Commit fc3e2eff authored by Albert Vaca Cintora's avatar Albert Vaca Cintora

Dynamic tcp port change when bind fails

parent 00305209
......@@ -40,7 +40,9 @@ BroadcastTcpLinkProvider::BroadcastTcpLinkProvider()
void BroadcastTcpLinkProvider::onStart()
{
mUdpServer->bind(QHostAddress::Broadcast, port, QUdpSocket::ShareAddress);
mTcpServer->listen(QHostAddress::Any, port);
tcpPort = port;
while (!mTcpServer->listen(QHostAddress::Any, tcpPort)) tcpPort++;
onNetworkChange(QNetworkSession::Connected);
}
......@@ -52,10 +54,12 @@ void BroadcastTcpLinkProvider::onStop()
}
//I'm in a new network, let's be polite and introduce myself
void BroadcastTcpLinkProvider::onNetworkChange(QNetworkSession::State state) {
void BroadcastTcpLinkProvider::onNetworkChange(QNetworkSession::State state)
{
qDebug() << "onNetworkChange" << state;
NetworkPackage np("");
NetworkPackage::createIdentityPackage(&np);
np.set("tcpPort",tcpPort);
QUdpSocket().writeDatagram(np.serialize(),QHostAddress("255.255.255.255"), port);
}
......@@ -79,7 +83,7 @@ void BroadcastTcpLinkProvider::newUdpConnection()
NetworkPackage::createIdentityPackage(&np2);
if (np->get<QString>("deviceId") == np2.get<QString>("deviceId")) {
qDebug() << "I can't fuck myself!";
qDebug() << "Ignoring my own broadcast";
return;
}
......@@ -91,18 +95,21 @@ void BroadcastTcpLinkProvider::newUdpConnection()
links.remove(id);
}
QTcpSocket* socket = new QTcpSocket(this);
int tcpPort = np->get<int>("tcpPort",port);
qDebug() << "Received Udp presentation from" << sender << "asking for a tcp connection...";
qDebug() << "Received Udp presentation from" << sender << "asking for a tcp connection on port " << tcpPort;
receivedIdentityPackages[socket] = np;
QTcpSocket* socket = new QTcpSocket(this);
receivedIdentityPackages[socket].np = np;
receivedIdentityPackages[socket].sender = sender;
connect(socket, SIGNAL(connected()), this, SLOT(connected()));
connect(socket, SIGNAL(error(QAbstractSocket::SocketError)), this, SLOT(connectError()));
socket->connectToHost(sender, port);
socket->connectToHost(sender, tcpPort);
} else {
delete np;
}
}
......@@ -116,7 +123,10 @@ void BroadcastTcpLinkProvider::connectError()
disconnect(socket, SIGNAL(connected()), this, SLOT(connected()));
qDebug() << "Fallback (1), try reverse connection";
onNetworkChange(QNetworkSession::Connected);
NetworkPackage np("");
NetworkPackage::createIdentityPackage(&np);
np.set("tcpPort",tcpPort);
QUdpSocket().writeDatagram(np.serialize(), receivedIdentityPackages[socket].sender, port);
}
......@@ -128,7 +138,7 @@ void BroadcastTcpLinkProvider::connected()
disconnect(socket, SIGNAL(connected()), this, SLOT(connected()));
disconnect(socket, SIGNAL(error(QAbstractSocket::SocketError)), this, SLOT(connectError()));
NetworkPackage* np = receivedIdentityPackages[socket];
NetworkPackage* np = receivedIdentityPackages[socket].np;
const QString& id = np->get<QString>("deviceId");
qDebug() << "Connected" << socket->isWritable();
......@@ -143,13 +153,14 @@ void BroadcastTcpLinkProvider::connected()
bool success = dl->sendPackage(np2);
//TODO: Use reverse connection too to preffer connecting a unstable device (a phone) to a stable device (a computer)
if (success) {
qDebug() << "Handshaking done (i'm the existing device)";
emit onNewDeviceLink(*np, dl);
} else {
//I think this will never happen
qDebug() << "Fallback (2), try reverse connection";
onNetworkChange(QNetworkSession::Connected);
QUdpSocket().writeDatagram(np2.serialize(), receivedIdentityPackages[socket].sender, port);
delete dl;
}
......
......@@ -58,9 +58,15 @@ private:
QTcpServer* mTcpServer;
QUdpSocket* mUdpServer;
const static quint16 port = 1714;
quint16 tcpPort;
QMap<QString, DeviceLink*> links;
QMap<QTcpSocket*, NetworkPackage*> receivedIdentityPackages;
struct PendingConnect {
NetworkPackage* np;
QHostAddress sender;
};
QMap<QTcpSocket*, PendingConnect> receivedIdentityPackages;
};
......
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