Using cSocketThreads for client outgoing packets. Unfortunately had to put in one intermediate thread (cServer::cNotifyWriteThread) to avoid deadlocks. Still, seems we have a proper multithreading for clients and no more per-client threads, yay :)
git-svn-id: http://mc-server.googlecode.com/svn/trunk@328 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
parent
a14e015354
commit
0e33c919dd
@ -443,10 +443,6 @@
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RelativePath="..\source\cSimulatorManager.h"
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>
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</File>
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<File
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RelativePath="..\source\cSocketThreads.h"
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>
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</File>
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<File
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RelativePath="..\source\cTracer.cpp"
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>
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@ -1506,6 +1502,10 @@
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RelativePath="..\source\cSocketThreads.cpp"
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>
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</File>
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<File
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RelativePath="..\source\cSocketThreads.h"
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>
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</File>
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<File
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RelativePath="..\source\cTCPLink.cpp"
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>
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@ -77,7 +77,8 @@
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case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\
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case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; }
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#define MAX_SEMAPHORES (2000)
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/// If the number of queued outgoing packets reaches this, the client will be kicked
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#define MAX_OUTGOING_PACKETS 2000
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@ -89,9 +90,7 @@
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cClientHandle::cClientHandle(const cSocket & a_Socket, int a_ViewDistance)
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: m_ViewDistance(a_ViewDistance)
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, m_ProtocolVersion(23)
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, m_pSendThread(NULL)
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, m_Socket(a_Socket)
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, m_Semaphore(MAX_SEMAPHORES)
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, m_bDestroyed(false)
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, m_Player(NULL)
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, m_bKicking(false)
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@ -135,11 +134,6 @@ cClientHandle::cClientHandle(const cSocket & a_Socket, int a_ViewDistance)
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m_PacketMap[E_RESPAWN] = new cPacket_Respawn;
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m_PacketMap[E_PING] = new cPacket_Ping;
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//////////////////////////////////////////////////////////////////////////
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m_pSendThread = new cThread(SendThread, this, "cClientHandle::SendThread");
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m_pSendThread->Start (true);
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//////////////////////////////////////////////////////////////////////////
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LOG("New ClientHandle created at %p", this);
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}
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@ -149,7 +143,7 @@ cClientHandle::cClientHandle(const cSocket & a_Socket, int a_ViewDistance)
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cClientHandle::~cClientHandle()
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{
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LOG("Deleting client \"%s\"", GetUsername().c_str());
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LOG("Deleting client \"%s\" at %p", GetUsername().c_str(), this);
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// Remove from cSocketThreads, we're not to be called anymore:
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cRoot::Get()->GetServer()->ClientDestroying(this);
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@ -173,20 +167,13 @@ cClientHandle::~cClientHandle()
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}
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}
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// First stop sending thread
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m_bKeepThreadGoing = false;
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if (m_Socket.IsValid())
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{
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cPacket_Disconnect Disconnect;
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Disconnect.m_Reason = "Server shut down? Kthnxbai";
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m_Socket.Send(&Disconnect);
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m_Socket.CloseSocket();
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}
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m_Semaphore.Signal();
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delete m_pSendThread;
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if (m_Player != NULL)
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{
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m_Player->SetClientHandle(NULL);
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@ -198,19 +185,31 @@ cClientHandle::~cClientHandle()
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delete m_PacketMap[i];
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}
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// Queue all remaining outgoing packets to cSocketThreads:
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{
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cCSLock Lock(m_SendCriticalSection);
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cCSLock Lock(m_CSPackets);
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for (PacketList::iterator itr = m_PendingNrmSendPackets.begin(); itr != m_PendingNrmSendPackets.end(); ++itr)
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{
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AString Data;
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(*itr)->Serialize(Data);
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cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data);
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delete *itr;
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}
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m_PendingNrmSendPackets.clear();
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for (PacketList::iterator itr = m_PendingLowSendPackets.begin(); itr != m_PendingLowSendPackets.end(); ++itr)
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{
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AString Data;
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(*itr)->Serialize(Data);
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cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data);
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delete *itr;
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}
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m_PendingLowSendPackets.clear();
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}
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LOG("ClientHandle at %p destroyed", this);
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// Queue the socket to close as soon as it sends all outgoing data:
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cRoot::Get()->GetServer()->QueueClientClose(&m_Socket);
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LOG("ClientHandle at %p deleted", this);
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}
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@ -295,8 +294,8 @@ void cClientHandle::Authenticate(void)
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Send(Health);
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m_Player->Initialize(World);
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m_State = csDownloadingWorld;
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StreamChunks();
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m_State = csDownloadingWorld;
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}
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@ -305,7 +304,7 @@ void cClientHandle::Authenticate(void)
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void cClientHandle::StreamChunks(void)
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{
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if (m_State < csDownloadingWorld)
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if (m_State < csAuthenticating)
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{
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return;
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}
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@ -323,7 +322,7 @@ void cClientHandle::StreamChunks(void)
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m_LastStreamedChunkZ = ChunkPosZ;
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// DEBUG:
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LOGINFO("Streaming chunks centered on [%d, %d]", ChunkPosX, ChunkPosZ);
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LOGINFO("Streaming chunks centered on [%d, %d], view distance %d", ChunkPosX, ChunkPosZ, m_ViewDistance);
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cWorld * World = m_Player->GetWorld();
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ASSERT(World != NULL);
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@ -1645,7 +1644,10 @@ void cClientHandle::Tick(float a_Dt)
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if (m_State >= csDownloadingWorld)
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{
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cWorld * World = m_Player->GetWorld();
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cCSLock Lock(m_CSChunkLists);
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// Send the chunks:
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int NumSent = 0;
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for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
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{
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@ -1662,7 +1664,8 @@ void cClientHandle::Tick(float a_Dt)
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break;
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}
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} // for itr - m_ChunksToSend[]
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Lock.Unlock();
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// Check even if we didn't send anything - a chunk may have sent a notification that we'd miss otherwise
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CheckIfWorldDownloaded();
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}
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@ -1707,8 +1710,7 @@ void cClientHandle::Send(const cPacket * a_Packet, ENUM_PRIORITY a_Priority /* =
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}
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}
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bool bSignalSemaphore = true;
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cCSLock Lock(m_SendCriticalSection);
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cCSLock Lock(m_CSPackets);
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if (a_Priority == E_PRIORITY_NORMAL)
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{
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if (a_Packet->m_PacketID == E_REL_ENT_MOVE_LOOK)
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@ -1727,7 +1729,6 @@ void cClientHandle::Send(const cPacket * a_Packet, ENUM_PRIORITY a_Priority /* =
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{
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Packets.erase(itr);
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bBreak = true;
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bSignalSemaphore = false; // Because 1 packet is removed, semaphore count is the same
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delete PacketData;
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break;
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}
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@ -1747,10 +1748,9 @@ void cClientHandle::Send(const cPacket * a_Packet, ENUM_PRIORITY a_Priority /* =
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m_PendingLowSendPackets.push_back(a_Packet->Clone());
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}
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Lock.Unlock();
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if (bSignalSemaphore)
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{
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m_Semaphore.Signal();
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}
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// Notify SocketThreads that we have something to write:
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cRoot::Get()->GetServer()->NotifyClientWrite(this);
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}
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@ -1797,90 +1797,6 @@ void cClientHandle::SendConfirmPosition(void)
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void cClientHandle::SendThread(void *lpParam)
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{
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cClientHandle* self = (cClientHandle*)lpParam;
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PacketList & NrmSendPackets = self->m_PendingNrmSendPackets;
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PacketList & LowSendPackets = self->m_PendingLowSendPackets;
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while (self->m_bKeepThreadGoing && self->m_Socket.IsValid())
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{
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self->m_Semaphore.Wait();
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cCSLock Lock(self->m_SendCriticalSection);
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if (NrmSendPackets.size() + LowSendPackets.size() > MAX_SEMAPHORES)
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{
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LOGERROR("ERROR: Too many packets in queue for player %s !!", self->m_Username.c_str());
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cPacket_Disconnect DC("Too many packets in queue.");
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self->m_Socket.Send(DC);
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cSleep::MilliSleep(1000); // Give packet some time to be received
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Lock.Unlock();
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self->Destroy();
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break;
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}
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if (NrmSendPackets.size() == 0 && LowSendPackets.size() == 0)
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{
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ASSERT(!self->m_bKeepThreadGoing);
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if (self->m_bKeepThreadGoing)
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{
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LOGERROR("ERROR: Semaphore was signaled while no packets to send");
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}
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continue;
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}
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if (NrmSendPackets.size() > MAX_SEMAPHORES / 2)
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{
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LOGINFO("Pending packets: %i Last: 0x%02x", NrmSendPackets.size(), (*NrmSendPackets.rbegin())->m_PacketID);
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}
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cPacket * Packet = NULL;
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if (!NrmSendPackets.empty())
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{
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Packet = *NrmSendPackets.begin();
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NrmSendPackets.erase(NrmSendPackets.begin());
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}
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else if (!LowSendPackets.empty())
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{
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Packet = *LowSendPackets.begin();
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LowSendPackets.erase(LowSendPackets.begin());
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}
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Lock.Unlock();
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if (!self->m_Socket.IsValid())
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{
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break;
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}
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// LOG("Sending packet 0x%02x to \"%s\" (\"%s\")", Packet->m_PacketID, self->m_Socket.GetIPString().c_str(), self->m_Username.c_str());
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bool bSuccess = self->m_Socket.Send(Packet);
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if (!bSuccess)
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{
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LOGERROR("ERROR: While sending packet 0x%02x to client \"%s\"", Packet->m_PacketID, self->m_Username.c_str());
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delete Packet;
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self->Destroy();
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break;
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}
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delete Packet;
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if (self->m_bKicking && (NrmSendPackets.size() + LowSendPackets.size() == 0)) // Disconnect player after all packets have been sent
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{
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cSleep::MilliSleep(1000); // Give all packets some time to be received
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self->Destroy();
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break;
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}
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}
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return;
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}
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const AString & cClientHandle::GetUsername(void) const
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{
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return m_Username;
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@ -1967,7 +1883,49 @@ void cClientHandle::GetOutgoingData(AString & a_Data)
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{
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// Data can be sent to client
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// TODO
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cCSLock Lock(m_CSPackets);
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if (m_PendingNrmSendPackets.size() + m_PendingLowSendPackets.size() > MAX_OUTGOING_PACKETS)
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{
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LOGERROR("ERROR: Too many packets in queue for player %s !!", m_Username.c_str());
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cPacket_Disconnect DC("Too many packets in queue.");
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m_Socket.Send(DC);
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Lock.Unlock();
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Destroy();
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return;
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}
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if ((m_PendingNrmSendPackets.size() == 0) && (m_PendingLowSendPackets.size() == 0))
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{
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return;
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}
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if (m_PendingNrmSendPackets.size() > MAX_OUTGOING_PACKETS / 2)
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{
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LOGINFO("Suspiciously many pending packets: %i; client \"%s\", LastType: 0x%02x", m_PendingNrmSendPackets.size(), m_Username.c_str(), (*m_PendingNrmSendPackets.rbegin())->m_PacketID);
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}
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AString Data;
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if (!m_PendingNrmSendPackets.empty())
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{
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m_PendingNrmSendPackets.front()->Serialize(Data);
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delete m_PendingNrmSendPackets.front();
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m_PendingNrmSendPackets.erase(m_PendingNrmSendPackets.begin());
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}
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else if (!m_PendingLowSendPackets.empty())
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{
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m_PendingLowSendPackets.front()->Serialize(Data);
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delete m_PendingLowSendPackets.front();
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m_PendingLowSendPackets.erase(m_PendingLowSendPackets.begin());
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}
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Lock.Unlock();
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a_Data.append(Data);
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// Disconnect player after all packets have been sent
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if (m_bKicking && (m_PendingNrmSendPackets.size() + m_PendingLowSendPackets.size() == 0))
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{
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Destroy();
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}
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}
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@ -98,8 +98,6 @@ public:
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void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL) { Send(&a_Packet, a_Priority); }
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void Send(const cPacket * a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
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static void SendThread( void *lpParam );
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const AString & GetUsername(void) const;
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inline short GetPing() { return m_Ping; }
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@ -118,20 +116,17 @@ private:
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AString m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
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PacketList m_PendingNrmSendPackets;
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PacketList m_PendingLowSendPackets;
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cCriticalSection m_CSPackets;
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PacketList m_PendingNrmSendPackets;
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PacketList m_PendingLowSendPackets;
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cCriticalSection m_CSChunkLists;
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cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
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cChunkCoordsList m_ChunksToSend; // Chunks that need to be sent to the player (queued because they weren't generated yet or there's not enough time to send them)
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cThread * m_pSendThread;
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cSocket m_Socket;
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cCriticalSection m_CriticalSection;
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cCriticalSection m_SendCriticalSection;
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cSemaphore m_Semaphore;
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Vector3d m_ConfirmPosition;
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@ -65,8 +65,6 @@ struct cServer::sServerState
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cThread* pListenThread; bool bStopListenThread;
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cThread* pTickThread; bool bStopTickThread;
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ClientList Clients;
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cEvent RestartEvent;
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std::string ServerID;
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};
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@ -109,6 +107,33 @@ void cServer::ClientDestroying(const cClientHandle * a_Client)
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void cServer::NotifyClientWrite(const cClientHandle * a_Client)
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{
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m_NotifyWriteThread.NotifyClientWrite(a_Client);
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}
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void cServer::WriteToClient(const cSocket * a_Socket, const AString & a_Data)
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{
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m_SocketThreads.Write(a_Socket, a_Data);
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}
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void cServer::QueueClientClose(const cSocket * a_Socket)
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{
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m_SocketThreads.QueueClose(a_Socket);
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}
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bool cServer::InitServer( int a_Port )
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{
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if( m_bIsConnected )
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@ -209,6 +234,9 @@ bool cServer::InitServer( int a_Port )
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LOGINFO("Setting default viewdistance to the maximum of %d", m_ClientViewDistance);
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}
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}
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m_NotifyWriteThread.Start(this);
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return true;
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}
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@ -250,9 +278,13 @@ cServer::~cServer()
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// TODO - Need to modify this or something, so it broadcasts to all worlds? And move this to cWorld?
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void cServer::Broadcast( const cPacket * a_Packet, cClientHandle* a_Exclude /* = 0 */ )
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{
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for( ClientList::iterator itr = m_pState->Clients.begin(); itr != m_pState->Clients.end(); ++itr)
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cCSLock Lock(m_CSClients);
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for( ClientList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
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{
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if( *itr == a_Exclude || !(*itr)->IsLoggedIn() ) continue;
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if ((*itr == a_Exclude) || !(*itr)->IsLoggedIn())
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{
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continue;
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}
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(*itr)->Send( a_Packet );
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}
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}
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@ -289,7 +321,9 @@ void cServer::StartListenClient()
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delete NewHandle;
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return;
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}
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m_pState->Clients.push_back( NewHandle ); // TODO - lock list
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cCSLock Lock(m_CSClients);
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m_Clients.push_back( NewHandle );
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}
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@ -310,21 +344,21 @@ bool cServer::Tick(float a_Dt)
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cRoot::Get()->TickWorlds( a_Dt ); // TODO - Maybe give all worlds their own thread?
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//World->LockClientHandle(); // TODO - Lock client list
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for( ClientList::iterator itr = m_pState->Clients.begin(); itr != m_pState->Clients.end();)
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{
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if( (*itr)->IsDestroyed() )
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cCSLock Lock(m_CSClients);
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for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end();)
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{
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cClientHandle* RemoveMe = *itr;
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if ((*itr)->IsDestroyed())
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{
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cClientHandle* RemoveMe = *itr;
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itr = m_Clients.erase(itr);
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delete RemoveMe;
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continue;
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}
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||||
(*itr)->Tick(a_Dt);
|
||||
++itr;
|
||||
m_pState->Clients.remove( RemoveMe );
|
||||
delete RemoveMe;
|
||||
continue;
|
||||
}
|
||||
(*itr)->Tick(a_Dt);
|
||||
++itr;
|
||||
}
|
||||
//World->UnlockClientHandle();
|
||||
|
||||
cRoot::Get()->GetPluginManager()->Tick( a_Dt );
|
||||
|
||||
@ -550,14 +584,12 @@ void cServer::Shutdown()
|
||||
|
||||
cRoot::Get()->GetWorld()->SaveAllChunks();
|
||||
|
||||
//cWorld* World = cRoot::Get()->GetWorld();
|
||||
//World->LockClientHandle(); // TODO - Lock client list
|
||||
for( ClientList::iterator itr = m_pState->Clients.begin(); itr != m_pState->Clients.end(); ++itr )
|
||||
cCSLock Lock(m_CSClients);
|
||||
for( ClientList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr )
|
||||
{
|
||||
delete *itr;
|
||||
}
|
||||
m_pState->Clients.clear();
|
||||
//World->UnlockClientHandle();
|
||||
m_Clients.clear();
|
||||
}
|
||||
|
||||
|
||||
@ -575,13 +607,14 @@ const AString & cServer::GetServerID(void) const
|
||||
|
||||
void cServer::KickUser(const AString & iUserName, const AString & iReason)
|
||||
{
|
||||
for (ClientList::iterator itr = m_pState->Clients.begin(); itr != m_pState->Clients.end(); ++itr)
|
||||
cCSLock Lock(m_CSClients);
|
||||
for (ClientList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
|
||||
{
|
||||
if ((*itr)->GetUsername() == iUserName)
|
||||
{
|
||||
(*itr)->Kick(iReason);
|
||||
}
|
||||
} // for itr - m_pState->Clients[]
|
||||
} // for itr - m_Clients[]
|
||||
}
|
||||
|
||||
|
||||
@ -590,13 +623,92 @@ void cServer::KickUser(const AString & iUserName, const AString & iReason)
|
||||
|
||||
void cServer::AuthenticateUser(const AString & iUserName)
|
||||
{
|
||||
for (ClientList::iterator itr = m_pState->Clients.begin(); itr != m_pState->Clients.end(); ++itr)
|
||||
cCSLock Lock(m_CSClients);
|
||||
for (ClientList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
|
||||
{
|
||||
if ((*itr)->GetUsername() == iUserName)
|
||||
{
|
||||
(*itr)->Authenticate();
|
||||
}
|
||||
} // for itr - m_pState->Clients[]
|
||||
} // for itr - m_Clients[]
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cServer::cClientPacketThread:
|
||||
|
||||
cServer::cNotifyWriteThread::cNotifyWriteThread(void) :
|
||||
super("ClientPacketThread"),
|
||||
m_Server(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cServer::cNotifyWriteThread::~cNotifyWriteThread()
|
||||
{
|
||||
mShouldTerminate = true;
|
||||
m_Event.Set();
|
||||
Wait();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cServer::cNotifyWriteThread::Start(cServer * a_Server)
|
||||
{
|
||||
m_Server = a_Server;
|
||||
return super::Start();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cServer::cNotifyWriteThread::Execute(void)
|
||||
{
|
||||
cClientHandleList Clients;
|
||||
while (!mShouldTerminate)
|
||||
{
|
||||
cCSLock Lock(m_CS);
|
||||
while (m_Clients.size() == 0)
|
||||
{
|
||||
cCSUnlock Unlock(Lock);
|
||||
m_Event.Wait();
|
||||
if (mShouldTerminate)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Copy the clients to notify and unlock the CS:
|
||||
Clients.splice(Clients.begin(), m_Clients);
|
||||
Lock.Unlock();
|
||||
|
||||
for (cClientHandleList::iterator itr = Clients.begin(); itr != Clients.end(); ++itr)
|
||||
{
|
||||
m_Server->m_SocketThreads.NotifyWrite(*itr);
|
||||
} // for itr - Clients[]
|
||||
Clients.clear();
|
||||
} // while (!mShouldTerminate)
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cServer::cNotifyWriteThread::NotifyClientWrite(const cClientHandle * a_Client)
|
||||
{
|
||||
cCSLock Lock(m_CS);
|
||||
m_Clients.remove(const_cast<cClientHandle *>(a_Client)); // Put it there only once
|
||||
m_Clients.push_back(const_cast<cClientHandle *>(a_Client));
|
||||
m_Event.Set();
|
||||
}
|
||||
|
||||
|
||||
|
@ -21,6 +21,8 @@ class cPlayer;
|
||||
class cClientHandle;
|
||||
class cPacket;
|
||||
|
||||
typedef std::list<cClientHandle *> cClientHandleList;
|
||||
|
||||
|
||||
|
||||
|
||||
@ -58,16 +60,48 @@ public: //tolua_export
|
||||
|
||||
void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); removes the client from m_SocketThreads
|
||||
|
||||
void NotifyClientWrite(const cClientHandle * a_Client); // Notifies m_SocketThreads that client has something to be written
|
||||
|
||||
void WriteToClient(const cSocket * a_Socket, const AString & a_Data); // Queues outgoing data for the socket through m_SocketThreads
|
||||
|
||||
void QueueClientClose(const cSocket * a_Socket); // Queues the socket to close when all its outgoing data is sent
|
||||
|
||||
private:
|
||||
|
||||
friend class cRoot; // so cRoot can create and destroy cServer
|
||||
|
||||
cServer();
|
||||
~cServer();
|
||||
/// When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap)
|
||||
class cNotifyWriteThread :
|
||||
public cIsThread
|
||||
{
|
||||
typedef cIsThread super;
|
||||
|
||||
cEvent m_Event; // Set when m_Clients gets appended
|
||||
cServer * m_Server;
|
||||
|
||||
cCriticalSection m_CS;
|
||||
cClientHandleList m_Clients;
|
||||
|
||||
virtual void Execute(void);
|
||||
|
||||
public:
|
||||
|
||||
cNotifyWriteThread(void);
|
||||
~cNotifyWriteThread();
|
||||
|
||||
bool Start(cServer * a_Server);
|
||||
|
||||
void NotifyClientWrite(const cClientHandle * a_Client);
|
||||
} ;
|
||||
|
||||
struct sServerState;
|
||||
sServerState* m_pState;
|
||||
|
||||
cNotifyWriteThread m_NotifyWriteThread;
|
||||
|
||||
cCriticalSection m_CSClients; // Locks client list
|
||||
cClientHandleList m_Clients; // Clients that are connected to the server
|
||||
|
||||
cSocketThreads m_SocketThreads;
|
||||
|
||||
int m_ClientViewDistance; // The default view distance for clients; settable in Settings.ini
|
||||
@ -80,6 +114,10 @@ private:
|
||||
int m_iServerPort;
|
||||
|
||||
bool m_bRestarting;
|
||||
|
||||
cServer();
|
||||
~cServer();
|
||||
|
||||
}; //tolua_export
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user