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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-10 22:31:40 +02:00

Remove network connection from local games

This removes need for TCP network connection in single-player games.

Instead, game will now create internal pseudo-connection that performs
client<->server communication by posting sent messages to client/server
asio::io_service'a.

This should fix gameplay aborting on switching to another app on iOS (and
apparently, on Android in some cases)
This commit is contained in:
Ivan Savenko
2025-02-02 17:47:37 +00:00
parent e113622dc3
commit d9244cf061
12 changed files with 141 additions and 5 deletions

View File

@@ -206,9 +206,13 @@ void CServerHandler::connectToServer(const std::string & addr, const ui16 port)
Settings remotePort = settings.write["server"]["remotePort"];
remotePort->Integer() = port;
}
networkHandler->connectToRemote(*this, addr, port);
networkHandler->connectToRemote(*this, addr, port);
}
else
{
serverRunner->connect(*networkHandler, *this, addr, port);
}
}
void CServerHandler::onConnectionFailed(const std::string & errorMessage)
@@ -245,7 +249,7 @@ void CServerHandler::onTimer()
}
assert(isServerLocal());
networkHandler->connectToRemote(*this, getLocalHostname(), getLocalPort());
serverRunner->connect(*networkHandler, *this, getLocalHostname(), getLocalPort());
}
void CServerHandler::onConnectionEstablished(const NetworkConnectionPtr & netConnection)

View File

@@ -13,6 +13,7 @@
#include "../lib/VCMIDirs.h"
#include "../lib/CThreadHelper.h"
#include "../lib/network/NetworkInterface.h"
#include "../server/CVCMIServer.h"
#ifdef ENABLE_SERVER_PROCESS
@@ -74,6 +75,11 @@ int ServerThreadRunner::exitCode()
return 0;
}
void ServerThreadRunner::connect(INetworkHandler & network, INetworkClientListener & listener, const std::string & host, uint16_t port)
{
network.createInternalConnection(listener, server->getNetworkServer());
}
#ifdef ENABLE_SERVER_PROCESS
ServerProcessRunner::ServerProcessRunner() = default;
@@ -113,4 +119,9 @@ uint16_t ServerProcessRunner::start(uint16_t port, bool connectToLobby, std::sha
return port;
}
void ServerProcessRunner::connect(INetworkHandler & network, INetworkClientListener & listener, const std::string & host, uint16_t port)
{
network.connectToRemote(listener, host, port);
}
#endif

View File

@@ -12,6 +12,8 @@
VCMI_LIB_NAMESPACE_BEGIN
struct StartInfo;
class INetworkHandler;
class INetworkClientListener;
VCMI_LIB_NAMESPACE_END
@@ -25,11 +27,13 @@ public:
virtual void wait() = 0;
virtual int exitCode() = 0;
virtual void connect(INetworkHandler & network, INetworkClientListener & listener, const std::string & host, uint16_t port) = 0;
virtual ~IServerRunner() = default;
};
/// Class that runs server instance as a thread of client process
class ServerThreadRunner : public IServerRunner, boost::noncopyable
class ServerThreadRunner final : public IServerRunner, boost::noncopyable
{
std::unique_ptr<CVCMIServer> server;
boost::thread threadRunLocalServer;
@@ -39,6 +43,8 @@ public:
void wait() override;
int exitCode() override;
void connect(INetworkHandler & network, INetworkClientListener & listener, const std::string & host, uint16_t port) override;
ServerThreadRunner();
~ServerThreadRunner();
};
@@ -64,7 +70,7 @@ class child;
/// Class that runs server instance as a child process
/// Available only on desktop systems where process management is allowed
class ServerProcessRunner : public IServerRunner, boost::noncopyable
class ServerProcessRunner final : public IServerRunner, boost::noncopyable
{
std::unique_ptr<boost::process::child> child;
@@ -74,6 +80,8 @@ public:
void wait() override;
int exitCode() override;
void connect(INetworkHandler & network, INetworkClientListener & listener, const std::string & host, uint16_t port) override;
ServerProcessRunner();
~ServerProcessRunner();
};

View File

@@ -208,4 +208,55 @@ void NetworkConnection::close()
//NOTE: ignoring error code, intended
}
InternalConnection::InternalConnection(INetworkConnectionListener & listener, const std::shared_ptr<NetworkContext> & context)
: listener(listener)
, io(context)
{
}
void InternalConnection::receivePacket(const std::vector<std::byte> & message)
{
io->post([self = shared_from_this(), message](){
self->listener.onPacketReceived(self, message);
});
}
void InternalConnection::disconnect()
{
io->post([self = shared_from_this()](){
self->listener.onDisconnected(self, "Internal connection has been terminated");
self->otherSideWeak.reset();
});
}
void InternalConnection::connectTo(std::shared_ptr<IInternalConnection> connection)
{
otherSideWeak = connection;
}
void InternalConnection::sendPacket(const std::vector<std::byte> & message)
{
auto otherSide = otherSideWeak.lock();
if (otherSide)
otherSide->receivePacket(message);
else
throw std::runtime_error("Failed to send packet! Connection has been deleted!");
}
void InternalConnection::setAsyncWritesEnabled(bool on)
{
// no-op
}
void InternalConnection::close()
{
auto otherSide = otherSideWeak.lock();
if (otherSide)
otherSide->disconnect();
otherSideWeak.reset();
}
VCMI_LIB_NAMESPACE_END

View File

@@ -46,4 +46,20 @@ public:
void setAsyncWritesEnabled(bool on) override;
};
class InternalConnection final : public IInternalConnection, public std::enable_shared_from_this<InternalConnection>
{
std::weak_ptr<IInternalConnection> otherSideWeak;
std::shared_ptr<NetworkContext> io;
INetworkConnectionListener & listener;
public:
InternalConnection(INetworkConnectionListener & listener, const std::shared_ptr<NetworkContext> & context);
void receivePacket(const std::vector<std::byte> & message) override;
void disconnect() override;
void connectTo(std::shared_ptr<IInternalConnection> connection) override;
void sendPacket(const std::vector<std::byte> & message) override;
void setAsyncWritesEnabled(bool on) override;
void close() override;
};
VCMI_LIB_NAMESPACE_END

View File

@@ -73,6 +73,17 @@ void NetworkHandler::createTimer(INetworkTimerListener & listener, std::chrono::
});
}
void NetworkHandler::createInternalConnection(INetworkClientListener & listener, INetworkServer & server)
{
auto localConnection = std::make_shared<InternalConnection>(listener, io);
server.receiveInternalConnection(localConnection);
io->post([&listener, localConnection](){
listener.onConnectionEstablished(localConnection);
});
}
void NetworkHandler::stop()
{
io->stop();

View File

@@ -22,6 +22,7 @@ public:
std::unique_ptr<INetworkServer> createServerTCP(INetworkServerListener & listener) override;
void connectToRemote(INetworkClientListener & listener, const std::string & host, uint16_t port) override;
void createInternalConnection(INetworkClientListener & listener, INetworkServer & server) override;
void createTimer(INetworkTimerListener & listener, std::chrono::milliseconds duration) override;
void run() override;

View File

@@ -21,6 +21,15 @@ public:
virtual void close() = 0;
};
/// Class for internal connections within single process, for use when TCP is not possible or not desired
class IInternalConnection : public INetworkConnection
{
public:
virtual void receivePacket(const std::vector<std::byte> & message) = 0;
virtual void disconnect() = 0;
virtual void connectTo(std::shared_ptr<IInternalConnection> connection) = 0;
};
using NetworkConnectionPtr = std::shared_ptr<INetworkConnection>;
using NetworkConnectionWeakPtr = std::weak_ptr<INetworkConnection>;
@@ -41,6 +50,7 @@ public:
virtual ~INetworkServer() = default;
virtual uint16_t start(uint16_t port) = 0;
virtual void receiveInternalConnection(std::shared_ptr<IInternalConnection> remoteConnection) = 0;
};
/// Base interface that must be implemented by user of networking API to handle any connection callbacks
@@ -94,6 +104,10 @@ public:
/// On failure: INetworkTimerListener::onConnectionFailed will be called with human-readable error message
virtual void connectToRemote(INetworkClientListener & listener, const std::string & host, uint16_t port) = 0;
/// Creates an instance of internal connection that is connected to a network server, but uses intra-process communication instead of TCP
/// On success INetworkTimerListener::onConnectionEstablished() will be called asynchronously, established connection provided as parameter
virtual void createInternalConnection(INetworkClientListener & listener, INetworkServer & server) = 0;
/// Creates a timer that will be called once, after specified interval has passed
/// On success: INetworkTimerListener::onTimer() will be called
/// On failure: no-op

View File

@@ -57,6 +57,18 @@ void NetworkServer::onDisconnected(const std::shared_ptr<INetworkConnection> & c
}
}
void NetworkServer::receiveInternalConnection(std::shared_ptr<IInternalConnection> remoteConnection)
{
auto localConnection = std::make_shared<InternalConnection>(*this, io);
connections.insert(localConnection);
localConnection->connectTo(remoteConnection);
remoteConnection->connectTo(localConnection);
listener.onNewConnection(localConnection);
}
void NetworkServer::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
{
listener.onPacketReceived(connection, message);

View File

@@ -29,6 +29,8 @@ class NetworkServer : public INetworkConnectionListener, public INetworkServer
public:
NetworkServer(INetworkServerListener & listener, const std::shared_ptr<NetworkContext> & context);
void receiveInternalConnection(std::shared_ptr<IInternalConnection> remoteConnection) override;
uint16_t start(uint16_t port) override;
};

View File

@@ -1077,3 +1077,8 @@ INetworkHandler & CVCMIServer::getNetworkHandler()
{
return *networkHandler;
}
INetworkServer & CVCMIServer::getNetworkServer()
{
return *networkServer;
}

View File

@@ -107,6 +107,7 @@ public:
void updateAndPropagateLobbyState();
INetworkHandler & getNetworkHandler();
INetworkServer & getNetworkServer();
void setState(EServerState value);
EServerState getState() const;