Commit graph

26 commits

Author SHA1 Message Date
josue
05afbf1805 Deduplicate the hole punching pacing between client and server
The synchronous client-side SendHolePunchingMessages and the server
worker each implemented the fw_punch config reading, the target
resolution and the message pacing. Move them to a
StunClient::HolePuncher class which sends due messages without
blocking, and express the blocking client-side variant as a loop over
it. The single-message StunClient::SendHolePunchingMessage is no
longer needed.

As a side effect, the client no longer sleeps for fw_punch.delay after
the last message, and skips sending if the server address cannot be
resolved instead of punching an unresolvable address.

Requested by Phosit in the review of #8977.
2026-06-12 18:56:32 +02:00
josue
0321f6a8a7 Don't block on hole punching when a client joins
CNetServer::SendHolePunchingMessage is called on the main thread (from
the lobby's XMPP handler) whenever a lobby client requests to connect.
It called StunClient::SendHolePunchingMessages, which sleeps for
fw_punch.delay (default 200 ms) after each of the fw_punch.num_msg
(default 3) messages. Freezing the main thread for ~600 ms freezes the
hosting player's game, which in turn delays the lockstep turns of every
player in the match.

Instead, queue the request to the network server worker thread (like
lobby auths) and pace the messages from CNetServerWorker::RunStep
without sleeping. As the worker now owns the whole exchange, this also
removes the concurrent use of the server's ENetHost from two threads.
Punching stops as soon as the peer connects, which also gives
num_msg = -1 (send indefinitely) a sane meaning.

Fixes: #7957

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:10:22 +02:00
Ralph Sennhauser
0368a1b391
Make requirements sufficient in StunClient
While std::is_pod is required it is not sufficient so use
std::is_integral as condition which is.

Further replace the static_assert with a requires and use the new endian
support to avoid use preprocessor.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-12 20:45:16 +02:00
Ralph Sennhauser
4a14e382d5
Replace deprecated std::is_pod
std::is_pod is deprecated in C++20 and as such triggers
-Wdeprecated-declarations when built with C++20, "is_standard_layout &&
is_trivial" is the equivalent, so migrate to that.

While at it replace runtime dispatch with compile time and reduce the
required trait for memcpy to what is really needed.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-12 20:45:15 +02:00
Ralph Sennhauser
3c1a37985a
Fix includes in source/network
Make include-what-you-use happy with files in source/network and
fix what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-07-23 18:18:47 +02:00
phosit
1a8757660f Get config values without using return parameters
Many temporaries can be removed.
2025-04-09 12:51:21 +02:00
Dunedan
8519eb9b86
Reduce time needed for STUN
In my tests this reduced the time necessary for starting to host a game
or joining a hosted game by ~180ms.
2024-08-23 21:00:15 +02:00
vladislavbelov
ffc4a56b9f Revert non-ASCII characters from source and configuration files introduced in 157c6af18e.
Fixes #6846

Differential Revision: https://code.wildfiregames.com/D5185
This was SVN commit r27965.
2023-12-03 00:30:12 +00:00
bb
157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00
vladislavbelov
3dad53a7ee Fixes without PCH build in StunClient missing include for std::byte added in 895e4e6aa6.
Differential Revision: https://code.wildfiregames.com/D4814
This was SVN commit r27174.
2022-10-26 00:15:27 +00:00
wraitii
895e4e6aa6 StunClient code cleanup: use enet functions, endianness
Instead of using platform-specific sockets, use enet_socket* functions
(which ends up doing the same).
Clean up some confusing APIs, removing the distinction between finding
the public IP for the host/join.

Fix endianness support & use simpler code.

Refs D364 / 61261d14fc (and some subsequent fixing diffs).

Differential Revision: https://code.wildfiregames.com/D3970
This was SVN commit r25453.
2021-05-17 15:14:10 +00:00
wraitii
2034136560 Implement a workaround for routers without NAT loopback.
This allows joining a lobby game hosted on the same network (behind the
same NAT gateway).
This is relatively primitive to keep things simple: if the server and
the client have the same public IP, it is assumed that they are on the
same network and the client instead requests the local IP.

Differential Revision: https://code.wildfiregames.com/D3944
This was SVN commit r25448.
2021-05-16 15:34:38 +00:00
Stan
4ad78018f9 Fix no-pch build. Potentially fixes bb49fbe793, 0198942a79, 34b1920e7b, 8b08f4ae7a 0dbf417171, 3af1fc64d2, 5fbdbaa3bc, 6fbf036ae4.
Comments by: @vladislavbelov, @wraitii.
Differential Revision: https://code.wildfiregames.com/D3948
This was SVN commit r25423.
2021-05-12 13:48:55 +00:00
wraitii
34b1920e7b Split ScriptRequest in its own header.
We often only need to include ScriptRequest.h and not the full
ScriptInterface.h

Differential Revision: https://code.wildfiregames.com/D3920
This was SVN commit r25366.
2021-05-03 16:07:26 +00:00
wraitii
d078df0b85 Get the public IP from the lobby if not using STUN.
Follow-up to 1a8de6d2b8. This makes it again possible to host without
STUN via the lobby.
The lobby bot will answer the host "Register" command with the external
IP. This is only sent to the host, avoiding IP leakage.

There is a small window in which a client might try to join and the
public IP isn't up, and the request goes through, but that seems rather
unlikely to be a problem in practice.

Refs #5913

Differential Revision: https://code.wildfiregames.com/D3490
This was SVN commit r24858.
2021-02-08 15:47:34 +00:00
Angen
1a8de6d2b8 Hide ip and port from users until they want to join, add optional password
Current issue with the lobby, is that we make ips of hosts public for
anyone to read. This patch consists of 3 parts.
1.) Removing ips and ports from lobby javascript
2.) Removing need of script on the server to attach public ips to game
stanza by asking the host using xmppclient as proxy.
3.) Implementing password protected matches, to deny this information to
not trusted players.

Further description:
Do not send ports and stunip to the bots.

Removed from stanza.
Do not send ip to the lobby.

Removed from mapping gamelist from backend to gui (still on the backend
side, because it is done by script on 0ad server).
Get ip and ports on request when trying to connect.

On the host side, ask stun server what is host's public ip and remember
it.
On the client side, send iq through xmppclient to the hosting player and
ask for ip, port and if Stun is used, then if answer is success,
continue
   with connecting, else fail.
Add optional password for matches.

Add password required identifier to the stanza.
Allow host to setup password for the match. Hash it on the host side and
store inside Netserver. If no password is given, matches will behave
as it is not required.
On the client side, if password for the match is required, show
additional window before trying to connect and ask for password, then
hash it
and send with iq request for ip, port and stun.
Server will answer with ip, port and stun only if passwords matches,
else will asnwer with error string.
Some security:
Passwords are hashed before sending, so it is not easy to guess what
users typed. (per wraitii)
Hashes are using different salt as lobby hashing and not using usernames
as salt (as that is not doable), so they are different even typing the
same password as for the lobby account.
Client remembers which user was asked for connection data and iq's id of
request. If answer doesn't match these things, it is ignored. (thnx
user1)
Every request for connection data is logged with hostname of the
requester to the mainlog file (no ips).
If user gets iq to send connection data and is not hosting the match,
will respond with error string "not_server".
If server gets iq::result with connection data, request is ignored.

Differential revision: D3184
Reviewed by: @wraitii
Comments by: @Stan, @bb, @Imarok, @vladislavbelov
Tested in lobby

This was SVN commit r24728.
2021-01-20 18:31:39 +00:00
wraitii
25490bfec3 Improve JS Exception handling.
- Check for pending exceptions after function calls and script
executions.
- Call LOGERROR instead of JS_ReportError when there is a conversion
error in FromJSVal, since that can only be called from C++ (where JS
errors don't really make sense). Instead, C++ callers of FromJSVal
should handle the failure and, themselves, either report an error or
simply do something else.
- Wrap JS_ReportError since that makes updating it later easier.

This isn't a systematical fix since ToJSVal also ought return a boolean
for failures, and we probably should trigger errors instead of warnings
on 'implicit' conversions, rather a preparation diff.

Part of the SM52 migration, stage: SM45 compatible (actually SM52
incompatible, too).

Based on a patch by: Itms
Comments by: Vladislavbelov, Stan`
Refs #742, #4893

Differential Revision: https://code.wildfiregames.com/D3093
This was SVN commit r24187.
2020-11-15 18:29:17 +00:00
wraitii
ee0d204bf6 Wrap JSAutoRequest and replace usage of JSContext* with the wrapper.
JSAutoRequest is required before calling into most JSAPI methods, for GC
reasons.
Calling it is required and fragile as one must not forget.
Further, SM52 and later make manipulating JSContext* dangerous as that
can cross Compartment(Realm in SM68) barriers (and ScriptInterface now
matches a Compartment).

The solution to both problems is to avoid using JSContext* in 0 A.D.
itself. To achieve this, a Request class is introduced, and must be used
to access a JSContext* from a scriptInterface. Further, Request is
passed to other ScriptInterface functions isntead of JSContext*, making
it obvious that the caller has already called it, reducing errors and
redundant JSAutoRequest calls.
Only JSNative functions now get a naked JSContext* without protection,
but the likelihood of forgetting a request is lower since many
ScriptInterface functions now expect it.

JSContext* is directly passed to JSAPI functions only.

Part of the SM52 migration, stage: SM45 compatible

Based on a patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3088
This was SVN commit r24176.
2020-11-13 13:18:22 +00:00
elexis
a84e2e57df Use ScriptInterface::CreateObject for ToJSVal<CColor>, and for ToJSVal<Grid<u8> >, ToJSVal<Grid<u16> > used by the AIManager obtaining the pathfinder grid.
Make that function static, so that it can be used for these functions
without slowly having to obtain the ScriptInterface instance using
GetScriptInterfaceAndCBData just to get the JSContext again.
Remove few redundant conversions for CreateObject arguments.

Differential Revision: https://code.wildfiregames.com/D2128
Tested on: gcc 9.1.0, clang 8.0.1, Jenkins
Tedious performance testing in: D2128, D2127

This was SVN commit r22894.
2019-09-13 00:56:51 +00:00
elexis
24f97d9fd5 Fix unreported glooxwrapper leaks following 61261d14fc, refs #2305.
Fixes an occurring leak indicated by the reported clang unused variable
compiler warning, refs #5294, #5550,
by adding the missing glooxwrapper::Jingle::Session::Session destructor
.

Fix two leaks that would have occurred if the according code had been
used:
Delete unused glooxwrapper::Jingle::ICEUDP::ICEUDP instead of adding the
missing destructor.
Delete unused glooxwrapper::Jingle::Content::Content instead of adding
the missing destructor.

Explain why glooxwrapper::Client::registerStanzaExtension doesn't leak
the new StanzaExtensionWrapper.
Explain why glooxwrapper::Jingle::Session::sessionInitiate doesn't leak
the new gloox::Jingle::Content, nor the new gloox::Jingle::ICEUDP.
Explain why glooxwrapper::SessionManager::registerPlugins doesn't leak
the new gloox::Jingle::Content and new gloox::Jingle::ICEUDP.
Explain why glooxwrapper::SessionManager::createSession doesn't leak the
gloox::Jingle::Session.

I will not leak memory in the glooxwrapper.
I will not leak memory in the glooxwrapper.
I will not leak memory in the glooxwrapper.

Use references in the StunClient and glooxwrapper to anticipate any
confusion as to whose obligation it is to delete variables when they are
passed around across several files.
Use static_cast and reinterpret_cast instead of C-style casts in the
StunClient.

Differential Revision: https://code.wildfiregames.com/D2094
Refs D2093 for the reported leaks.
Reviewed By: Josh
Comments By: fcxSanya, Vladislav for D2094, and echotangoecho, leper in
61261d14fc

This was SVN commit r22678.
2019-08-17 00:12:19 +00:00
elexis
b4626359f5 Provide ScriptInterface CreateObject and CreateArray functions to replace Eval calls following 7c2e9027c2, 1c0536bf08 and later.
Differential Revision: https://code.wildfiregames.com/D2080
Previous version reviewed By: Krinkle
Comments By: historic_bruno, wraitii
This was SVN commit r22528.
2019-07-22 19:35:14 +00:00
elexis
30c3b7c3b8 Fix two clang warnings in 61261d14fc reported by leper.
Differential Revision: https://code.wildfiregames.com/D1064
Reviewed By: fcxSanya
Refs #2305

This was SVN commit r20582.
2017-12-04 14:30:38 +00:00
Itms
2da6c0ce2a Use default Unicode encoding in source code on Windows.
This change drops MBCS encoding (which was the default for premake4)
except in the Collada project which is entirely written assuming MBCS.

Tested By: wraitii
Differential Revision: https://code.wildfiregames.com/D1069
This was SVN commit r20561.
2017-11-29 20:14:22 +00:00
leper
9defd11440 Pass ScriptInterface as a const ref where possible.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D739
This was SVN commit r20028.
2017-08-24 00:32:42 +00:00
elexis
b19612c31a Fix whitespace and three refs instead of copies in the glooxwrapper/StunClient code identified by leper in 61261d14fc.
This was SVN commit r19741.
2017-06-05 20:44:00 +00:00
elexis
61261d14fc STUN + XMPP ICE implementation.
Allows lobby players to host games without having to configure their
router.

Differential Revision: https://code.wildfiregames.com/D364
Fixes #2305
Patch By: fcxSanya.
StunClient based on code by SuperTuxKart, relicensed with approval of
the according authors hilnius, hiker, Auria, deveee, Flakebi, leper,
konstin and KroArtem.
Added rfc5245 (ejabberd) support, a GUI option, refactoring and segfault
fixes by myself.

Tested By: user1, Sandarac, Sestroretsk1714, Vladislav, Grugnas,
javiergodas
Partially Reviewed By: leper, Philip, echotangoecho
This was SVN commit r19703.
2017-06-01 06:33:52 +00:00