diff options
Diffstat (limited to '')
-rw-r--r-- | source/ClientHandle.cpp | 193 |
1 files changed, 101 insertions, 92 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp index 102153de1..dce2bbd25 100644 --- a/source/ClientHandle.cpp +++ b/source/ClientHandle.cpp @@ -170,13 +170,21 @@ cClientHandle::~cClientHandle() -void cClientHandle::Destroy() +void cClientHandle::Destroy(void) { - // Setting m_bDestroyed was moved to the bottom of Destroy(), - // otherwise the destructor may be called within another thread before the client is removed from chunks - // http://forum.mc-server.org/showthread.php?tid=366 + { + cCSLock Lock(m_CSDestroyingState); + if (m_State >= csDestroying) + { + // Already called + return; + } + m_State = csDestroying; + } + + // DEBUG: + LOGD("%s: client %p, \"%s\"", __FUNCTION__, this, m_Username.c_str()); - m_State = csDestroying; if ((m_Player != NULL) && (m_Player->GetWorld() != NULL)) { RemoveFromAllChunks(); @@ -253,9 +261,8 @@ void cClientHandle::Authenticate(void) SendGameMode(m_Player->GetGameMode()); m_Player->Initialize(World); - StreamChunks(); - m_State = csDownloadingWorld; - + m_State = csAuthenticated; + // Broadcast this player's spawning to all other players in the same chunk m_Player->GetWorld()->BroadcastSpawnEntity(*m_Player, this); @@ -268,7 +275,7 @@ void cClientHandle::Authenticate(void) void cClientHandle::StreamChunks(void) { - if ((m_State < csAuthenticating) || (m_State >= csDestroying)) + if ((m_State < csAuthenticated) || (m_State >= csDestroying)) { return; } @@ -421,11 +428,11 @@ void cClientHandle::HandlePing(void) // Somebody tries to retrieve information about the server AString Reply; Printf(Reply, "%s%s%i%s%i", - cRoot::Get()->GetDefaultWorld()->GetDescription().c_str(), - cChatColor::Delimiter.c_str(), - cRoot::Get()->GetDefaultWorld()->GetNumPlayers(), - cChatColor::Delimiter.c_str(), - cRoot::Get()->GetDefaultWorld()->GetMaxPlayers() + cRoot::Get()->GetServer()->GetDescription().c_str(), + cChatColor::Delimiter.c_str(), + cRoot::Get()->GetServer()->GetNumPlayers(), + cChatColor::Delimiter.c_str(), + cRoot::Get()->GetServer()->GetMaxPlayers() ); Kick(Reply.c_str()); } @@ -914,11 +921,24 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c void cClientHandle::HandleChat(const AString & a_Message) { - // We need to process messages in the Tick thread, to avoid deadlocks resulting from player-commands being processed - // in the SocketThread and waiting for acquiring the ChunkMap CS with Plugin CS locked + // We no longer need to postpone message processing, because the messages already arrive in the Tick thread - cCSLock Lock(m_CSMessages); - m_PendingMessages.push_back(a_Message); + // If a command, perform it: + AString Message(a_Message); + if (cRoot::Get()->GetServer()->Command(*this, Message)) + { + return; + } + + // Not a command, broadcast as a simple message: + AString Msg; + Printf(Msg, "<%s%s%s> %s", + m_Player->GetColor().c_str(), + m_Player->GetName().c_str(), + cChatColor::White.c_str(), + Message.c_str() + ); + m_Player->GetWorld()->BroadcastChat(Msg); } @@ -1176,7 +1196,7 @@ bool cClientHandle::HandleHandshake(const AString & a_Username) { if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(this, a_Username)) { - if (cRoot::Get()->GetDefaultWorld()->GetNumPlayers() >= cRoot::Get()->GetDefaultWorld()->GetMaxPlayers()) + if (cRoot::Get()->GetServer()->GetNumPlayers() >= cRoot::Get()->GetServer()->GetMaxPlayers()) { Kick("The server is currently full :(-- Try again later"); return false; @@ -1191,7 +1211,7 @@ bool cClientHandle::HandleHandshake(const AString & a_Username) void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID) { - if( a_EntityID != m_Player->GetUniqueID() ) + if (a_EntityID != m_Player->GetUniqueID()) { // We should only receive entity actions from the entity that is performing the action return; @@ -1307,6 +1327,42 @@ void cClientHandle::SendData(const char * a_Data, int a_Size) +void cClientHandle::MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket) +{ + ASSERT(m_Player != NULL); + + if (a_SendRespawnPacket) + { + SendRespawn(); + } + + cWorld * World = m_Player->GetWorld(); + + // Remove all associated chunks: + cChunkCoordsList Chunks; + { + cCSLock Lock(m_CSChunkLists); + std::swap(Chunks, m_LoadedChunks); + m_ChunksToSend.clear(); + } + for (cChunkCoordsList::iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr) + { + World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this); + m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ); + } // for itr - Chunks[] + + // Do NOT stream new chunks, the new world runs its own tick thread and may deadlock + // Instead, the chunks will be streamed when the client is moved to the new world's Tick list, + // by setting state to csAuthenticated + m_State = csAuthenticated; + m_LastStreamedChunkX = 0x7fffffff; + m_LastStreamedChunkZ = 0x7fffffff; +} + + + + + bool cClientHandle::CheckBlockInteractionsRate(void) { ASSERT(m_Player != NULL); @@ -1342,6 +1398,20 @@ bool cClientHandle::CheckBlockInteractionsRate(void) void cClientHandle::Tick(float a_Dt) { + // Process received network data: + AString IncomingData; + { + cCSLock Lock(m_CSIncomingData); + std::swap(IncomingData, m_IncomingData); + } + m_Protocol->DataReceived(IncomingData.data(), IncomingData.size()); + + if (m_State == csAuthenticated) + { + StreamChunks(); + m_State = csDownloadingWorld; + } + m_TimeSinceLastPacket += a_Dt; if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out { @@ -1355,12 +1425,14 @@ void cClientHandle::Tick(float a_Dt) m_ShouldCheckDownloaded = false; } + if (m_Player == NULL) + { + return; + } + // Send a ping packet: cTimer t1; - if ( - (m_Player != NULL) && // Is logged in? - (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime()) - ) + if ((m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())) { m_PingID++; m_PingStartTime = t1.GetNowTime(); @@ -1369,7 +1441,7 @@ void cClientHandle::Tick(float a_Dt) } // Handle block break animation: - if ((m_Player != NULL) && (m_BlockDigAnimStage > -1)) + if (m_BlockDigAnimStage > -1) { int lastAnimVal = m_BlockDigAnimStage; m_BlockDigAnimStage += (int)(m_BlockDigAnimSpeed * a_Dt); @@ -1387,9 +1459,6 @@ void cClientHandle::Tick(float a_Dt) m_CurrentExplosionTick = (m_CurrentExplosionTick + 1) % ARRAYCOUNT(m_NumExplosionsPerTick); m_RunningSumExplosions -= m_NumExplosionsPerTick[m_CurrentExplosionTick]; m_NumExplosionsPerTick[m_CurrentExplosionTick] = 0; - - // Process the queued messages: - ProcessPendingMessages(); } @@ -1955,7 +2024,7 @@ void cClientHandle::SendConfirmPosition(void) if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player)) { // Broadcast that this player has joined the game! Yay~ - cRoot::Get()->GetServer()->BroadcastChat(m_Username + " joined the game!", this); + m_Player->GetWorld()->BroadcastChat(m_Username + " joined the game!", this); } SendPlayerMoveLook(); @@ -2037,46 +2106,6 @@ void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ) -void cClientHandle::ProcessPendingMessages(void) -{ - while (true) - { - AString Message; - - // Extract one message from the PendingMessages buffer: - { - cCSLock Lock(m_CSMessages); - if (m_PendingMessages.empty()) - { - // No more messages in the buffer, bail out - return; - } - Message = m_PendingMessages.front(); - m_PendingMessages.pop_front(); - } // Lock(m_CSMessages) - - // If a command, perform it: - if (cRoot::Get()->GetServer()->Command(*this, Message)) - { - continue; - } - - // Not a command, broadcast as a simple message: - AString Msg; - Printf(Msg, "<%s%s%s> %s", - m_Player->GetColor().c_str(), - m_Player->GetName().c_str(), - cChatColor::White.c_str(), - Message.c_str() - ); - m_Player->GetWorld()->BroadcastChat(Msg); - } // while (true) -} - - - - - void cClientHandle::PacketBufferFull(void) { // Too much data in the incoming queue, the server is probably too busy, kick the client: @@ -2116,30 +2145,10 @@ void cClientHandle::PacketError(unsigned char a_PacketType) void cClientHandle::DataReceived(const char * a_Data, int a_Size) { - // Data is received from the client, hand it off to the protocol: - if ((m_Player != NULL) && (m_Player->GetWorld() != NULL)) - { - /* - _X: Lock the world, so that plugins reacting to protocol events have already the chunkmap locked. - There was a possibility of a deadlock between SocketThreads and TickThreads, resulting from each - holding one CS an requesting the other one (ChunkMap CS vs Plugin CS) (FS #375). To break this, it's - sufficient to break any of the four Coffman conditions for a deadlock. We'll solve this by requiring - the ChunkMap CS for all SocketThreads operations before they lock the PluginCS - thus creating a kind - of a lock hierarchy. However, this incurs a performance penalty, we're de facto locking the chunkmap - for each incoming packet. A better, but more involved solutin would be to lock the chunkmap only when - the incoming packet really has a plugin CS lock request. - Also, it is still possible for a packet to slip through - when a player still doesn't have their world - assigned and several packets arrive at once. - */ - cWorld::cLock(*m_Player->GetWorld()); - - m_Protocol->DataReceived(a_Data, a_Size); - } - else - { - m_Protocol->DataReceived(a_Data, a_Size); - } + // Data is received from the client, store it in the buffer to be processed by the Tick thread: m_TimeSinceLastPacket = 0; + cCSLock Lock(m_CSIncomingData); + m_IncomingData.append(a_Data, a_Size); } |