TIMEOUT,
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address.isIPv6(), this));
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infostream << "Connecting to server at ";
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address.print(infostream);
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infostream << std::endl;
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// Since we use TryReceive() a timeout here would be ineffective anyway
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m_con->SetTimeoutMs(0);
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m_con->Connect(address);
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initLocalMapSaving(address, m_address_name, is_local_server);
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}
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void Client::step(float dtime)
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@ -908,6 +924,10 @@ void Client::initLocalMapSaving(const Address &address,
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if (!g_settings->getBool("enable_local_map_saving") || is_local_server) {
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return;
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}
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if (m_localdb) {
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infostream << "Local map saving already running" << std::endl;
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return;
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}
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std::string world_path;
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#define set_world_path(hostname) \
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@ -935,6 +955,8 @@ void Client::ReceiveAll()
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NetworkPacket pkt;
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u64 start_ms = porting::getTimeMs();
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const u64 budget = 10;
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FATAL_ERROR_IF(!m_con, "Networking not initialized");
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for(;;) {
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// Limit time even if there would be huge amounts of data to
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// process
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@ -1767,7 +1789,7 @@ ClientEvent *Client::getClientEvent()
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const Address Client::getServerAddress()
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{
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return m_con->GetPeerAddress(PEER_ID_SERVER);
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return m_con ? m_con->GetPeerAddress(PEER_ID_SERVER) : Address();
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}
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float Client::mediaReceiveProgress()
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@ -1873,11 +1895,13 @@ void Client::afterContentReceived()
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float Client::getRTT()
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{
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assert(m_con);
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return m_con->getPeerStat(PEER_ID_SERVER,con::AVG_RTT);
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}
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float Client::getCurRate()
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{
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assert(m_con);
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return (m_con->getLocalStat(con::CUR_INC_RATE) +
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m_con->getLocalStat(con::CUR_DL_RATE));
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}
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@ -122,7 +122,6 @@ public:
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Client(
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const char *playername,
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const std::string &password,
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const std::string &address_name,
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MapDrawControl &control,
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IWritableTextureSource *tsrc,
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IWritableShaderSource *shsrc,
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@ -131,7 +130,6 @@ public:
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ISoundManager *sound,
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MtEventManager *event,
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RenderingEngine *rendering_engine,
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bool ipv6,
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GameUI *game_ui,
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ELoginRegister allow_login_or_register
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);
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@ -155,11 +153,8 @@ public:
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bool isShutdown();
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/*
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The name of the local player should already be set when
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calling this, as it is sent in the initialization.
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*/
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void connect(Address address, bool is_local_server);
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void connect(const Address &address, const std::string &address_name,
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bool is_local_server);
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/*
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Stuff that references the environment is valid only as
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@ -351,7 +346,7 @@ public:
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bool activeObjectsReceived() const
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{ return m_activeobjects_received; }
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u16 getProtoVersion()
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u16 getProtoVersion() const
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{ return m_proto_ver; }
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bool m_simple_singleplayer_mode;
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@ -363,6 +358,10 @@ public:
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float getRTT();
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float getCurRate();
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// has the server ever replied to us, used for connection retry/fallback
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bool hasServerReplied() const {
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return getProtoVersion() != 0; // (set in TOCLIENT_HELLO)
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}
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Minimap* getMinimap() { return m_minimap; }
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void setCamera(Camera* camera) { m_camera = camera; }
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@ -415,8 +414,10 @@ public:
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void showMinimap(bool show = true);
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// IP and port we're connected to
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const Address getServerAddress();
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// Hostname of the connected server (but can also be a numerical IP)
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const std::string &getAddressName() const
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{
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return m_address_name;
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@ -1613,13 +1613,15 @@ bool Game::connectToServer(const GameStartData &start_data,
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*connect_ok = false; // Let's not be overly optimistic
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*connection_aborted = false;
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bool local_server_mode = false;
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const auto &address_name = start_data.address;
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showOverlayMessage(N_("Resolving address..."), 0, 15);
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Address connect_address(0, 0, 0, 0, start_data.socket_port);
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Address fallback_address;
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try {
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connect_address.Resolve(start_data.address.c_str());
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connect_address.Resolve(address_name.c_str(), &fallback_address);
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if (connect_address.isAny()) {
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// replace with localhost IP
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@ -1639,45 +1641,58 @@ bool Game::connectToServer(const GameStartData &start_data,
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return false;
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}
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if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
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// this shouldn't normally happen since Address::Resolve() checks for enable_ipv6
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if (g_settings->getBool("enable_ipv6")) {
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// empty
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} else if (connect_address.isIPv6()) {
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*error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
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errorstream << *error_message << std::endl;
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return false;
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} else if (fallback_address.isIPv6()) {
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fallback_address = Address();
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}
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fallback_address.setPort(connect_address.getPort());
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if (fallback_address.isValid()) {
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infostream << "Resolved two addresses for \"" << address_name
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<< "\" isIPv6[0]=" << connect_address.isIPv6()
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<< " isIPv6[1]=" << fallback_address.isIPv6() << std::endl;
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} else {
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infostream << "Resolved one address for \"" << address_name
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<< "\" isIPv6=" << connect_address.isIPv6() << std::endl;
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}
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try {
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client = new Client(start_data.name.c_str(),
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start_data.password, start_data.address,
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start_data.password,
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*draw_control, texture_src, shader_src,
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itemdef_manager, nodedef_manager, sound_manager.get(), eventmgr,
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m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
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m_rendering_engine, m_game_ui.get(),
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start_data.allow_login_or_register);
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client->migrateModStorage();
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} catch (const BaseException &e) {
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*error_message = fmtgettext("Error creating client: %s", e.what());
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errorstream << *error_message << std::endl;
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return false;
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}
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client->migrateModStorage();
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client->m_simple_singleplayer_mode = simple_singleplayer_mode;
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infostream << "Connecting to server at ";
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connect_address.print(infostream);
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infostream << std::endl;
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client->connect(connect_address,
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simple_singleplayer_mode || local_server_mode);
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/*
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Wait for server to accept connection
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*/
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client->connect(connect_address, address_name,
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simple_singleplayer_mode || local_server_mode);
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try {
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input->clear();
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FpsControl fps_control;
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f32 dtime;
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f32 wait_time = 0; // in seconds
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bool did_fallback = false;
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fps_control.reset();
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@ -1712,8 +1727,15 @@ bool Game::connectToServer(const GameStartData &start_data,
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}
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wait_time += dtime;
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// Only time out if we aren't waiting for the server we started
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if (!start_data.address.empty() && wait_time > 10) {
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if (local_server_mode) {
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// never time out
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} else if (wait_time > GAME_FALLBACK_TIMEOUT && !did_fallback) {
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if (!client->hasServerReplied() && fallback_address.isValid()) {
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client->connect(fallback_address, address_name,
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simple_singleplayer_mode || local_server_mode);
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}
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did_fallback = true;
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} else if (wait_time > GAME_CONNECTION_TIMEOUT) {
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*error_message = gettext("Connection timed out.");
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errorstream << *error_message << std::endl;
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break;
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@ -1723,8 +1745,7 @@ bool Game::connectToServer(const GameStartData &start_data,
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showOverlayMessage(N_("Connecting to server..."), dtime, 20);
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}
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} catch (con::PeerNotFoundException &e) {
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// TODO: Should something be done here? At least an info/error
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// message?
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warningstream << "This should not happen. Please report a bug." << std::endl;
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return false;
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}
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@ -43,6 +43,8 @@ struct CameraOrientation {
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f32 camera_pitch; // "up/down"
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};
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#define GAME_FALLBACK_TIMEOUT 1.8f
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#define GAME_CONNECTION_TIMEOUT 10.0f
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void the_game(bool *kill,
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InputHandler *input,
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@ -163,6 +163,7 @@ void Client::handleCommand_AuthAccept(NetworkPacket* pkt)
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m_state = LC_Init;
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}
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void Client::handleCommand_AcceptSudoMode(NetworkPacket* pkt)
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{
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deleteAuthData();
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