(svn r21399) -Change/Feature/Fix [FS#4284]: perform the compression of savegames to send to the client asynchroniously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression). This should also fix the lag message people get when the savegame compression takes more than a few seconds.

pull/155/head
rubidium 14 years ago
parent f929107665
commit 9b53982428

@ -35,7 +35,7 @@ public:
bool IsConnected() const { return this->sock != INVALID_SOCKET; }
virtual NetworkRecvStatus CloseConnection(bool error = true);
void SendPacket(Packet *packet);
virtual void SendPacket(Packet *packet);
bool SendPackets(bool closing_down = false);
bool IsPacketQueueEmpty();

@ -67,13 +67,22 @@ struct PacketWriter : SaveFilter {
*/
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0)
{
this->cs->savegame_mutex = ThreadMutex::New();
}
/** Make sure everything is cleaned up. */
~PacketWriter()
{
/* Prevent double frees. */
this->cs->savegame = NULL;
if (this->cs != NULL) {
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
this->cs->savegame = NULL;
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
delete this->cs->savegame_mutex;
this->cs->savegame_mutex = NULL;
}
delete this->current;
}
@ -94,10 +103,12 @@ struct PacketWriter : SaveFilter {
/* virtual */ void Write(byte *buf, size_t size)
{
if (cs == NULL) return;
if (this->cs == NULL) return;
if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
byte *bufe = buf + size;
while (buf != bufe) {
size_t to_write = min(SEND_MTU - this->current->size, bufe - buf);
@ -111,11 +122,17 @@ struct PacketWriter : SaveFilter {
}
}
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
this->total_size += size;
}
/* virtual */ void Finish()
{
if (this->cs == NULL) return;
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
/* Make sure the last packet is flushed. */
this->AppendQueue();
@ -126,7 +143,9 @@ struct PacketWriter : SaveFilter {
/* Fast-track the size to the client. */
Packet *p = new Packet(PACKET_SERVER_MAP_SIZE);
p->Send_uint32(this->total_size);
this->cs->SendPacket(p);
this->cs->NetworkTCPSocketHandler::SendPacket(p);
if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
}
};
@ -153,7 +172,13 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
{
if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
OrderBackup::ResetUser(this->client_id);
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
delete this->savegame_packets;
if (this->savegame != NULL) this->savegame->cs = NULL;
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
delete this->savegame_mutex;
}
Packet *ServerNetworkGameSocketHandler::ReceivePacket()
@ -169,6 +194,13 @@ Packet *ServerNetworkGameSocketHandler::ReceivePacket()
return p;
}
void ServerNetworkGameSocketHandler::SendPacket(Packet *packet)
{
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
this->NetworkTCPSocketHandler::SendPacket(packet);
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
}
NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
@ -479,10 +511,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
sent_packets = 4; // We start with trying 4 packets
/* Make a dump of the current game */
if (SaveWithFilter(this->savegame, false) != SL_OK) usererror("network savedump failed");
if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
}
if (this->status == STATUS_MAP) {
if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
Packet *p = this->savegame_packets;
bool last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
@ -490,7 +524,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
/* Remove the packet from the savegame queue and put it in the real queue. */
this->savegame_packets = p->next;
p->next = NULL;
this->SendPacket(p);
this->NetworkTCPSocketHandler::SendPacket(p);
if (last_packet) {
/* Done reading! */
@ -531,6 +565,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
/* Not everything is sent, decrease the sent_packets */
if (sent_packets > 1) sent_packets /= 2;
}
if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
}
return NETWORK_RECV_STATUS_OKAY;
}

@ -16,6 +16,7 @@
#include "network_internal.h"
#include "core/tcp_listen.h"
#include "../thread/thread.h"
class ServerNetworkGameSocketHandler;
typedef ServerNetworkGameSocketHandler NetworkClientSocket;
@ -74,11 +75,13 @@ public:
Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client.
struct PacketWriter *savegame; ///< Writer used to write the savegame.
ThreadMutex *savegame_mutex; ///< Mutex for making threaded saving safe.
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
virtual Packet *ReceivePacket();
virtual void SendPacket(Packet *packet);
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
void GetClientName(char *client_name, size_t size) const;

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