| 373 | } |
| 374 | |
| 375 | bool ClientNetworkCoordinatorSocketHandler::Receive_GC_TURN_CONNECT(Packet &p) |
| 376 | { |
| 377 | std::string token = p.Recv_string(NETWORK_TOKEN_LENGTH); |
| 378 | uint8_t tracking_number = p.Recv_uint8(); |
| 379 | std::string ticket = p.Recv_string(NETWORK_TOKEN_LENGTH); |
| 380 | std::string connection_string = p.Recv_string(NETWORK_HOSTNAME_PORT_LENGTH); |
| 381 | Debug(net, 9, "Coordinator::Receive_GC_TURN_CONNECT({}, {}, {}, {})", token, tracking_number, ticket, connection_string); |
| 382 | |
| 383 | /* Ensure all other pending connection attempts are killed. */ |
| 384 | if (this->game_connecter != nullptr) { |
| 385 | this->game_connecter->Kill(); |
| 386 | this->game_connecter = nullptr; |
| 387 | } |
| 388 | |
| 389 | this->turn_handlers[token] = ClientNetworkTurnSocketHandler::Turn(token, tracking_number, ticket, connection_string); |
| 390 | |
| 391 | if (!_network_server) { |
| 392 | auto connecter_it = this->connecter.find(token); |
| 393 | if (connecter_it == this->connecter.end()) { |
| 394 | /* Make sure we are still interested in connecting to this server. */ |
| 395 | this->ConnectFailure(token, 0); |
| 396 | return true; |
| 397 | } |
| 398 | |
| 399 | switch (_settings_client.network.use_relay_service) { |
| 400 | case URS_NEVER: |
| 401 | this->ConnectFailure(token, 0); |
| 402 | break; |
| 403 | |
| 404 | case URS_ASK: |
| 405 | ShowNetworkAskRelay(connecter_it->second.first, std::move(connection_string), std::move(token)); |
| 406 | break; |
| 407 | |
| 408 | case URS_ALLOW: |
| 409 | this->StartTurnConnection(token); |
| 410 | break; |
| 411 | } |
| 412 | } else { |
| 413 | this->StartTurnConnection(token); |
| 414 | } |
| 415 | |
| 416 | return true; |
| 417 | } |
| 418 | |
| 419 | void ClientNetworkCoordinatorSocketHandler::StartTurnConnection(std::string_view token) |
| 420 | { |
nothing calls this directly
no test coverage detected