Clients are now ticked in cServer first, then in cWorld once they get assigned a world.
This commit is contained in:
parent
27d0c9aef2
commit
9020dc9932
@ -1,6 +1,6 @@
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/*
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** Lua binding: AllToLua
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** Generated automatically by tolua++-1.0.92 on 08/12/13 08:16:46.
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** Generated automatically by tolua++-1.0.92 on 08/12/13 21:48:05.
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*/
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#ifndef __cplusplus
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@ -8237,40 +8237,6 @@ static int tolua_AllToLua_Lua__cEntity_cEntity__IsRclking00(lua_State* tolua_S)
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}
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#endif //#ifndef TOLUA_DISABLE
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/* method: Initialize of class cPlayer */
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#ifndef TOLUA_DISABLE_tolua_AllToLua_cPlayer_Initialize00
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static int tolua_AllToLua_cPlayer_Initialize00(lua_State* tolua_S)
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{
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (
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!tolua_isusertype(tolua_S,1,"cPlayer",0,&tolua_err) ||
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!tolua_isusertype(tolua_S,2,"cWorld",0,&tolua_err) ||
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!tolua_isnoobj(tolua_S,3,&tolua_err)
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)
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goto tolua_lerror;
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else
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#endif
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{
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cPlayer* self = (cPlayer*) tolua_tousertype(tolua_S,1,0);
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cWorld* a_World = ((cWorld*) tolua_tousertype(tolua_S,2,0));
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'Initialize'", NULL);
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#endif
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{
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bool tolua_ret = (bool) self->Initialize(a_World);
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tolua_pushboolean(tolua_S,(bool)tolua_ret);
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}
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}
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return 1;
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#ifndef TOLUA_RELEASE
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tolua_lerror:
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tolua_error(tolua_S,"#ferror in function 'Initialize'.",&tolua_err);
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return 0;
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#endif
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}
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#endif //#ifndef TOLUA_DISABLE
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/* method: GetEyeHeight of class cPlayer */
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#ifndef TOLUA_DISABLE_tolua_AllToLua_cPlayer_GetEyeHeight00
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static int tolua_AllToLua_cPlayer_GetEyeHeight00(lua_State* tolua_S)
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@ -10186,17 +10152,6 @@ static int tolua_AllToLua_cPlayer_IsSubmerged00(lua_State* tolua_S)
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class Lua__cPlayer : public cPlayer, public ToluaBase {
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public:
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bool Initialize( cWorld* a_World) {
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if (push_method("Initialize", tolua_AllToLua_cPlayer_Initialize00)) {
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tolua_pushusertype(lua_state, (void*)a_World, "cWorld");
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ToluaBase::dbcall(lua_state, 2, 1);
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bool tolua_ret = ( bool )tolua_toboolean(lua_state, -1, 0);
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lua_pop(lua_state, 1);
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return tolua_ret;
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} else {
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return ( bool ) cPlayer:: Initialize(a_World);
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};
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};
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void MoveTo( const Vector3d& a_NewPos) {
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if (push_method("MoveTo", tolua_AllToLua_cPlayer_MoveTo00)) {
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tolua_pushusertype(lua_state, (void*)&a_NewPos, "const Vector3d");
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@ -10418,9 +10373,6 @@ public:
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};
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};
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bool cPlayer__Initialize( cWorld* a_World) {
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return ( bool )cPlayer::Initialize(a_World);
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};
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void cPlayer__MoveTo( const Vector3d& a_NewPos) {
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return ( void )cPlayer::MoveTo(a_NewPos);
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};
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@ -10522,40 +10474,6 @@ static int tolua_AllToLua_Lua__cPlayer_tolua__set_instance00(lua_State* tolua_S)
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}
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#endif //#ifndef TOLUA_DISABLE
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/* method: cPlayer__Initialize of class Lua__cPlayer */
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#ifndef TOLUA_DISABLE_tolua_AllToLua_Lua__cPlayer_cPlayer__Initialize00
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static int tolua_AllToLua_Lua__cPlayer_cPlayer__Initialize00(lua_State* tolua_S)
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{
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#ifndef TOLUA_RELEASE
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tolua_Error tolua_err;
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if (
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!tolua_isusertype(tolua_S,1,"Lua__cPlayer",0,&tolua_err) ||
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!tolua_isusertype(tolua_S,2,"cWorld",0,&tolua_err) ||
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!tolua_isnoobj(tolua_S,3,&tolua_err)
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)
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goto tolua_lerror;
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else
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#endif
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{
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Lua__cPlayer* self = (Lua__cPlayer*) tolua_tousertype(tolua_S,1,0);
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cWorld* a_World = ((cWorld*) tolua_tousertype(tolua_S,2,0));
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'cPlayer__Initialize'", NULL);
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#endif
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{
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bool tolua_ret = (bool) self->cPlayer__Initialize(a_World);
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tolua_pushboolean(tolua_S,(bool)tolua_ret);
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}
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}
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return 1;
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#ifndef TOLUA_RELEASE
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tolua_lerror:
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tolua_error(tolua_S,"#ferror in function 'cPlayer__Initialize'.",&tolua_err);
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return 0;
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#endif
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}
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#endif //#ifndef TOLUA_DISABLE
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/* method: cPlayer__MoveTo of class Lua__cPlayer */
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#ifndef TOLUA_DISABLE_tolua_AllToLua_Lua__cPlayer_cPlayer__MoveTo00
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static int tolua_AllToLua_Lua__cPlayer_cPlayer__MoveTo00(lua_State* tolua_S)
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@ -29625,7 +29543,6 @@ TOLUA_API int tolua_AllToLua_open (lua_State* tolua_S)
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tolua_constant(tolua_S,"EATING_TICKS",cPlayer::EATING_TICKS);
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tolua_constant(tolua_S,"MAX_AIR_LEVEL",cPlayer::MAX_AIR_LEVEL);
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tolua_constant(tolua_S,"DROWNING_TICKS",cPlayer::DROWNING_TICKS);
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tolua_function(tolua_S,"Initialize",tolua_AllToLua_cPlayer_Initialize00);
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tolua_function(tolua_S,"GetEyeHeight",tolua_AllToLua_cPlayer_GetEyeHeight00);
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tolua_function(tolua_S,"GetEyePosition",tolua_AllToLua_cPlayer_GetEyePosition00);
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tolua_function(tolua_S,"IsOnGround",tolua_AllToLua_cPlayer_IsOnGround00);
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@ -29688,7 +29605,6 @@ TOLUA_API int tolua_AllToLua_open (lua_State* tolua_S)
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tolua_cclass(tolua_S,"Lua__cPlayer","Lua__cPlayer","cPlayer",NULL);
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tolua_beginmodule(tolua_S,"Lua__cPlayer");
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tolua_function(tolua_S,"tolua__set_instance",tolua_AllToLua_Lua__cPlayer_tolua__set_instance00);
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tolua_function(tolua_S,"cPlayer__Initialize",tolua_AllToLua_Lua__cPlayer_cPlayer__Initialize00);
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tolua_function(tolua_S,"cPlayer__MoveTo",tolua_AllToLua_Lua__cPlayer_cPlayer__MoveTo00);
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tolua_function(tolua_S,"cPlayer__IsSwimming",tolua_AllToLua_Lua__cPlayer_cPlayer__IsSwimming00);
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tolua_function(tolua_S,"cPlayer__IsSubmerged",tolua_AllToLua_Lua__cPlayer_cPlayer__IsSubmerged00);
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@ -1,6 +1,6 @@
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/*
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** Lua binding: AllToLua
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** Generated automatically by tolua++-1.0.92 on 08/12/13 08:16:46.
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** Generated automatically by tolua++-1.0.92 on 08/12/13 21:48:06.
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*/
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/* Exported function */
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@ -170,13 +170,21 @@ cClientHandle::~cClientHandle()
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void cClientHandle::Destroy()
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void cClientHandle::Destroy(void)
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{
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// Setting m_bDestroyed was moved to the bottom of Destroy(),
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// otherwise the destructor may be called within another thread before the client is removed from chunks
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// http://forum.mc-server.org/showthread.php?tid=366
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{
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cCSLock Lock(m_CSDestroyingState);
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if (m_State >= csDestroying)
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{
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// Already called
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return;
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}
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m_State = csDestroying;
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}
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// DEBUG:
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LOGD("%s: client %p, \"%s\"", __FUNCTION__, this, m_Username.c_str());
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m_State = csDestroying;
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if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
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{
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RemoveFromAllChunks();
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@ -253,9 +261,8 @@ void cClientHandle::Authenticate(void)
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SendGameMode(m_Player->GetGameMode());
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m_Player->Initialize(World);
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StreamChunks();
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m_State = csDownloadingWorld;
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m_State = csAuthenticated;
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// Broadcast this player's spawning to all other players in the same chunk
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m_Player->GetWorld()->BroadcastSpawnEntity(*m_Player, this);
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@ -1342,6 +1349,20 @@ bool cClientHandle::CheckBlockInteractionsRate(void)
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void cClientHandle::Tick(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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m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
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if (m_State == csAuthenticated)
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{
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StreamChunks();
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m_State = csDownloadingWorld;
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}
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m_TimeSinceLastPacket += a_Dt;
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if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out
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{
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@ -2118,30 +2139,10 @@ void cClientHandle::PacketError(unsigned char a_PacketType)
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void cClientHandle::DataReceived(const char * a_Data, int a_Size)
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{
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// Data is received from the client, hand it off to the protocol:
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if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
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{
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/*
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_X: Lock the world, so that plugins reacting to protocol events have already the chunkmap locked.
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There was a possibility of a deadlock between SocketThreads and TickThreads, resulting from each
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holding one CS an requesting the other one (ChunkMap CS vs Plugin CS) (FS #375). To break this, it's
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sufficient to break any of the four Coffman conditions for a deadlock. We'll solve this by requiring
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the ChunkMap CS for all SocketThreads operations before they lock the PluginCS - thus creating a kind
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of a lock hierarchy. However, this incurs a performance penalty, we're de facto locking the chunkmap
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for each incoming packet. A better, but more involved solutin would be to lock the chunkmap only when
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the incoming packet really has a plugin CS lock request.
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Also, it is still possible for a packet to slip through - when a player still doesn't have their world
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assigned and several packets arrive at once.
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*/
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cWorld::cLock(*m_Player->GetWorld());
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m_Protocol->DataReceived(a_Data, a_Size);
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}
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else
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{
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m_Protocol->DataReceived(a_Data, a_Size);
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}
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// Data is received from the client, store it in the buffer to be processed by the Tick thread:
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m_TimeSinceLastPacket = 0;
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cCSLock Lock(m_CSIncomingData);
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m_IncomingData.append(a_Data, a_Size);
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}
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@ -212,11 +212,12 @@ private:
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cProtocol * m_Protocol;
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cCriticalSection m_CSIncomingData;
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AString m_IncomingData;
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cCriticalSection m_CSOutgoingData;
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cByteBuffer m_OutgoingData;
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AString m_OutgoingDataOverflow; //< For data that didn't fit into the m_OutgoingData ringbuffer temporarily
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cCriticalSection m_CriticalSection;
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AString m_OutgoingDataOverflow; ///< For data that didn't fit into the m_OutgoingData ringbuffer temporarily
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Vector3d m_ConfirmPosition;
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@ -252,18 +253,22 @@ private:
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enum eState
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{
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csConnected, // The client has just connected, waiting for their handshake / login
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csAuthenticating, // The client has logged in, waiting for external authentication
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csDownloadingWorld, // The client is waiting for chunks, we're waiting for the loader to provide and send them
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csConfirmingPos, // The client has been sent the position packet, waiting for them to repeat the position back
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csPlaying, // Normal gameplay
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csDestroying, // The client is being destroyed, don't queue any more packets / don't add to chunks
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csDestroyed, // The client has been destroyed, the destructor is to be called from the owner thread
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csConnected, ///< The client has just connected, waiting for their handshake / login
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csAuthenticating, ///< The client has logged in, waiting for external authentication
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csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick
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csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them
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csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back
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csPlaying, ///< Normal gameplay
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csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
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csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
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// TODO: Add Kicking here as well
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} ;
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eState m_State;
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/// m_State needs to be locked in the Destroy() function so that the destruction code doesn't run twice on two different threads
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cCriticalSection m_CSDestroyingState;
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bool m_bKeepThreadGoing;
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@ -127,6 +127,8 @@ cPlayer::~cPlayer(void)
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bool cPlayer::Initialize(cWorld * a_World)
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{
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ASSERT(a_World != NULL);
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if (super::Initialize(a_World))
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{
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// Remove the client handle from the server, it will be ticked from this object from now on
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@ -148,6 +150,7 @@ bool cPlayer::Initialize(cWorld * a_World)
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void cPlayer::Destroyed()
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{
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CloseWindow(false);
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m_ClientHandle = NULL;
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}
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@ -157,22 +160,17 @@ void cPlayer::Destroyed()
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void cPlayer::SpawnOn(cClientHandle & a_Client)
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{
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/*
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LOGD("cPlayer::SpawnOn(%s) for \"%s\" at pos {%.2f, %.2f, %.2f}",
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a_Client.GetUsername().c_str(), m_PlayerName.c_str(), m_Pos.x, m_Pos.y, m_Pos.z
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);
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*/
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if (m_bVisible && (m_ClientHandle != (&a_Client)))
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if (!m_bVisible || (m_ClientHandle == (&a_Client)))
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{
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a_Client.SendPlayerSpawn(*this);
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a_Client.SendEntityHeadLook(*this);
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a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem() );
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a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots() );
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a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings() );
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a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate() );
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a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet() );
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return;
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}
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a_Client.SendPlayerSpawn(*this);
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a_Client.SendEntityHeadLook(*this);
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a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem() );
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a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots() );
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a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings() );
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a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate() );
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a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet() );
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}
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@ -183,12 +181,18 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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{
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if (m_ClientHandle != NULL)
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{
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if (m_ClientHandle->IsDestroyed())
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{
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// This should not happen, because destroying a client will remove it from the world, but just in case
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m_ClientHandle = NULL;
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return;
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}
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if (!m_ClientHandle->IsPlaying())
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{
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// We're not yet in the game, ignore everything
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return;
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}
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m_ClientHandle->Tick(a_Dt);
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}
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super::Tick(a_Dt, a_Chunk);
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@ -40,7 +40,7 @@ public:
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cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
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virtual ~cPlayer();
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virtual bool Initialize(cWorld * a_World); // tolua_export
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virtual bool Initialize(cWorld * a_World) override;
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virtual void SpawnOn(cClientHandle & a_Client) override;
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@ -165,7 +165,7 @@ void cServer::RemoveClient(const cClientHandle * a_Client)
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void cServer::ClientMovedToWorld(const cClientHandle * a_Client)
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{
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cCSLock Lock(m_CSClients);
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m_Clients.remove(const_cast<cClientHandle *>(a_Client));
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m_ClientsToRemove.push_back(const_cast<cClientHandle *>(a_Client));
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}
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@ -312,25 +312,7 @@ bool cServer::Tick(float a_Dt)
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{
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cRoot::Get()->TickCommands();
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cClientHandleList RemoveClients;
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{
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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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if ((*itr)->IsDestroyed())
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{
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RemoveClients.push_back(*itr); // Remove the client later, when CS is not held, to avoid deadlock ( http://forum.mc-server.org/showthread.php?tid=374 )
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itr = m_Clients.erase(itr);
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continue;
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}
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(*itr)->Tick(a_Dt);
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++itr;
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} // for itr - m_Clients[]
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}
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for (cClientHandleList::iterator itr = RemoveClients.begin(); itr != RemoveClients.end(); ++itr)
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{
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delete *itr;
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} // for itr - RemoveClients[]
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TickClients(a_Dt);
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if (!m_bRestarting)
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{
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@ -348,6 +330,45 @@ bool cServer::Tick(float a_Dt)
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void cServer::TickClients(float a_Dt)
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{
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cClientHandleList RemoveClients;
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{
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cCSLock Lock(m_CSClients);
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// Remove clients that have moved to a world (the world will be ticking them from now on)
|
||||
for (cClientHandleList::const_iterator itr = m_ClientsToRemove.begin(), end = m_ClientsToRemove.end(); itr != end; ++itr)
|
||||
{
|
||||
m_Clients.remove(*itr);
|
||||
} // for itr - m_ClientsToRemove[]
|
||||
m_ClientsToRemove.clear();
|
||||
|
||||
// Tick the remaining clients, take out those that have been destroyed into RemoveClients
|
||||
for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end();)
|
||||
{
|
||||
if ((*itr)->IsDestroyed())
|
||||
{
|
||||
// Remove the client later, when CS is not held, to avoid deadlock ( http://forum.mc-server.org/showthread.php?tid=374 )
|
||||
RemoveClients.push_back(*itr);
|
||||
itr = m_Clients.erase(itr);
|
||||
continue;
|
||||
}
|
||||
(*itr)->Tick(a_Dt);
|
||||
++itr;
|
||||
} // for itr - m_Clients[]
|
||||
}
|
||||
|
||||
// Delete the clients that have been destroyed
|
||||
for (cClientHandleList::iterator itr = RemoveClients.begin(); itr != RemoveClients.end(); ++itr)
|
||||
{
|
||||
delete *itr;
|
||||
} // for itr - RemoveClients[]
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cServer::Start(void)
|
||||
{
|
||||
if (!m_ListenThreadIPv4.Start())
|
||||
@ -492,6 +513,7 @@ void cServer::AuthenticateUser(int a_ClientID)
|
||||
if ((*itr)->GetUniqueID() == a_ClientID)
|
||||
{
|
||||
(*itr)->Authenticate();
|
||||
return;
|
||||
}
|
||||
} // for itr - m_Clients[]
|
||||
}
|
||||
|
@ -131,8 +131,9 @@ private:
|
||||
cListenThread m_ListenThreadIPv4;
|
||||
cListenThread m_ListenThreadIPv6;
|
||||
|
||||
cCriticalSection m_CSClients; ///< Locks client list
|
||||
cClientHandleList m_Clients; ///< Clients that are connected to the server and not yet assigned to a cWorld
|
||||
cCriticalSection m_CSClients; ///< Locks client lists
|
||||
cClientHandleList m_Clients; ///< Clients that are connected to the server and not yet assigned to a cWorld
|
||||
cClientHandleList m_ClientsToRemove; ///< Clients that have just been moved into a world and are to be removed from m_Clients in the next Tick()
|
||||
|
||||
cSocketThreads m_SocketThreads;
|
||||
|
||||
@ -164,6 +165,9 @@ private:
|
||||
void PrepareKeys(void);
|
||||
|
||||
bool Tick(float a_Dt);
|
||||
|
||||
/// Ticks the clients in m_Clients, manages the list in respect to removing clients
|
||||
void TickClients(float a_Dt);
|
||||
|
||||
// cListenThread::cCallback overrides:
|
||||
virtual void OnConnectionAccepted(cSocket & a_Socket) override;
|
||||
|
@ -587,6 +587,7 @@ void cWorld::Tick(float a_Dt)
|
||||
|
||||
m_ChunkMap->Tick(a_Dt);
|
||||
|
||||
TickClients(a_Dt);
|
||||
TickQueuedBlocks(a_Dt);
|
||||
TickQueuedTasks();
|
||||
|
||||
@ -811,6 +812,37 @@ void cWorld::TickQueuedTasks(void)
|
||||
|
||||
|
||||
|
||||
void cWorld::TickClients(float a_Dt)
|
||||
{
|
||||
cClientHandleList RemoveClients;
|
||||
{
|
||||
cCSLock Lock(m_CSClients);
|
||||
// Tick the clients, take out those that have been destroyed into RemoveClients
|
||||
for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end();)
|
||||
{
|
||||
if ((*itr)->IsDestroyed())
|
||||
{
|
||||
// Remove the client later, when CS is not held, to avoid deadlock
|
||||
RemoveClients.push_back(*itr);
|
||||
itr = m_Clients.erase(itr);
|
||||
continue;
|
||||
}
|
||||
(*itr)->Tick(a_Dt);
|
||||
++itr;
|
||||
} // for itr - m_Clients[]
|
||||
}
|
||||
|
||||
// Delete the clients that have been destroyed
|
||||
for (cClientHandleList::iterator itr = RemoveClients.begin(); itr != RemoveClients.end(); ++itr)
|
||||
{
|
||||
delete *itr;
|
||||
} // for itr - RemoveClients[]
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cWorld::WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ)
|
||||
{
|
||||
return m_ChunkMap->WakeUpSimulators(a_BlockX, a_BlockY, a_BlockZ);
|
||||
@ -1973,13 +2005,22 @@ void cWorld::CollectPickupsByPlayer(cPlayer * a_Player)
|
||||
|
||||
void cWorld::AddPlayer(cPlayer * a_Player)
|
||||
{
|
||||
cCSLock Lock(m_CSPlayers);
|
||||
|
||||
ASSERT(std::find(m_Players.begin(), m_Players.end(), a_Player) == m_Players.end()); // Is it already in the list? HOW?
|
||||
|
||||
m_Players.remove(a_Player); // Make sure the player is registered only once
|
||||
m_Players.push_back(a_Player);
|
||||
{
|
||||
cCSLock Lock(m_CSPlayers);
|
||||
|
||||
ASSERT(std::find(m_Players.begin(), m_Players.end(), a_Player) == m_Players.end()); // Is it already in the list? HOW?
|
||||
|
||||
m_Players.remove(a_Player); // Make sure the player is registered only once
|
||||
m_Players.push_back(a_Player);
|
||||
}
|
||||
|
||||
// Add the player's client to the list of clients to be ticked:
|
||||
if (a_Player->GetClientHandle() != NULL)
|
||||
{
|
||||
cCSLock Lock(m_CSClients);
|
||||
m_Clients.push_back(a_Player->GetClientHandle());
|
||||
}
|
||||
|
||||
// The player has already been added to the chunkmap as the entity, do NOT add again!
|
||||
}
|
||||
|
||||
@ -1990,8 +2031,17 @@ void cWorld::AddPlayer(cPlayer * a_Player)
|
||||
void cWorld::RemovePlayer(cPlayer * a_Player)
|
||||
{
|
||||
m_ChunkMap->RemoveEntity(a_Player);
|
||||
cCSLock Lock(m_CSPlayers);
|
||||
m_Players.remove(a_Player);
|
||||
{
|
||||
cCSLock Lock(m_CSPlayers);
|
||||
m_Players.remove(a_Player);
|
||||
}
|
||||
|
||||
// Remove the player's client from the list of clients to be ticked:
|
||||
if (a_Player->GetClientHandle() != NULL)
|
||||
{
|
||||
cCSLock Lock(m_CSClients);
|
||||
m_Clients.remove(a_Player->GetClientHandle());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -660,6 +660,12 @@ private:
|
||||
|
||||
/// Tasks that have been queued onto the tick thread; guarded by m_CSTasks
|
||||
cTasks m_Tasks;
|
||||
|
||||
/// Guards m_Clients
|
||||
cCriticalSection m_CSClients;
|
||||
|
||||
/// List of clients in this world, these will be ticked by this world
|
||||
cClientHandleList m_Clients;
|
||||
|
||||
|
||||
cWorld(const AString & a_WorldName);
|
||||
@ -667,12 +673,18 @@ private:
|
||||
|
||||
void Tick(float a_Dt);
|
||||
|
||||
void TickWeather(float a_Dt); // Handles weather each tick
|
||||
void TickSpawnMobs(float a_Dt); // Handles mob spawning each tick
|
||||
/// Handles the weather in each tick
|
||||
void TickWeather(float a_Dt);
|
||||
|
||||
/// Handles the mob spawning each tick
|
||||
void TickSpawnMobs(float a_Dt);
|
||||
|
||||
/// Executes all tasks queued onto the tick thread
|
||||
void TickQueuedTasks(void);
|
||||
|
||||
/// Ticks all clients that are in this world
|
||||
void TickClients(float a_Dt);
|
||||
|
||||
/// Creates a new fluid simulator, loads its settings from the inifile (a_FluidName section)
|
||||
cFluidSimulator * InitializeFluidSimulator(cIniFile & a_IniFile, const char * a_FluidName, BLOCKTYPE a_SimulateBlock, BLOCKTYPE a_StationaryBlock);
|
||||
}; // tolua_export
|
||||
|
Loading…
Reference in New Issue
Block a user