Attempt at fixing crashes with disconnecting players
git-svn-id: http://mc-server.googlecode.com/svn/trunk@329 0a769ca7-a7f5-676a-18bf-c427514a06d6
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0e33c919dd
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@ -165,6 +165,10 @@ cClientHandle::~cClientHandle()
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cPacket_Chat Left(m_Username + " left the game!");
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World->Broadcast(Left, this);
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}
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if (World != NULL)
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{
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World->RemovePlayer(m_Player);
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}
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}
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if (m_Socket.IsValid())
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@ -209,6 +213,10 @@ cClientHandle::~cClientHandle()
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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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// We need to remove the socket from SocketThreads because we own it and it gets destroyed after this destructor finishes
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// TODO: The socket needs to stay alive, someone else has to own it
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cRoot::Get()->GetServer()->RemoveClient(&m_Socket);
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LOG("ClientHandle at %p deleted", this);
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}
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@ -169,14 +169,18 @@ void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk)
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void cEntity::Destroy()
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{
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if( !m_bDestroyed )
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if (m_bDestroyed)
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{
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m_bDestroyed = true;
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if( !m_bRemovedFromChunk )
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{
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RemoveFromChunk();
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}
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return;
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}
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if (!m_bRemovedFromChunk)
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{
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RemoveFromChunk();
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}
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m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, cPacket_DestroyEntity(this));
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m_bDestroyed = true;
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}
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@ -125,18 +125,14 @@ void cPlayer::Initialize( cWorld* a_World )
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cPlayer::~cPlayer(void)
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{
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SaveToDisk();
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m_ClientHandle = 0;
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m_ClientHandle = NULL;
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CloseWindow(-1);
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if( m_Inventory )
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{
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delete m_Inventory;
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m_Inventory = 0;
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}
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if(m_CreativeInventory)
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{
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delete m_CreativeInventory;
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}
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delete m_Inventory;
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m_Inventory = NULL;
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delete m_CreativeInventory;
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delete m_pState;
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m_World->RemovePlayer( this );
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}
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@ -134,6 +134,15 @@ void cServer::QueueClientClose(const cSocket * a_Socket)
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void cServer::RemoveClient(const cSocket * a_Socket)
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{
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m_SocketThreads.RemoveClient(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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@ -58,7 +58,7 @@ public: //tolua_export
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const AString & GetServerID(void) const;
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void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); removes the client from m_SocketThreads
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void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); stop m_SocketThreads from calling back into a_Client
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void NotifyClientWrite(const cClientHandle * a_Client); // Notifies m_SocketThreads that client has something to be written
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@ -66,6 +66,8 @@ public: //tolua_export
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void QueueClientClose(const cSocket * a_Socket); // Queues the socket to close when all its outgoing data is sent
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void RemoveClient(const cSocket * a_Socket); // Removes the socket from m_SocketThreads
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private:
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friend class cRoot; // so cRoot can create and destroy cServer
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@ -87,7 +87,8 @@ void cSocketThreads::RemoveClient(const cSocket * a_Socket)
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}
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} // for itr - m_Threads[]
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ASSERT(!"Removing an unknown socket");
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// Cannot assert here, this may actually happen legally, since cClientHandle has to clean up the socket and it may have already closed in the meantime
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// ASSERT(!"Removing an unknown socket");
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}
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