- another attempt to guard socket thread access so avoid menu hang problems
This commit is contained in:
parent
7305391b6d
commit
6a99e2db8e
|
@ -88,9 +88,12 @@ ServerInterface::ServerInterface() {
|
|||
ServerInterface::~ServerInterface() {
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i){
|
||||
delete slots[i];
|
||||
slots[i]=NULL;
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
if(slots[i] != NULL) {
|
||||
MutexSafeWrapper safeMutex(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i) + "_" + intToStr(i));
|
||||
delete slots[i];
|
||||
slots[i]=NULL;
|
||||
}
|
||||
|
||||
delete switchSetupRequests[i];
|
||||
switchSetupRequests[i]=NULL;
|
||||
|
@ -100,7 +103,7 @@ ServerInterface::~ServerInterface() {
|
|||
|
||||
close();
|
||||
|
||||
MutexSafeWrapper safeMutex(&masterServerThreadAccessor);
|
||||
MutexSafeWrapper safeMutex(&masterServerThreadAccessor,intToStr(__LINE__));
|
||||
delete publishToMasterserverThread;
|
||||
publishToMasterserverThread = NULL;
|
||||
safeMutex.ReleaseLock();
|
||||
|
@ -119,17 +122,19 @@ void ServerInterface::addSlot(int playerIndex){
|
|||
|
||||
assert(playerIndex>=0 && playerIndex<GameConstants::maxPlayers);
|
||||
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor);
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor,intToStr(__LINE__));
|
||||
if(serverSocket.isPortBound() == false) {
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
serverSocket.bind(serverSocket.getBindPort());
|
||||
}
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
delete slots[playerIndex];
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[playerIndex],intToStr(__LINE__) + "_" + intToStr(playerIndex));
|
||||
delete slots[playerIndex];
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
slots[playerIndex]= new ConnectionSlot(this, playerIndex);
|
||||
safeMutexSlot.ReleaseLock();
|
||||
|
||||
safeMutex.ReleaseLock();
|
||||
|
||||
|
@ -148,7 +153,11 @@ bool ServerInterface::switchSlot(int fromPlayerIndex,int toPlayerIndex){
|
|||
if(fromPlayerIndex==toPlayerIndex) return false;// doubleclicked or whatever
|
||||
|
||||
//printf(" checking if slot %d is free?\n",toPlayerIndex);
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor);
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor,intToStr(__LINE__));
|
||||
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[fromPlayerIndex],intToStr(__LINE__) + "_" + intToStr(fromPlayerIndex));
|
||||
MutexSafeWrapper safeMutexSlot2(&slotAccessorMutexes[toPlayerIndex],intToStr(__LINE__) + "_" + intToStr(toPlayerIndex));
|
||||
|
||||
if( slots[toPlayerIndex]->isConnected() == false) {
|
||||
//printf(" yes, its free :)\n");
|
||||
slots[fromPlayerIndex]->setPlayerIndex(toPlayerIndex);
|
||||
|
@ -160,10 +169,17 @@ bool ServerInterface::switchSlot(int fromPlayerIndex,int toPlayerIndex){
|
|||
|
||||
PlayerIndexMessage playerIndexMessage(toPlayerIndex);
|
||||
slots[toPlayerIndex]->sendMessage(&playerIndexMessage);
|
||||
|
||||
safeMutexSlot.ReleaseLock();
|
||||
safeMutexSlot2.ReleaseLock();
|
||||
|
||||
result=true;
|
||||
updateListen();
|
||||
}
|
||||
else {
|
||||
safeMutexSlot.ReleaseLock();
|
||||
safeMutexSlot2.ReleaseLock();
|
||||
|
||||
safeMutex.ReleaseLock();
|
||||
}
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
@ -173,8 +189,9 @@ bool ServerInterface::switchSlot(int fromPlayerIndex,int toPlayerIndex){
|
|||
void ServerInterface::removeSlot(int playerIndex) {
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
|
||||
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor);
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor,intToStr(__LINE__));
|
||||
// Mention to everyone that this player is disconnected
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[playerIndex],intToStr(__LINE__) + "_" + intToStr(playerIndex));
|
||||
ConnectionSlot *slot = slots[playerIndex];
|
||||
|
||||
bool notifyDisconnect = false;
|
||||
|
@ -199,6 +216,7 @@ void ServerInterface::removeSlot(int playerIndex) {
|
|||
delete slots[playerIndex];
|
||||
slots[playerIndex]= NULL;
|
||||
|
||||
safeMutexSlot.ReleaseLock();
|
||||
safeMutex.ReleaseLock();
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
|
||||
|
@ -217,13 +235,15 @@ void ServerInterface::removeSlot(int playerIndex) {
|
|||
}
|
||||
|
||||
ConnectionSlot* ServerInterface::getSlot(int playerIndex) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[playerIndex],intToStr(__LINE__) + "_" + intToStr(playerIndex));
|
||||
return slots[playerIndex];
|
||||
}
|
||||
|
||||
bool ServerInterface::hasClientConnection() {
|
||||
bool result = false;
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i){
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
if(slots[i] != NULL && slots[i]->isConnected() == true) {
|
||||
result = true;
|
||||
break;
|
||||
|
@ -236,7 +256,8 @@ int ServerInterface::getConnectedSlotCount() {
|
|||
int connectedSlotCount= 0;
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
if(slots[i]!= NULL){
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
if(slots[i] != NULL) {
|
||||
++connectedSlotCount;
|
||||
}
|
||||
}
|
||||
|
@ -275,6 +296,8 @@ void ServerInterface::updateSlot(ConnectionSlotEvent *event) {
|
|||
bool checkForNewClients = true;
|
||||
|
||||
// Safety check since we can experience a disconnect and the slot is NULL
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[event->triggerId],intToStr(__LINE__) + "_" + intToStr(event->triggerId));
|
||||
|
||||
if(event->triggerId >= 0 && slots[event->triggerId] == connectionSlot) {
|
||||
if(connectionSlot != NULL &&
|
||||
(gameHasBeenInitiated == false || (connectionSlot->getSocket() != NULL && socketTriggered == true))) {
|
||||
|
@ -464,6 +487,7 @@ bool ServerInterface::signalClientReceiveCommands(ConnectionSlot* connectionSlot
|
|||
void ServerInterface::updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> &socketTriggeredList) {
|
||||
//update all slots
|
||||
for(int i= 0; i < GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
if(connectionSlot != NULL && connectionSlot->getSocket() != NULL &&
|
||||
slots[i]->getSocket()->isSocketValid() == true) {
|
||||
|
@ -474,6 +498,7 @@ void ServerInterface::updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> &
|
|||
|
||||
void ServerInterface::validateConnectedClients() {
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot = slots[i];
|
||||
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] Slot # %d\n",__FILE__,__FUNCTION__,__LINE__,i);
|
||||
|
@ -509,6 +534,7 @@ void ServerInterface::update() {
|
|||
// Step #1 tell all connection slot worker threads to receive socket data
|
||||
bool checkForNewClients = true;
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot = slots[i];
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
@ -529,6 +555,7 @@ void ServerInterface::update() {
|
|||
threadsDone = true;
|
||||
// Examine all threads for completion of delegation
|
||||
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot = slots[i];
|
||||
if(connectionSlot != NULL && mapSlotSignalledList[i] == true &&
|
||||
slotsCompleted.find(i) == slotsCompleted.end()) {
|
||||
|
@ -582,6 +609,7 @@ void ServerInterface::update() {
|
|||
threadsDone = true;
|
||||
// Examine all threads for completion of delegation
|
||||
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot = slots[i];
|
||||
if(connectionSlot != NULL && mapSlotSignalledList[i] == true &&
|
||||
slotsCompleted.find(i) == slotsCompleted.end()) {
|
||||
|
@ -667,6 +695,7 @@ void ServerInterface::update() {
|
|||
// Step #4 dispatch network commands to the pending list so that they are done in proper order
|
||||
if(gameHasBeenInitiated == true) {
|
||||
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
|
||||
if(connectionSlot->getPendingNetworkCommandList().size() > 0) {
|
||||
|
@ -692,6 +721,7 @@ void ServerInterface::update() {
|
|||
|
||||
// Step #5 dispatch pending chat messages
|
||||
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
if(connectionSlot != NULL &&
|
||||
connectionSlot->getChatTextList().empty() == false) {
|
||||
|
@ -913,6 +943,7 @@ void ServerInterface::waitUntilReady(Checksum* checksum) {
|
|||
vector<string> waitingForHosts;
|
||||
allReady= true;
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
|
||||
if(connectionSlot->isReady() == false) {
|
||||
|
@ -979,6 +1010,7 @@ void ServerInterface::waitUntilReady(Checksum* checksum) {
|
|||
try {
|
||||
//send ready message after, so clients start delayed
|
||||
for(int i= 0; i < GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
|
||||
NetworkMessageReady networkMessageReady(checksum->getSum());
|
||||
|
@ -1037,6 +1069,7 @@ string ServerInterface::getNetworkStatus() {
|
|||
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i){
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
|
||||
str+= intToStr(i)+ ": ";
|
||||
|
@ -1072,6 +1105,7 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings) {
|
|||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot *connectionSlot= slots[i];
|
||||
if(connectionSlot != NULL &&
|
||||
connectionSlot->getAllowDownloadDataSynch() == true &&
|
||||
|
@ -1095,7 +1129,7 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings) {
|
|||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
|
||||
|
||||
MutexSafeWrapper safeMutex(&masterServerThreadAccessor);
|
||||
MutexSafeWrapper safeMutex(&masterServerThreadAccessor,intToStr(__LINE__));
|
||||
delete publishToMasterserverThread;
|
||||
publishToMasterserverThread = NULL;
|
||||
lastMasterserverHeartbeatTime = 0;
|
||||
|
@ -1120,7 +1154,7 @@ bool ServerInterface::launchGame(const GameSettings* gameSettings) {
|
|||
void ServerInterface::broadcastGameSetup(const GameSettings* gameSettings) {
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor);
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor,intToStr(__LINE__));
|
||||
NetworkMessageLaunch networkMessageLaunch(gameSettings,nmtBroadCastSetup);
|
||||
broadcastMessage(&networkMessageLaunch);
|
||||
|
||||
|
@ -1136,6 +1170,7 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
|
|||
// Step #1 signal worker threads to send this broadcast to each client
|
||||
std::map<int,ConnectionSlotEvent> eventList;
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot = slots[i];
|
||||
|
||||
// New lag check
|
||||
|
@ -1184,6 +1219,7 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
|
|||
threadsDone = true;
|
||||
// Examine all threads for completion of delegation
|
||||
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot = slots[i];
|
||||
if(connectionSlot != NULL && slotsCompleted.find(i) == slotsCompleted.end()) {
|
||||
std::vector<std::string> errorList = connectionSlot->getThreadErrorList();
|
||||
|
@ -1209,6 +1245,7 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
|
|||
}
|
||||
else {
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
|
||||
if(i != excludeSlot && connectionSlot != NULL) {
|
||||
|
@ -1226,6 +1263,7 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
|
|||
else if(gameHasBeenInitiated == true) {
|
||||
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,__LINE__,i);
|
||||
safeMutexSlot.ReleaseLock();
|
||||
removeSlot(i);
|
||||
}
|
||||
//}
|
||||
|
@ -1233,6 +1271,7 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
|
|||
else if(i == excludeSlot && gameHasBeenInitiated == true &&
|
||||
connectionSlot != NULL && connectionSlot->isConnected() == false) {
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] #2 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,i);
|
||||
safeMutexSlot.ReleaseLock();
|
||||
removeSlot(i);
|
||||
}
|
||||
}
|
||||
|
@ -1256,6 +1295,7 @@ void ServerInterface::broadcastMessageToConnectedClients(const NetworkMessage* n
|
|||
|
||||
try {
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
|
||||
if(i!= excludeSlot && connectionSlot!= NULL) {
|
||||
|
@ -1282,9 +1322,10 @@ void ServerInterface::updateListen() {
|
|||
return;
|
||||
}
|
||||
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor);
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor,intToStr(__LINE__));
|
||||
int openSlotCount= 0;
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
bool isSlotOpen = (slots[i] != NULL && slots[i]->isConnected() == false);
|
||||
|
||||
if(isSlotOpen == true) {
|
||||
|
@ -1301,6 +1342,7 @@ int ServerInterface::getOpenSlotCount() {
|
|||
int openSlotCount= 0;
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
//MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
bool isSlotOpen = (slots[i] != NULL && slots[i]->isConnected() == false);
|
||||
|
||||
if(isSlotOpen == true) {
|
||||
|
@ -1314,7 +1356,7 @@ int ServerInterface::getOpenSlotCount() {
|
|||
void ServerInterface::setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck) {
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START gameSettingsUpdateCount = %d, waitForClientAck = %d\n",__FILE__,__FUNCTION__,gameSettingsUpdateCount,waitForClientAck);
|
||||
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor);
|
||||
MutexSafeWrapper safeMutex(&serverSynchAccessor,intToStr(__LINE__));
|
||||
|
||||
gameSettings = *serverGameSettings;
|
||||
|
||||
|
@ -1329,13 +1371,11 @@ void ServerInterface::setGameSettings(GameSettings *serverGameSettings, bool wai
|
|||
while(gotAckFromAllClients == false && difftime(time(NULL),tStart) <= 5)
|
||||
{
|
||||
gotAckFromAllClients = true;
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i)
|
||||
{
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot *connectionSlot = slots[i];
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected())
|
||||
{
|
||||
if(connectionSlot->getReceivedNetworkGameStatus() == false)
|
||||
{
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected()) {
|
||||
if(connectionSlot->getReceivedNetworkGameStatus() == false) {
|
||||
gotAckFromAllClients = false;
|
||||
}
|
||||
|
||||
|
@ -1345,11 +1385,10 @@ void ServerInterface::setGameSettings(GameSettings *serverGameSettings, bool wai
|
|||
}
|
||||
}
|
||||
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i)
|
||||
{
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot *connectionSlot = slots[i];
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected())
|
||||
{
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected()) {
|
||||
connectionSlot->setReceivedNetworkGameStatus(false);
|
||||
}
|
||||
}
|
||||
|
@ -1357,22 +1396,18 @@ void ServerInterface::setGameSettings(GameSettings *serverGameSettings, bool wai
|
|||
NetworkMessageSynchNetworkGameData networkMessageSynchNetworkGameData(getGameSettings());
|
||||
broadcastMessageToConnectedClients(&networkMessageSynchNetworkGameData);
|
||||
|
||||
if(waitForClientAck == true)
|
||||
{
|
||||
if(waitForClientAck == true) {
|
||||
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Waiting for client acks #2\n",__FILE__,__FUNCTION__);
|
||||
|
||||
time_t tStart = time(NULL);
|
||||
bool gotAckFromAllClients = false;
|
||||
while(gotAckFromAllClients == false && difftime(time(NULL),tStart) <= 5)
|
||||
{
|
||||
while(gotAckFromAllClients == false && difftime(time(NULL),tStart) <= 5) {
|
||||
gotAckFromAllClients = true;
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i)
|
||||
{
|
||||
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
ConnectionSlot *connectionSlot = slots[i];
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected())
|
||||
{
|
||||
if(connectionSlot->getReceivedNetworkGameStatus() == false)
|
||||
{
|
||||
if(connectionSlot != NULL && connectionSlot->isConnected()) {
|
||||
if(connectionSlot->getReceivedNetworkGameStatus() == false) {
|
||||
gotAckFromAllClients = false;
|
||||
}
|
||||
|
||||
|
@ -1435,7 +1470,8 @@ std::map<string,string> ServerInterface::publishToMasterserver() {
|
|||
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
for(int i= 0; i < GameConstants::maxPlayers; ++i) {
|
||||
if(slots[i] != NULL) {
|
||||
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
|
||||
if(slots[i] != NULL) {
|
||||
slotCountUsed++;
|
||||
slotCountHumans++;
|
||||
ConnectionSlot* connectionSlot= slots[i];
|
||||
|
@ -1478,7 +1514,7 @@ std::map<string,string> ServerInterface::publishToMasterserver() {
|
|||
void ServerInterface::simpleTask() {
|
||||
//SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
MutexSafeWrapper safeMutex(&masterServerThreadAccessor);
|
||||
MutexSafeWrapper safeMutex(&masterServerThreadAccessor,intToStr(__LINE__));
|
||||
if(difftime(time(NULL),lastMasterserverHeartbeatTime) >= 30) {
|
||||
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
|
||||
|
||||
|
|
|
@ -33,6 +33,8 @@ class ServerInterface: public GameNetworkInterface, public ConnectionSlotCallbac
|
|||
|
||||
private:
|
||||
ConnectionSlot* slots[GameConstants::maxPlayers];
|
||||
Mutex slotAccessorMutexes[GameConstants::maxPlayers];
|
||||
|
||||
ServerSocket serverSocket;
|
||||
bool gameHasBeenInitiated;
|
||||
int gameSettingsUpdateCount;
|
||||
|
|
|
@ -3,9 +3,9 @@
|
|||
//
|
||||
// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
|
||||
//
|
||||
// You can redistribute this code and/or modify it under
|
||||
// the terms of the GNU General Public License as published
|
||||
// by the Free Software Foundation; either version 2 of the
|
||||
// You can redistribute this code and/or modify it under
|
||||
// the terms of the GNU General Public License as published
|
||||
// by the Free Software Foundation; either version 2 of the
|
||||
// License, or (at your option) any later version
|
||||
// ==============================================================
|
||||
|
||||
|
@ -14,12 +14,17 @@
|
|||
|
||||
#include <SDL_thread.h>
|
||||
#include <SDL_mutex.h>
|
||||
#include <string>
|
||||
#include "leak_dumper.h"
|
||||
|
||||
//#define DEBUG_MUTEXES
|
||||
|
||||
// =====================================================
|
||||
// class Thread
|
||||
// =====================================================
|
||||
|
||||
using namespace std;
|
||||
|
||||
namespace Shared{ namespace Platform{
|
||||
|
||||
class Thread{
|
||||
|
@ -31,17 +36,17 @@ public:
|
|||
pHigh = 3,
|
||||
pRealTime = 4
|
||||
};
|
||||
|
||||
|
||||
private:
|
||||
SDL_Thread* thread;
|
||||
|
||||
public:
|
||||
Thread();
|
||||
virtual ~Thread();
|
||||
|
||||
|
||||
void start();
|
||||
virtual void execute()=0;
|
||||
void setPriority(Thread::Priority threadPriority);
|
||||
void setPriority(Thread::Priority threadPriority);
|
||||
void suspend();
|
||||
void resume();
|
||||
|
||||
|
@ -56,21 +61,25 @@ private:
|
|||
class Mutex {
|
||||
private:
|
||||
SDL_mutex* mutex;
|
||||
int refCount;
|
||||
|
||||
public:
|
||||
Mutex();
|
||||
~Mutex();
|
||||
void p();
|
||||
void v();
|
||||
int getRefCount() const { return refCount; }
|
||||
};
|
||||
|
||||
class MutexSafeWrapper {
|
||||
protected:
|
||||
Mutex *mutex;
|
||||
string ownerId;
|
||||
public:
|
||||
|
||||
MutexSafeWrapper(Mutex *mutex) {
|
||||
MutexSafeWrapper(Mutex *mutex,string ownerId="") {
|
||||
this->mutex = mutex;
|
||||
this->ownerId = ownerId;
|
||||
Lock();
|
||||
}
|
||||
~MutexSafeWrapper() {
|
||||
|
@ -79,12 +88,37 @@ public:
|
|||
|
||||
void Lock() {
|
||||
if(this->mutex != NULL) {
|
||||
#ifdef DEBUG_MUTEXES
|
||||
if(ownerId != "") {
|
||||
printf("Locking Mutex [%s] refCount: %d\n",ownerId.c_str(),this->mutex->getRefCount());
|
||||
}
|
||||
#endif
|
||||
|
||||
this->mutex->p();
|
||||
|
||||
#ifdef DEBUG_MUTEXES
|
||||
if(ownerId != "") {
|
||||
printf("Locked Mutex [%s] refCount: %d\n",ownerId.c_str(),this->mutex->getRefCount());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
void ReleaseLock(bool keepMutex=false) {
|
||||
if(this->mutex != NULL) {
|
||||
#ifdef DEBUG_MUTEXES
|
||||
if(ownerId != "") {
|
||||
printf("UnLocking Mutex [%s] refCount: %d\n",ownerId.c_str(),this->mutex->getRefCount());
|
||||
}
|
||||
#endif
|
||||
|
||||
this->mutex->v();
|
||||
|
||||
#ifdef DEBUG_MUTEXES
|
||||
if(ownerId != "") {
|
||||
printf("UnLocked Mutex [%s] refCount: %d\n",ownerId.c_str(),this->mutex->getRefCount());
|
||||
}
|
||||
#endif
|
||||
|
||||
if(keepMutex == false) {
|
||||
this->mutex = NULL;
|
||||
}
|
||||
|
|
|
@ -1,9 +1,9 @@
|
|||
//This file is part of Glest Shared Library (www.glest.org)
|
||||
//Copyright (C) 2005 Matthias Braun <matze@braunis.de>
|
||||
|
||||
//You can redistribute this code and/or modify it under
|
||||
//the terms of the GNU General Public License as published by the Free Software
|
||||
//Foundation; either version 2 of the License, or (at your option) any later
|
||||
//You can redistribute this code and/or modify it under
|
||||
//the terms of the GNU General Public License as published by the Free Software
|
||||
//Foundation; either version 2 of the License, or (at your option) any later
|
||||
//version.
|
||||
|
||||
#include "thread.h"
|
||||
|
@ -23,10 +23,10 @@ using namespace std;
|
|||
|
||||
#endif
|
||||
|
||||
namespace Shared{ namespace Platform{
|
||||
namespace Shared{ namespace Platform{
|
||||
|
||||
// =====================================
|
||||
// Threads
|
||||
// Threads
|
||||
// =====================================
|
||||
Thread::Thread() {
|
||||
thread = NULL;
|
||||
|
@ -74,10 +74,11 @@ void Thread::resume() {
|
|||
}
|
||||
|
||||
// =====================================
|
||||
// Mutex
|
||||
// Mutex
|
||||
// =====================================
|
||||
|
||||
Mutex::Mutex() {
|
||||
refCount=0;
|
||||
mutex = SDL_CreateMutex();
|
||||
assert(mutex != NULL);
|
||||
if(mutex == NULL) {
|
||||
|
@ -104,6 +105,7 @@ void Mutex::p() {
|
|||
throw runtime_error(szBuf);
|
||||
}
|
||||
SDL_mutexP(mutex);
|
||||
refCount++;
|
||||
}
|
||||
|
||||
void Mutex::v() {
|
||||
|
@ -112,6 +114,7 @@ void Mutex::v() {
|
|||
snprintf(szBuf,1023,"In [%s::%s Line: %d] mutex == NULL",__FILE__,__FUNCTION__,__LINE__);
|
||||
throw runtime_error(szBuf);
|
||||
}
|
||||
refCount--;
|
||||
SDL_mutexV(mutex);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue