First attempt at fixing the inter-threading deadlocks between the tick thread and the socket thread
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1591 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -298,6 +298,9 @@ public:
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/// Queues the specified block for ticking (block update)
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void QueueTickBlock(int a_BlockX, int a_BlockY, int a_BlockZ);
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/// Returns the CS for locking the chunkmap; only cWorld::cLock may use this function!
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cCriticalSection & GetCS(void) { return m_CSLayers; }
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private:
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@ -1957,7 +1957,17 @@ 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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m_Protocol->DataReceived(a_Data, a_Size);
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if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
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{
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// Lock the world, so that plugins reacting to protocol events have already the chunkmap locked
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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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m_TimeSinceLastPacket = 0;
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}
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@ -172,6 +172,18 @@ protected:
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorld::cLock:
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cWorld::cLock::cLock(cWorld & a_World) :
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super(&(a_World.m_ChunkMap->GetCS()))
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cWorld:
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@ -66,6 +66,19 @@ public:
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dimEnd = 1,
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} ;
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// tolua_end
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/// A simple RAII locker for the chunkmap - locks the chunkmap in its constructor, unlocks it in the destructor
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class cLock :
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public cCSLock
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{
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typedef cCSLock super;
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public:
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cLock(cWorld & a_World);
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} ;
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// tolua_begin
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static const char * GetClassStatic(void)
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{
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return "cWorld";
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