Hopefully a fix for crash when chunks are added to a client being destroyed.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1032 0a769ca7-a7f5-676a-18bf-c427514a06d6
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f948551971
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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 11/01/12 22:24:07.
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** Generated automatically by tolua++-1.0.92 on 11/11/12 14:50:43.
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*/
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#ifndef __cplusplus
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@ -3882,14 +3882,14 @@ static int tolua_AllToLua_cClientHandle_GetViewDistance00(lua_State* tolua_S)
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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,"cClientHandle",0,&tolua_err) ||
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!tolua_isusertype(tolua_S,1,"const cClientHandle",0,&tolua_err) ||
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!tolua_isnoobj(tolua_S,2,&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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cClientHandle* self = (cClientHandle*) tolua_tousertype(tolua_S,1,0);
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const cClientHandle* self = (const cClientHandle*) tolua_tousertype(tolua_S,1,0);
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'GetViewDistance'", NULL);
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#endif
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@ -11542,7 +11542,7 @@ static int tolua_AllToLua_cWorld_SetWorldTime00(lua_State* tolua_S)
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#endif
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{
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cWorld* self = (cWorld*) tolua_tousertype(tolua_S,1,0);
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long long a_TimeOfDay = ((long long) tolua_tonumber(tolua_S,2,0));
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long long a_TimeOfDay = (( long long) tolua_tonumber(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 'SetWorldTime'", NULL);
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#endif
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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 11/01/12 22:24:07.
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** Generated automatically by tolua++-1.0.92 on 11/11/12 14:50:43.
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*/
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/* Exported function */
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@ -78,7 +78,6 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance)
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: m_ViewDistance(a_ViewDistance)
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, m_IPString(a_Socket->GetIPString())
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, m_OutgoingData(64 KiB)
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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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, m_TimeSinceLastPacket(0)
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@ -109,6 +108,8 @@ cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance)
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cClientHandle::~cClientHandle()
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{
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ASSERT(m_State == csDestroyed); // Has Destroy() been called?
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LOGD("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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@ -178,13 +179,13 @@ void cClientHandle::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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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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m_Player->GetWorld()->RemoveClientFromChunkSender(this);
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}
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m_bDestroyed = true;
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m_State = csDestroyed;
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}
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@ -268,7 +269,7 @@ void cClientHandle::Authenticate(void)
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void cClientHandle::StreamChunks(void)
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{
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if (m_State < csAuthenticating)
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if ((m_State < csAuthenticating) || (m_State >= csDestroying))
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{
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return;
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}
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@ -367,6 +368,12 @@ void cClientHandle::StreamChunks(void)
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void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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if (m_State >= csDestroying)
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{
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// Don't stream chunks to clients that are being destroyed
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return;
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}
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cWorld * World = m_Player->GetWorld();
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ASSERT(World != NULL);
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@ -1644,6 +1651,11 @@ void cClientHandle::SetViewDistance(int a_ViewDistance)
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bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
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{
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if (m_State >= csDestroying)
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{
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return false;
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}
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cCSLock Lock(m_CSChunkLists);
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return (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)) != m_ChunksToSend.end());
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}
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@ -1654,6 +1666,11 @@ bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkY, 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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{
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return;
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}
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LOGD("Adding chunk [%d, %d] to wanted chunks for client %p", a_ChunkX, a_ChunkZ, this);
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cCSLock Lock(m_CSChunkLists);
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if (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)) == m_ChunksToSend.end())
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@ -69,14 +69,15 @@ public:
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// Removes the client from all chunks. Used when switching worlds or destroying the player
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void RemoveFromAllChunks(void);
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inline bool IsLoggedIn(void) const { return m_State >= csAuthenticating; }
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inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); }
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void Tick(float a_Dt);
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bool IsDestroyed() { return m_bDestroyed; }
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void Destroy();
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void Destroy(void);
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bool IsPlaying(void) const {return (m_State == csPlaying); }
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bool IsPlaying (void) const { return (m_State == csPlaying); }
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bool IsDestroyed (void) const { return (m_State == csDestroyed); }
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bool IsDestroying(void) const { return (m_State == csDestroying); }
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void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
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void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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@ -124,10 +125,10 @@ public:
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const AString & GetUsername(void) const; //tolua_export
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void SetUsername( const AString & a_Username ); //tolua_export
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inline short GetPing() const { return m_Ping; } //tolua_export
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inline short GetPing(void) const { return m_Ping; } //tolua_export
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void SetViewDistance(int a_ViewDistance); //tolua_export
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int GetViewDistance() { return m_ViewDistance; }//tolua_export
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void SetViewDistance(int a_ViewDistance); // tolua_export
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int GetViewDistance(void) const { return m_ViewDistance; } // tolua_export
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int GetUniqueID() const { return m_UniqueID; } //tolua_export
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@ -199,7 +200,6 @@ private:
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Vector3d m_ConfirmPosition;
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bool m_bDestroyed;
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cPlayer * m_Player;
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bool m_bKicking;
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@ -230,8 +230,10 @@ private:
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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 and Destroyed here as well
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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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