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Rework client connecting and enable fallback address use

This commit is contained in:
sfan5 2024-01-01 18:15:58 +01:00
parent 20692d54de
commit 2c390b5473
5 changed files with 81 additions and 32 deletions

View file

@ -1613,13 +1613,15 @@ bool Game::connectToServer(const GameStartData &start_data,
*connect_ok = false; // Let's not be overly optimistic
*connection_aborted = false;
bool local_server_mode = false;
const auto &address_name = start_data.address;
showOverlayMessage(N_("Resolving address..."), 0, 15);
Address connect_address(0, 0, 0, 0, start_data.socket_port);
Address fallback_address;
try {
connect_address.Resolve(start_data.address.c_str());
connect_address.Resolve(address_name.c_str(), &fallback_address);
if (connect_address.isAny()) {
// replace with localhost IP
@ -1639,45 +1641,58 @@ bool Game::connectToServer(const GameStartData &start_data,
return false;
}
if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
// this shouldn't normally happen since Address::Resolve() checks for enable_ipv6
if (g_settings->getBool("enable_ipv6")) {
// empty
} else if (connect_address.isIPv6()) {
*error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
errorstream << *error_message << std::endl;
return false;
} else if (fallback_address.isIPv6()) {
fallback_address = Address();
}
fallback_address.setPort(connect_address.getPort());
if (fallback_address.isValid()) {
infostream << "Resolved two addresses for \"" << address_name
<< "\" isIPv6[0]=" << connect_address.isIPv6()
<< " isIPv6[1]=" << fallback_address.isIPv6() << std::endl;
} else {
infostream << "Resolved one address for \"" << address_name
<< "\" isIPv6=" << connect_address.isIPv6() << std::endl;
}
try {
client = new Client(start_data.name.c_str(),
start_data.password, start_data.address,
start_data.password,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound_manager.get(), eventmgr,
m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
m_rendering_engine, m_game_ui.get(),
start_data.allow_login_or_register);
client->migrateModStorage();
} catch (const BaseException &e) {
*error_message = fmtgettext("Error creating client: %s", e.what());
errorstream << *error_message << std::endl;
return false;
}
client->migrateModStorage();
client->m_simple_singleplayer_mode = simple_singleplayer_mode;
infostream << "Connecting to server at ";
connect_address.print(infostream);
infostream << std::endl;
client->connect(connect_address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection
*/
client->connect(connect_address, address_name,
simple_singleplayer_mode || local_server_mode);
try {
input->clear();
FpsControl fps_control;
f32 dtime;
f32 wait_time = 0; // in seconds
bool did_fallback = false;
fps_control.reset();
@ -1712,8 +1727,15 @@ bool Game::connectToServer(const GameStartData &start_data,
}
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if (!start_data.address.empty() && wait_time > 10) {
if (local_server_mode) {
// never time out
} else if (wait_time > GAME_FALLBACK_TIMEOUT && !did_fallback) {
if (!client->hasServerReplied() && fallback_address.isValid()) {
client->connect(fallback_address, address_name,
simple_singleplayer_mode || local_server_mode);
}
did_fallback = true;
} else if (wait_time > GAME_CONNECTION_TIMEOUT) {
*error_message = gettext("Connection timed out.");
errorstream << *error_message << std::endl;
break;
@ -1723,8 +1745,7 @@ bool Game::connectToServer(const GameStartData &start_data,
showOverlayMessage(N_("Connecting to server..."), dtime, 20);
}
} catch (con::PeerNotFoundException &e) {
// TODO: Should something be done here? At least an info/error
// message?
warningstream << "This should not happen. Please report a bug." << std::endl;
return false;
}