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Clients are now ticked in cServer first, then in cWorld once they get assigned a world.

This commit is contained in:
madmaxoft
2013-08-13 22:45:29 +02:00
parent 27d0c9aef2
commit 9020dc9932
10 changed files with 189 additions and 175 deletions

View File

@@ -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);
@@ -1342,6 +1349,20 @@ 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
{
@@ -2118,30 +2139,10 @@ 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);
}