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netplay: introduce abstractions for client/server-side sockets and connection providers #4105
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Moved the async client connection code to the base |
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…nnection providers This patch introduces multiple high-level abstractions over raw low-level sockets, which are necessary for supporting network backends other than default legacy `TCP_DIRECT` implementation: 1. `WzConnectionProvider` - abstracts the way WZ establishes server-side and client-side connections. This thing effectively provides usable listen sockets and client connections to work with, hence the name. 2. `IListenSocket` - abstraction over listen sockets. 3. `IClientConnection` - abstraction over client-side sockets (and also server-side connections to the game clients). 4. `IConnectionPollGroup` - generalization of socket sets for polling multiple connections in one go. 5. `ConnectionProviderRegistry` - trivial singleton class providing storage for connection providers. 6. `ConnectionAddress` - opaque connection address object, aimed to replace direct uses of `addrinfo` and provide a bit more abstract way to represent connection credentials. Still looks like a crutch right now, but it's better than nothing, nonetheless. The existing implementation in `netplay/netsocket.h(.cpp)` has been moved to the `tcp` subfolder and wrapped entirely into the `tcp` namespace. The patch provides `TCP*`-prefixed implementations of the base interfaces mentioned above, which are implemented in terms of the old `netsocket` code. There's now a `ConnectionProviderType::TCP_DIRECT` enumeration descriptor for accessing the default connection provider. All uses in the high-level code (`netplay.cpp`, `joiningscreen.cpp`) are amended appropriately to use the all-new high-level abstractions instead of old low-level tcp-specific `Socket` and `SocketSet`. NOTE: there are still a few functions from the `tcp::` namespace used directly in the Discord RPC integration code, but these shouldn't pose any problem to either extract these into a more generic abstraction layer or to be rewritten not to use these functions at all, because they don't actually use any low-level stuff that's hard to refactor. Signed-off-by: Pavel Solodovnikov <[email protected]>
This way it looks much cleaner and naturally doesn't leak any implementation details to clients. Also, now it's much easier to provide native connection address implementations for each backend implementation. Signed-off-by: Pavel Solodovnikov <[email protected]>
…e `WzConnectionProvider` Provide the default implementation for `openClientConnectionAsync()` in `WzConnectionProvider`, which just spawns a new thread and piggibacks on the `resolveHost()` + `openClientConnectionAny()` combination. The `TCPConnectionProvider` is now simpler because it can use the default implementation from the base class. Signed-off-by: Pavel Solodovnikov <[email protected]>
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This patch introduces multiple high-level abstractions over raw low-level sockets, which are necessary for supporting network backends other than default legacy
TCP_DIRECT
implementation:WzConnectionProvider
- abstracts the way WZ establishes server-side and client-side connections. This thing effectively provides usable listen sockets and client connections to work with, hence the name.IListenSocket
- abstraction over listen sockets.IClientConnection
- abstraction over client-side sockets (and also server-side connections to the game clients).IConnectionPollGroup
- generalization of socket sets for polling multiple connections in one go.ConnectionProviderRegistry
- trivial singleton class providing storage for connection providers.IConnectionAddress
- opaque connection address object, aimed to replace direct uses ofaddrinfo
and provide a bit more abstract way to represent connection credentials.The existing implementation in
netplay/netsocket.h(.cpp)
has been moved to thetcp
subfolder and wrapped entirely into thetcp
namespace.The patch provides
TCP*
-prefixed implementations of the base interfaces mentioned above, which are implemented in terms of the oldnetsocket
code.There's now a
ConnectionProviderType::TCP_DIRECT
enumeration descriptor for accessing the default connection provider.All uses in the high-level code (
netplay.cpp
,joiningscreen.cpp
) are amended appropriately to use the all-new high-level abstractions instead of old low-level tcp-specificSocket
andSocketSet
.NOTE: there are still a few functions from the
tcp::
namespace used directly in the Discord RPC integration code, but these shouldn't pose any problem to either extract these into a more generic abstraction layer or to be rewritten not to use these functions at all, because they don't actually use any low-level stuff that's hard to refactor.