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Fixed cClientHandle::Tick() being called from two threads.

When the player was initialized, the Tick() function continued to stream chunk, while the cWorld called Tick() from its tick thread.
Final fix for #187.
This commit is contained in:
madmaxoft
2013-12-16 10:41:35 +01:00
parent e024278b02
commit f521cbeb31
5 changed files with 48 additions and 31 deletions

View File

@@ -1476,12 +1476,6 @@ void cClientHandle::Tick(float a_Dt)
}
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
{
@@ -1536,6 +1530,49 @@ void cClientHandle::Tick(float a_Dt)
void cClientHandle::ServerTick(float a_Dt)
{
// Handle clients that are waiting for final close while destroyed:
if (m_State == csDestroyedWaiting)
{
// Do not wait while the client is not in the world, simply cut them off.
m_State = csDestroyed;
return;
}
// 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();
// Remove the client handle from the server, it will be ticked from its cPlayer object from now on
cRoot::Get()->GetServer()->ClientMovedToWorld(this);
// Add the player to the world (start ticking from there):
m_State = csDownloadingWorld;
m_Player->GetWorld()->AddPlayer(m_Player);
return;
}
m_TimeSinceLastPacket += a_Dt;
if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out
{
SendDisconnect("Nooooo!! You timed out! D: Come back!");
Destroy();
}
}
void cClientHandle::SendAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle)
{
m_Protocol->SendAttachEntity(a_Entity, a_Vehicle);