(svn r20935) -Codechange: only let the server side use a pool of connected sockets

pull/155/head
rubidium 14 years ago
parent 04ce759165
commit 66087c5e60

@ -17,18 +17,10 @@
#include "../network.h"
#include "../network_internal.h"
#include "../../core/pool_func.hpp"
#include "../../debug.h"
#include "table/strings.h"
/** Make very sure the preconditions given in network_type.h are actually followed */
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
/**
* Create a new socket for the game connection.
* @param s The socket to connect with.
@ -75,7 +67,7 @@ NetworkRecvStatus NetworkGameSocketHandler::CloseConnection(bool error)
* @param p the packet to handle
* @return #NetworkRecvStatus of handling.
*/
NetworkRecvStatus NetworkClientSocket::HandlePacket(Packet *p)
NetworkRecvStatus NetworkGameSocketHandler::HandlePacket(Packet *p)
{
PacketGameType type = (PacketGameType)p->Recv_uint8();
@ -140,7 +132,7 @@ NetworkRecvStatus NetworkClientSocket::HandlePacket(Packet *p)
* HandlePacket is returned.
* @return #NetworkRecvStatus of the last handled packet.
*/
NetworkRecvStatus NetworkClientSocket::Recv_Packets()
NetworkRecvStatus NetworkGameSocketHandler::Recv_Packets()
{
Packet *p;
while ((p = this->Recv_Packet()) != NULL) {
@ -158,7 +150,7 @@ NetworkRecvStatus NetworkClientSocket::Recv_Packets()
* @param type the packet type to create the stub for
*/
#define DEFINE_UNAVAILABLE_GAME_RECEIVE_COMMAND(type) \
NetworkRecvStatus NetworkClientSocket::NetworkPacketReceive_## type ##_command(Packet *p) \
NetworkRecvStatus NetworkGameSocketHandler::NetworkPacketReceive_## type ##_command(Packet *p) \
{ \
DEBUG(net, 0, "[tcp/game] received illegal packet type %d from client %d", \
type, this->client_id); \

@ -108,16 +108,11 @@ enum ClientStatus {
STATUS_END ///< Must ALWAYS be on the end of this list!! (period)
};
class NetworkGameSocketHandler;
typedef NetworkGameSocketHandler NetworkClientSocket;
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
extern NetworkClientSocketPool _networkclientsocket_pool;
#define DECLARE_GAME_RECEIVE_COMMAND(type) virtual NetworkRecvStatus NetworkPacketReceive_## type ##_command(Packet *p)
#define DEF_GAME_RECEIVE_COMMAND(cls, type) NetworkRecvStatus cls ##NetworkGameSocketHandler::NetworkPacketReceive_ ## type ## _command(Packet *p)
/** Base socket handler for all TCP sockets */
class NetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkTCPSocketHandler {
class NetworkGameSocketHandler : public NetworkTCPSocketHandler {
/* TODO: rewrite into a proper class */
private:
NetworkClientInfo *info; ///< Client info related to this socket
@ -191,9 +186,6 @@ public:
void Send_Command(Packet *p, const CommandPacket *cp);
};
#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_GAME_H */

@ -514,25 +514,23 @@ static void InitializeNetworkPools()
}
/* Close all current connections */
static void NetworkClose()
void NetworkClose()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (!_network_server) {
MyClient::SendQuit();
cs->Send_Packets();
}
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
/* We are a server, also close the listensocket */
for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
closesocket(s->second);
}
_listensockets.Clear();
DEBUG(net, 1, "[tcp] closed listeners");
} else if (MyClient::my_client != NULL) {
MyClient::SendQuit();
MyClient::my_client->Send_Packets();
MyClient::my_client->CloseConnection(NETWORK_RECV_STATUS_CONN_LOST);
}
TCPConnecter::KillAll();

@ -17,8 +17,10 @@
#include "network_internal.h"
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public NetworkGameSocketHandler {
class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
protected:
friend void NetworkExecuteLocalCommandQueue();
friend void NetworkClose();
static ClientNetworkGameSocketHandler *my_client;
DECLARE_GAME_RECEIVE_COMMAND(PACKET_SERVER_FULL);

@ -14,6 +14,7 @@
#include "../stdafx.h"
#include "../debug.h"
#include "network_client.h"
#include "network_server.h"
#include "network.h"
#include "../command_func.h"
#include "../company_func.h"
@ -179,7 +180,7 @@ void NetworkExecuteLocalCommandQueue()
{
assert(IsLocalCompany());
CommandQueue &queue = (_network_server ? _local_execution_queue : NetworkClientSocket::Get(0)->incoming_queue);
CommandQueue &queue = (_network_server ? _local_execution_queue : ClientNetworkGameSocketHandler::my_client->incoming_queue);
CommandPacket *cp;
while ((cp = queue.Peek()) != NULL) {
@ -274,7 +275,7 @@ void NetworkDistributeCommands()
* @param cp the struct to write the data to.
* @return an error message. When NULL there has been no error.
*/
const char *NetworkClientSocket::Recv_Command(Packet *p, CommandPacket *cp)
const char *NetworkGameSocketHandler::Recv_Command(Packet *p, CommandPacket *cp)
{
cp->company = (CompanyID)p->Recv_uint8();
cp->cmd = p->Recv_uint32();
@ -299,7 +300,7 @@ const char *NetworkClientSocket::Recv_Command(Packet *p, CommandPacket *cp)
* @param p the packet to send it in.
* @param cp the packet to actually send.
*/
void NetworkClientSocket::Send_Command(Packet *p, const CommandPacket *cp)
void NetworkGameSocketHandler::Send_Command(Packet *p, const CommandPacket *cp)
{
p->Send_uint8 (cp->company);
p->Send_uint32(cp->cmd);

@ -50,6 +50,8 @@ extern bool _ddc_fastforward;
#define _ddc_fastforward (false)
#endif /* DEBUG_DUMP_COMMANDS */
typedef class ServerNetworkGameSocketHandler NetworkClientSocket;
enum MapPacket {
MAP_PACKET_START,
MAP_PACKET_NORMAL,

@ -31,6 +31,7 @@
#include "../window_func.h"
#include "../roadveh.h"
#include "../order_backup.h"
#include "../core/pool_func.hpp"
#include "../rev.h"
#include "table/strings.h"
@ -41,6 +42,13 @@ DECLARE_POSTFIX_INCREMENT(ClientID)
/** The identifier counter for new clients (is never decreased) */
static ClientID _network_client_id = CLIENT_ID_FIRST;
/** Make very sure the preconditions given in network_type.h are actually followed */
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
assert_compile(NetworkClientSocketPool::MAX_SIZE == MAX_CLIENT_SLOTS);
NetworkClientSocketPool _networkclientsocket_pool("NetworkClientSocket");
INSTANTIATE_POOL_METHODS(NetworkClientSocket)
/**
* Create a new socket for the server side of the game connection.
* @param s The socket to connect with.

@ -16,8 +16,13 @@
#include "network_internal.h"
class ServerNetworkGameSocketHandler;
typedef ServerNetworkGameSocketHandler NetworkClientSocket;
typedef Pool<NetworkClientSocket, ClientIndex, 8, MAX_CLIENT_SLOTS> NetworkClientSocketPool;
extern NetworkClientSocketPool _networkclientsocket_pool;
/** Class for handling the server side of the game connection. */
class ServerNetworkGameSocketHandler : public NetworkGameSocketHandler {
class ServerNetworkGameSocketHandler : public NetworkClientSocketPool::PoolItem<&_networkclientsocket_pool>, public NetworkGameSocketHandler {
protected:
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_JOIN);
DECLARE_GAME_RECEIVE_COMMAND(PACKET_CLIENT_COMPANY_INFO);
@ -54,6 +59,9 @@ DEF_SERVER_SEND_COMMAND_PARAM(PACKET_SERVER_MOVE)(NetworkClientSocket *cs, uint1
void NetworkServer_ReadPackets(NetworkClientSocket *cs);
void NetworkServer_Tick(bool send_frame);
#define FOR_ALL_CLIENT_SOCKETS_FROM(var, start) FOR_ALL_ITEMS_FROM(NetworkClientSocket, clientsocket_index, var, start)
#define FOR_ALL_CLIENT_SOCKETS(var) FOR_ALL_CLIENT_SOCKETS_FROM(var, 0)
#else /* ENABLE_NETWORK */
/* Network function stubs when networking is disabled */

Loading…
Cancel
Save