Fixed race conditions in cClientHandle's State.
This commit is contained in:
parent
4ff9973987
commit
2aecc7d701
@ -160,30 +160,34 @@ void cClientHandle::Destroy(void)
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m_Link.reset();
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}
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{
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cCSLock Lock(m_CSDestroyingState);
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cCSLock Lock(m_CSState);
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if (m_State >= csDestroying)
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{
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// Already called
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LOGD("%s: client %p, \"%s\" already destroyed, bailing out", __FUNCTION__, static_cast<void *>(this), m_Username.c_str());
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return;
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}
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m_State = csDestroying;
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}
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LOGD("%s: client %p, \"%s\"", __FUNCTION__, static_cast<void *>(this), m_Username.c_str());
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if (m_Player != nullptr)
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LOGD("%s: destroying client %p, \"%s\" @ %s", __FUNCTION__, static_cast<void *>(this), m_Username.c_str(), m_IPString.c_str());
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{
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cWorld * World = m_Player->GetWorld();
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if (World != nullptr)
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{
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m_Player->StopEveryoneFromTargetingMe();
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m_Player->SetIsTicking(false);
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World->RemovePlayer(m_Player, true);
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}
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m_Player->RemoveClientHandle();
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cCSLock lock(m_CSState);
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m_State = csDestroyed;
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}
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m_State = csDestroyed;
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auto player = m_Player;
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if (player != nullptr)
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{
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auto world = player->GetWorld();
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if (world != nullptr)
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{
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player->StopEveryoneFromTargetingMe();
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player->SetIsTicking(false);
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world->RemovePlayer(player, true);
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}
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player->RemoveClientHandle();
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}
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}
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@ -318,85 +322,101 @@ void cClientHandle::Kick(const AString & a_Reason)
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void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties)
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{
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if (m_State != csAuthenticating)
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cWorld * World;
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{
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return;
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cCSLock lock(m_CSState);
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/*
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LOGD("Processing authentication for client %s @ %s (%p), state = %d",
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m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this), m_State.load()
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);
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//*/
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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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ASSERT(m_Player == nullptr);
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m_Username = a_Name;
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// Only assign UUID and properties if not already pre-assigned (BungeeCord sends those in the Handshake packet):
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if (m_UUID.empty())
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{
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m_UUID = a_UUID;
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}
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if (m_Properties.empty())
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{
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m_Properties = a_Properties;
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}
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// Send login success (if the protocol supports it):
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m_Protocol->SendLoginSuccess();
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// Spawn player (only serversided, so data is loaded)
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m_Player = new cPlayer(m_Self, GetUsername());
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/*
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LOGD("Created a new cPlayer object at %p for client %s @ %s (%p)",
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static_cast<void *>(m_Player),
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m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this)
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);
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//*/
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InvalidateCachedSentChunk();
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m_Self.reset();
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World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
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if (World == nullptr)
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{
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World = cRoot::Get()->GetDefaultWorld();
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m_Player->SetPosition(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ());
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}
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if (m_Player->GetGameMode() == eGameMode_NotSet)
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{
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m_Player->LoginSetGameMode(World->GetGameMode());
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}
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m_Player->SetIP (m_IPString);
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if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player))
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{
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cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", GetUsername().c_str()));
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LOGINFO("Player %s has joined the game", m_Username.c_str());
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}
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m_ConfirmPosition = m_Player->GetPosition();
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// Return a server login packet
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m_Protocol->SendLogin(*m_Player, *World);
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m_LastSentDimension = World->GetDimension();
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// Send Weather if raining:
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if ((World->GetWeather() == 1) || (World->GetWeather() == 2))
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{
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m_Protocol->SendWeather(World->GetWeather());
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}
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// Send time:
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m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay(), World->IsDaylightCycleEnabled());
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// Send contents of the inventory window
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m_Protocol->SendWholeInventory(*m_Player->GetWindow());
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// Send health
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m_Player->SendHealth();
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// Send experience
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m_Player->SendExperience();
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// Send player list items
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SendPlayerListAddPlayer(*m_Player);
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cRoot::Get()->BroadcastPlayerListsAddPlayer(*m_Player);
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cRoot::Get()->SendPlayerLists(m_Player);
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m_Player->SetWorld(World);
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m_State = csAuthenticated;
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}
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ASSERT(m_Player == nullptr);
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m_Username = a_Name;
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// Only assign UUID and properties if not already pre-assigned (BungeeCord sends those in the Handshake packet):
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if (m_UUID.empty())
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{
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m_UUID = a_UUID;
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}
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if (m_Properties.empty())
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{
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m_Properties = a_Properties;
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}
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// Send login success (if the protocol supports it):
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m_Protocol->SendLoginSuccess();
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// Spawn player (only serversided, so data is loaded)
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m_Player = new cPlayer(m_Self, GetUsername());
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InvalidateCachedSentChunk();
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m_Self.reset();
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cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
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if (World == nullptr)
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{
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World = cRoot::Get()->GetDefaultWorld();
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m_Player->SetPosition(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ());
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}
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if (m_Player->GetGameMode() == eGameMode_NotSet)
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{
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m_Player->LoginSetGameMode(World->GetGameMode());
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}
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m_Player->SetIP (m_IPString);
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if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player))
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{
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cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", GetUsername().c_str()));
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LOGINFO("Player %s has joined the game", m_Username.c_str());
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}
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m_ConfirmPosition = m_Player->GetPosition();
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// Return a server login packet
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m_Protocol->SendLogin(*m_Player, *World);
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m_LastSentDimension = World->GetDimension();
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// Send Weather if raining:
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if ((World->GetWeather() == 1) || (World->GetWeather() == 2))
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{
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m_Protocol->SendWeather(World->GetWeather());
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}
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// Send time:
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m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay(), World->IsDaylightCycleEnabled());
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// Send contents of the inventory window
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m_Protocol->SendWholeInventory(*m_Player->GetWindow());
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// Send health
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m_Player->SendHealth();
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// Send experience
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m_Player->SendExperience();
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// Send player list items
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SendPlayerListAddPlayer(*m_Player);
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cRoot::Get()->BroadcastPlayerListsAddPlayer(*m_Player);
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cRoot::Get()->SendPlayerLists(m_Player);
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m_Player->SetWorld(World);
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m_State = csAuthenticated;
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// Query player team
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m_Player->UpdateTeam();
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@ -411,6 +431,7 @@ void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID,
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m_PingStartTime = std::chrono::steady_clock::now() + std::chrono::seconds(3); // Send the first KeepAlive packet in 3 seconds
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cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
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// LOGD("Client %s @ %s (%p) has been fully authenticated", m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this));
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}
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@ -661,23 +682,38 @@ void cClientHandle::HandlePing(void)
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bool cClientHandle::HandleLogin(UInt32 a_ProtocolVersion, const AString & a_Username)
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{
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// If the protocol version hasn't been set yet, set it now:
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if (m_ProtocolVersion == 0)
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{
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m_ProtocolVersion = a_ProtocolVersion;
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}
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cCSLock lock(m_CSState);
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if (m_State != csConnected)
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{
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/*
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LOGD("Client %s @ %s (%p, state %d) has disconnected before logging in, bailing out of login",
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a_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this), m_State.load()
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);
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//*/
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return false;
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}
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m_Username = a_Username;
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// LOGD("Handling login for client %s @ %s (%p), state = %d", a_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this), m_State.load());
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// Let the plugins know about this event, they may refuse the player:
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if (cRoot::Get()->GetPluginManager()->CallHookLogin(*this, a_ProtocolVersion, a_Username))
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{
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Destroy();
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return false;
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}
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// If the protocol version hasn't been set yet, set it now:
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if (m_ProtocolVersion == 0)
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{
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m_ProtocolVersion = a_ProtocolVersion;
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}
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m_Username = a_Username;
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// Let the plugins know about this event, they may refuse the player:
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if (cRoot::Get()->GetPluginManager()->CallHookLogin(*this, a_ProtocolVersion, a_Username))
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{
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Destroy();
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return false;
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}
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m_State = csAuthenticating;
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} // lock(m_CSState)
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// Schedule for authentication; until then, let the player wait (but do not block)
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m_State = csAuthenticating;
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cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol->GetAuthServerID());
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return true;
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}
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@ -2007,31 +2043,7 @@ void cClientHandle::Tick(float a_Dt)
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m_BreakProgress += m_Player->GetPlayerRelativeBlockHardness(Block);
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}
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// Process received network data:
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AString IncomingData;
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{
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cCSLock Lock(m_CSIncomingData);
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std::swap(IncomingData, m_IncomingData);
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}
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if (!IncomingData.empty())
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{
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m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
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}
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// Send any queued outgoing data:
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AString OutgoingData;
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{
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cCSLock Lock(m_CSOutgoingData);
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std::swap(OutgoingData, m_OutgoingData);
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}
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if (!OutgoingData.empty())
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{
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cTCPLinkPtr Link(m_Link); // Grab a copy of the link in a multithread-safe way
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if ((Link != nullptr))
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{
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Link->Send(OutgoingData.data(), OutgoingData.size());
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}
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}
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ProcessProtocolInOut();
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m_TicksSinceLastPacket += 1;
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if (m_TicksSinceLastPacket > 600) // 30 seconds time-out
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@ -2040,17 +2052,27 @@ void cClientHandle::Tick(float a_Dt)
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return;
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}
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// If destruction is queued, destroy now:
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if (m_State == csQueuedForDestruction)
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{
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LOGD("Client %s @ %s (%p) has been queued for destruction, destroying now.",
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m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this)
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);
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Destroy();
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return;
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}
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// Only process further if the player object is valid:
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if (m_Player == nullptr)
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{
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return;
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}
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// Freeze the player if it is standing on a chunk not yet sent to the client
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// Freeze the player if they are standing in a chunk not yet sent to the client
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m_HasSentPlayerChunk = false;
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if (m_Player->GetParentChunk() != nullptr)
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{
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// If the chunk is invalid, do not bother checking if it's sent to the client, it is definitely not
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// If the chunk is invalid, it has definitely not been sent to the client yet
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if (m_Player->GetParentChunk()->IsValid())
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{
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// Before iterating m_SentChunks, see if the player's coords equal m_CachedSentChunk
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@ -2075,11 +2097,14 @@ void cClientHandle::Tick(float a_Dt)
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}
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// If the chunk the player's in was just sent, spawn the player:
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if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld))
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{
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m_Protocol->SendPlayerMoveLook();
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m_State = csPlaying;
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}
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cCSLock lock(m_CSState);
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if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld))
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{
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m_Protocol->SendPlayerMoveLook();
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m_State = csPlaying;
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}
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} // lock(m_CSState)
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// Send a ping packet:
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if (m_State == csPlaying)
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@ -2092,7 +2117,7 @@ void cClientHandle::Tick(float a_Dt)
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}
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}
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if ((m_State >= csAuthenticated) && (m_State < csDestroying))
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if ((m_State >= csAuthenticated) && (m_State < csQueuedForDestruction))
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{
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// Stream 4 chunks per tick
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for (int i = 0; i < 4; i++)
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@ -2138,41 +2163,34 @@ void cClientHandle::Tick(float a_Dt)
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void cClientHandle::ServerTick(float a_Dt)
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{
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// Process received network data:
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AString IncomingData;
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{
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cCSLock Lock(m_CSIncomingData);
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std::swap(IncomingData, m_IncomingData);
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}
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if (!IncomingData.empty())
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{
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m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
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}
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ProcessProtocolInOut();
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// Send any queued outgoing data:
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AString OutgoingData;
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// If destruction is queued, destroy now:
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if (m_State == csQueuedForDestruction)
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{
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cCSLock Lock(m_CSOutgoingData);
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std::swap(OutgoingData, m_OutgoingData);
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}
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if ((m_Link != nullptr) && !OutgoingData.empty())
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{
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m_Link->Send(OutgoingData.data(), OutgoingData.size());
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}
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if (m_State == csAuthenticated)
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{
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StreamNextChunk();
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// Remove the client handle from the server, it will be ticked from its cPlayer object from now on
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cRoot::Get()->GetServer()->ClientMovedToWorld(this);
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// Add the player to the world (start ticking from there):
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m_State = csDownloadingWorld;
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m_Player->Initialize(*(m_Player->GetWorld()));
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LOGD("Client %s @ %s (%p) has been queued for destruction, destroying now.",
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m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this)
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);
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Destroy();
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return;
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}
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{
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cCSLock lock(m_CSState);
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if (m_State == csAuthenticated)
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{
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StreamNextChunk();
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// Remove the client handle from the server, it will be ticked from its cPlayer object from now on
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cRoot::Get()->GetServer()->ClientMovedToWorld(this);
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// Add the player to the world (start ticking from there):
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m_State = csDownloadingWorld;
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m_Player->Initialize(*(m_Player->GetWorld()));
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return;
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}
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} // lock(m_CSState)
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m_TicksSinceLastPacket += 1;
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if (m_TicksSinceLastPacket > 600) // 30 seconds
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{
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@ -3138,7 +3156,7 @@ bool cClientHandle::HasPluginChannel(const AString & a_PluginChannel)
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bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkZ)
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{
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if (m_State >= csDestroying)
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if (m_State >= csQueuedForDestruction)
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{
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return false;
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}
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@ -3153,7 +3171,7 @@ bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkZ)
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void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ)
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{
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if (m_State >= csDestroying)
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if (m_State >= csQueuedForDestruction)
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{
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return;
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}
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@ -3207,24 +3225,22 @@ void cClientHandle::PacketError(UInt32 a_PacketType)
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void cClientHandle::SocketClosed(void)
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{
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// The socket has been closed for any reason
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/*
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LOGD("SocketClosed for client %s @ %s (%p), state = %d, m_Player = %p",
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m_Username.c_str(), m_IPString.c_str(), static_cast<void *>(this), m_State.load(), static_cast<void *>(m_Player)
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);
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//*/
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if (!m_Username.empty()) // Ignore client pings
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// Log into console, unless it's a client ping:
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if (!m_Username.empty())
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{
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LOGD("Client %s @ %s disconnected", m_Username.c_str(), m_IPString.c_str());
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cRoot::Get()->GetPluginManager()->CallHookDisconnect(*this, "Player disconnected");
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}
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if (m_Player != nullptr)
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{
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m_Player->GetWorld()->QueueTask([this](cWorld & World)
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{
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UNUSED(World);
|
||||
Destroy();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
|
||||
// Queue self for destruction:
|
||||
cCSLock lock(m_CSState);
|
||||
m_State = csQueuedForDestruction;
|
||||
}
|
||||
|
||||
|
||||
@ -3241,6 +3257,36 @@ void cClientHandle::SetSelf(cClientHandlePtr a_Self)
|
||||
|
||||
|
||||
|
||||
void cClientHandle::ProcessProtocolInOut(void)
|
||||
{
|
||||
// Process received network data:
|
||||
AString IncomingData;
|
||||
{
|
||||
cCSLock Lock(m_CSIncomingData);
|
||||
std::swap(IncomingData, m_IncomingData);
|
||||
}
|
||||
if (!IncomingData.empty())
|
||||
{
|
||||
m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
|
||||
}
|
||||
|
||||
// Send any queued outgoing data:
|
||||
AString OutgoingData;
|
||||
{
|
||||
cCSLock Lock(m_CSOutgoingData);
|
||||
std::swap(OutgoingData, m_OutgoingData);
|
||||
}
|
||||
auto link = m_Link;
|
||||
if ((link != nullptr) && !OutgoingData.empty())
|
||||
{
|
||||
link->Send(OutgoingData.data(), OutgoingData.size());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cClientHandle::OnLinkCreated(cTCPLinkPtr a_Link)
|
||||
{
|
||||
m_Link = a_Link;
|
||||
@ -3266,6 +3312,11 @@ void cClientHandle::OnReceivedData(const char * a_Data, size_t a_Length)
|
||||
|
||||
void cClientHandle::OnRemoteClosed(void)
|
||||
{
|
||||
/*
|
||||
LOGD("Client socket for %s @ %s has been closed.",
|
||||
m_Username.c_str(), m_IPString.c_str()
|
||||
);
|
||||
//*/
|
||||
{
|
||||
cCSLock Lock(m_CSOutgoingData);
|
||||
m_Link.reset();
|
||||
|
@ -465,22 +465,28 @@ private:
|
||||
|
||||
enum eState
|
||||
{
|
||||
csConnected, ///< The client has just connected, waiting for their handshake / login
|
||||
csAuthenticating, ///< The client has logged in, waiting for external authentication
|
||||
csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick
|
||||
csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them
|
||||
csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back
|
||||
csPlaying, ///< Normal gameplay
|
||||
csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
|
||||
csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
|
||||
csConnected, ///< The client has just connected, waiting for their handshake / login
|
||||
csAuthenticating, ///< The client has logged in, waiting for external authentication
|
||||
csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick
|
||||
csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them
|
||||
csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back
|
||||
csPlaying, ///< Normal gameplay
|
||||
csQueuedForDestruction, ///< The client will be destroyed in the next tick (flag set when socket closed)
|
||||
csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
|
||||
csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
|
||||
|
||||
// TODO: Add Kicking here as well
|
||||
} ;
|
||||
|
||||
std::atomic<eState> m_State;
|
||||
/* Mutex protecting m_State from concurrent writes. */
|
||||
cCriticalSection m_CSState;
|
||||
|
||||
/** m_State needs to be locked in the Destroy() function so that the destruction code doesn't run twice on two different threads */
|
||||
cCriticalSection m_CSDestroyingState;
|
||||
/** The current (networking) state of the client.
|
||||
Protected from concurrent writes by m_CSState; but may be read by other threads concurrently.
|
||||
If a function depends on m_State or wants to change m_State, it needs to lock m_CSState.
|
||||
However, if it only uses m_State for a quick bail out, or it doesn't break if the client disconnects in the middle of it,
|
||||
it may just read m_State without locking m_CSState. */
|
||||
std::atomic<eState> m_State;
|
||||
|
||||
/** If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded() */
|
||||
bool m_ShouldCheckDownloaded;
|
||||
@ -556,6 +562,10 @@ private:
|
||||
/** Called right after the instance is created to store its SharedPtr inside. */
|
||||
void SetSelf(cClientHandlePtr a_Self);
|
||||
|
||||
/** Processes the data in the network input and output buffers.
|
||||
Called by both Tick() and ServerTick(). */
|
||||
void ProcessProtocolInOut(void);
|
||||
|
||||
// cTCPLink::cCallbacks overrides:
|
||||
virtual void OnLinkCreated(cTCPLinkPtr a_Link) override;
|
||||
virtual void OnReceivedData(const char * a_Data, size_t a_Length) override;
|
||||
|
Loading…
x
Reference in New Issue
Block a user