0ad/source/network/StunClient.h
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

64 lines
2.1 KiB
C++

/* Copyright (C) 2026 Wildfire Games.
* Copyright (C) 2013-2016 SuperTuxKart-Team.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef STUNCLIENT_H
#define STUNCLIENT_H
#include "lib/external_libraries/enet.h"
#include "lib/types.h"
#include <string>
class CStr8;
typedef struct _ENetHost ENetHost;
namespace StunClient
{
/**
* Return the publicly accessible IP of the given ENet host/socket.
* This is done by contacting STUN server.
* The return IP & port should only be considered valid for the give host/socket.
*/
bool FindPublicIP(ENetHost& enetClient, CStr8& ip, u16& port);
/**
* Send a message to the target server with the given ENet host/socket.
* This will open a port on the local gateway (if any) to receive trafic,
* allowing the recipient to answer (thus 'punching a hole' in the NAT).
* NB: this assumes consistent NAT, i.e. the outgoing port is always the same for the given client,
* thus allowing the IP discovered via STUN to be sent to the target server.
*/
void SendHolePunchingMessages(ENetHost& enetClient, const std::string& serverAddress, u16 serverPort);
/**
* Send a single hole punching message to the target address.
* Unlike SendHolePunchingMessages this doesn't block, so the caller
* is responsible for repeating the message at a sensible interval.
* @see SendHolePunchingMessages
*/
void SendHolePunchingMessage(ENetHost& enetClient, const ENetAddress& addr);
/**
* Return the local IP.
* Technically not a STUN method, but convenient to define here.
*/
bool FindLocalIP(CStr8& ip);
}
#endif // STUNCLIENT_H