Use boost::asio timer callbacks instead of self-made ones. There are still some termination issues (terminating a network game will result in a crash). However, it should be quite effective now with a large number of users.
This commit is contained in:
@@ -23,47 +23,79 @@
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using namespace std;
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TimerManager::TimerManager()
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: m_curTimerId(0)
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TimerManager::TimerManager(boost::shared_ptr<boost::asio::io_service> ioService)
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: m_ioService(ioService), m_curTimerId(0)
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{
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}
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unsigned
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TimerManager::RegisterTimer(unsigned timeoutMsec, boost::function<void()> timerHandler, bool timerRepeat)
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TimerManager::RegisterTimer(unsigned timeoutMsec, boost::function<void()> timerHandler, bool autoRestart)
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{
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// Register a new timer callback.
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boost::recursive_mutex::scoped_lock lock(m_timerMutex);
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// Use a unique id for each timer.
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unsigned id = GetNextTimerId();
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// Sort all timers by tick on which the callback occurs.
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unsigned absoluteTimer = static_cast<unsigned>(m_softwareTimer.elapsed().total_milliseconds()) + timeoutMsec;
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m_timerMap.insert(
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TimerMap::value_type(absoluteTimer, TimerData(id, timeoutMsec, timerHandler, timerRepeat)));
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TimerData data;
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data.timer.reset(
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new boost::asio::deadline_timer(*m_ioService, boost::posix_time::milliseconds(timeoutMsec)));
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data.userHandler = timerHandler;
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data.durationMsec = timeoutMsec;
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data.autoRestart = autoRestart;
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data.timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, data));
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m_timerMap.insert(TimerMap::value_type(id, data));
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return id;
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}
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bool
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TimerManager::RestartTimer(unsigned timerId, unsigned timeoutMsec, boost::function<void()> timerHandler)
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{
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boost::recursive_mutex::scoped_lock lock(m_timerMutex);
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bool restarted = false;
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TimerMap::iterator pos = m_timerMap.find(timerId);
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if (pos != m_timerMap.end())
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{
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pos->second.userHandler = timerHandler;
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boost::shared_ptr<boost::asio::deadline_timer> timer(pos->second.timer);
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timer->cancel();
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timer->expires_from_now(boost::posix_time::milliseconds(timeoutMsec));
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timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, pos->second));
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restarted = true;
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}
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return restarted;
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}
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bool
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TimerManager::UnregisterTimer(unsigned timerId)
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{
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// Remove a timer callback from the map.
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boost::recursive_mutex::scoped_lock lock(m_timerMutex);
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bool unregistered = false;
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TimerMap::iterator i = m_timerMap.begin();
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TimerMap::iterator end = m_timerMap.end();
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while (i != end)
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TimerMap::iterator pos = m_timerMap.find(timerId);
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if (pos != m_timerMap.end())
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{
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if (i->second.id == timerId)
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{
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m_timerMap.erase(i);
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unregistered = true;
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break;
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}
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++i;
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pos->second.timer->cancel();
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m_timerMap.erase(pos);
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unregistered = true;
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}
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return unregistered;
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}
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void
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TimerManager::Handler(boost::system::error_code ec, TimerManager::TimerData data)
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{
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if (!ec)
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{
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data.userHandler();
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if (data.autoRestart)
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{
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data.timer->expires_from_now(boost::posix_time::milliseconds(data.durationMsec));
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data.timer->async_wait(boost::bind(&TimerManager::Handler, boost::asio::placeholders::error, data));
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}
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}
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}
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/*void
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TimerManager::Process()
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{
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boost::recursive_mutex::scoped_lock lock(m_timerMutex);
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@@ -101,7 +133,7 @@ TimerManager::Process()
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}
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}
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} while (timerOccurred);
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}
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}*/
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unsigned
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TimerManager::GetNextTimerId()
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+11
-14
@@ -24,40 +24,37 @@
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#include <map>
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#include <boost/thread.hpp>
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#include <boost/function.hpp>
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#include <third_party/boost/timers.hpp>
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#include <boost/asio.hpp>
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class TimerManager
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{
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public:
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TimerManager();
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TimerManager(boost::shared_ptr<boost::asio::io_service> ioService);
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unsigned RegisterTimer(unsigned timeoutMsec, boost::function<void()> timerHandler, bool timerRepeat = false);
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unsigned RegisterTimer(unsigned timeoutMsec, boost::function<void()> timerHandler, bool autoRestart = false);
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bool RestartTimer(unsigned timerId, unsigned timeoutMsec, boost::function<void()> timerHandler);
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bool UnregisterTimer(unsigned timerId);
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void Process();
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protected:
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struct TimerData
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{
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TimerData(unsigned timerId, unsigned timeoutMsec, boost::function<void()> timerHandler, bool timerRepeat)
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: id(timerId), msec(timeoutMsec), handler(timerHandler), repeat(timerRepeat) {}
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unsigned id;
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unsigned msec;
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boost::function<void()> handler;
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bool repeat;
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boost::shared_ptr<boost::asio::deadline_timer> timer;
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boost::function<void()> userHandler;
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unsigned durationMsec;
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bool autoRestart;
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};
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typedef std::multimap<unsigned, TimerData> TimerMap;
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static void Handler(boost::system::error_code ec, TimerData data);
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typedef std::map<unsigned, TimerData> TimerMap;
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unsigned GetNextTimerId();
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private:
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boost::shared_ptr<boost::asio::io_service> m_ioService;
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mutable boost::recursive_mutex m_timerMutex;
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TimerMap m_timerMap;
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unsigned m_curTimerId;
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boost::timers::portable::microsec_timer m_softwareTimer;
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};
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#endif
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@@ -57,7 +57,6 @@ ServerGame::ServerGame(ServerLobbyThread &lobbyThread, u_int32_t id, const strin
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ServerGame::~ServerGame()
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{
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_removePlayerTimerId);
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_voteKickTimerId);
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GetLobbyThread().GetTimerManager().UnregisterTimer(m_stateTimerId);
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@@ -488,10 +488,10 @@ ServerGameStateInit::TimerAdminWarning(ServerGame &server)
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session.sessionData->GetSender().Send(session.sessionData, warning);
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}
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// Start timeout timer.
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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SERVER_GAME_ADMIN_WARNING_REMAINING_SEC * 1000,
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boost::bind(&ServerGameStateInit::TimerAdminTimeout, this, boost::ref(server))));
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetStateTimerId(),
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SERVER_GAME_ADMIN_WARNING_REMAINING_SEC * 1000,
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boost::bind(&ServerGameStateInit::TimerAdminTimeout, this, boost::ref(server)));
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}
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void
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@@ -605,7 +605,6 @@ ServerGameStateStartGame::Enter(ServerGame &server)
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void
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ServerGameStateStartGame::Exit(ServerGame &server)
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{
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// The Id might be invalid, but this is not a problem.
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server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
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server.SetStateTimerId(0);
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}
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@@ -722,7 +721,6 @@ ServerGameStateHand::Enter(ServerGame &server)
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void
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ServerGameStateHand::Exit(ServerGame &server)
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{
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// The Id might be invalid, but this is not a problem.
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server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
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server.SetStateTimerId(0);
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}
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@@ -744,7 +742,6 @@ ServerGameStateHand::InternalProcessPacket(ServerGame &/*server*/, SessionWrappe
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void
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ServerGameStateHand::TimerLoop(ServerGame &server)
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{
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server.SetStateTimerId(0);
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Game &curGame = server.GetGame();
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// Main game loop.
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@@ -792,19 +789,19 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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server.SendToAllPlayers(allIn, SessionData::Game);
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curGame.getCurrentHand()->setCardsShown(true);
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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SERVER_SHOW_CARDS_DELAY_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetStateTimerId(),
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SERVER_SHOW_CARDS_DELAY_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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}
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else
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{
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SendNewRoundCards(server, curGame, newRound);
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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GetDealCardsDelaySec(server) * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetStateTimerId(),
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GetDealCardsDelaySec(server) * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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}
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}
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else
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@@ -832,19 +829,19 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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// If the player is computer controlled, let the engine act.
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if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
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{
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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SERVER_COMPUTER_ACTION_DELAY_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerComputerAction, this, boost::ref(server))));
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetStateTimerId(),
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SERVER_COMPUTER_ACTION_DELAY_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerComputerAction, this, boost::ref(server)));
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}
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// If the player we are waiting for left, continue without him.
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else if (!server.GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
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{
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PerformPlayerAction(server, curPlayer, PLAYER_ACTION_FOLD, 0);
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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SERVER_LOOP_DELAY_MSEC,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetStateTimerId(),
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SERVER_LOOP_DELAY_MSEC,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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}
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else
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{
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@@ -924,17 +921,17 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
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else if (playersWithCash.size() == 1)
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{
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// View a dialog for a new game - delayed.
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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SERVER_DELAY_NEXT_GAME_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerNextGame, this, boost::ref(server))));
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetStateTimerId(),
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SERVER_DELAY_NEXT_GAME_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerNextGame, this, boost::ref(server)));
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}
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else
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{
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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SERVER_DELAY_NEXT_HAND_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerNextHand, this, boost::ref(server))));
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetStateTimerId(),
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SERVER_DELAY_NEXT_HAND_SEC * 1000,
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boost::bind(&ServerGameStateHand::TimerNextHand, this, boost::ref(server)));
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}
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}
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}
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@@ -946,10 +943,10 @@ ServerGameStateHand::TimerShowCards(ServerGame &server)
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Game &curGame = server.GetGame();
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SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
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server.SetStateTimerId(
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server.GetLobbyThread().GetTimerManager().RegisterTimer(
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GetDealCardsDelaySec(server) * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server))));
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server.GetLobbyThread().GetTimerManager().RestartTimer(
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server.GetStateTimerId(),
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GetDealCardsDelaySec(server) * 1000,
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boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
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}
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void
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@@ -1058,7 +1055,6 @@ ServerGameStateWaitPlayerAction::Enter(ServerGame &server)
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void
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ServerGameStateWaitPlayerAction::Exit(ServerGame &server)
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{
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// The Id might be invalid, but this is not a problem.
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server.GetLobbyThread().GetTimerManager().UnregisterTimer(server.GetStateTimerId());
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server.SetStateTimerId(0);
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}
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@@ -1,5 +1,5 @@
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* Copyright (C) 2007-2009 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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@@ -43,6 +43,7 @@
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#define SERVER_REMOVE_GAME_INTERVAL_MSEC 500
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#define SERVER_REMOVE_PLAYER_INTERVAL_MSEC 100
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#define SERVER_UPDATE_AVATAR_LOCK_INTERVAL_MSEC 1000
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#define SERVER_PROCESS_SEND_INTERVAL_MSEC 10
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#define SERVER_INIT_AVATAR_CLIENT_LOCK_SEC 30 // Forbid a client to send an additional avatar.
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@@ -88,10 +89,11 @@ private:
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ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig, AvatarManager &avatarManager,
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boost::shared_ptr<boost::asio::io_service> ioService)
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: m_ioService(ioService), m_curBanId(0), m_gui(gui), m_avatarManager(avatarManager), m_playerConfig(playerConfig),
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m_curGameId(0), m_curUniquePlayerId(0), m_curSessionId(INVALID_SESSION + 1),
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: m_ioService(ioService), m_timerManager(ioService), m_curBanId(0), m_gui(gui), m_avatarManager(avatarManager),
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m_playerConfig(playerConfig), m_curGameId(0), m_curUniquePlayerId(0), m_curSessionId(INVALID_SESSION + 1),
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m_statDataChanged(false), m_startTime(boost::posix_time::second_clock::local_time())
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{
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m_work.reset(new boost::asio::io_service::work(*m_ioService));
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m_senderCallback.reset(new ServerSenderCallback(*this));
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m_sender.reset(new SenderHelper(*m_senderCallback, m_ioService));
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m_receiver.reset(new ReceiverHelper);
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@@ -118,6 +120,14 @@ ServerLobbyThread::Init(const string &pwd, const string &logDir)
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}
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}
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void
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ServerLobbyThread::SignalTermination()
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{
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Thread::SignalTermination();
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m_work.reset();
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m_ioService->stop();
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}
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void
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ServerLobbyThread::AddConnection(boost::shared_ptr<tcp::socket> sock)
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{
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@@ -177,14 +187,16 @@ ServerLobbyThread::AddConnection(boost::shared_ptr<tcp::socket> sock)
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void
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ServerLobbyThread::ReAddSession(SessionWrapper session, int reason)
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{
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boost::shared_ptr<NetPacket> packet(new NetPacketRemovedFromGame);
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NetPacketRemovedFromGame::Data removedData;
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removedData.removeReason = reason;
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static_cast<NetPacketRemovedFromGame *>(packet.get())->SetData(removedData);
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session.sessionData->GetSender().Send(session.sessionData, packet);
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if (session.sessionData.get() && session.playerData.get())
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{
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boost::shared_ptr<NetPacket> packet(new NetPacketRemovedFromGame);
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NetPacketRemovedFromGame::Data removedData;
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removedData.removeReason = reason;
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static_cast<NetPacketRemovedFromGame *>(packet.get())->SetData(removedData);
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session.sessionData->GetSender().Send(session.sessionData, packet);
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boost::mutex::scoped_lock lock(m_sessionQueueMutex);
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m_sessionQueue.push_back(session);
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HandleReAddedSession(session);
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}
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}
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void
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@@ -225,8 +237,7 @@ ServerLobbyThread::CloseSession(SessionWrapper session)
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void
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ServerLobbyThread::ResubscribeLobbyMsg(SessionWrapper session)
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{
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boost::mutex::scoped_lock lock(m_resubscribeListMutex);
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m_resubscribeList.push_back(session.sessionData->GetId());
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InternalResubscribeMsg(session);
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}
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void
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@@ -496,25 +507,12 @@ ServerLobbyThread::GetNextGameId()
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void
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ServerLobbyThread::Main()
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{
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boost::asio::io_service::work ioWork(*m_ioService);
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try
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{
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// Register all timers.
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RegisterTimers();
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while (!ShouldTerminate())
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{
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// Process re-added sessions.
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NewSessionLoop();
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// Resubscribe Lobby Messages if needed.
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ResubscribeLobbyMsgLoop();
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// Process timers.
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m_timerManager.Process();
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// Process asio service.
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m_ioService->poll();
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m_sender->Process();
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Thread::Msleep(10);
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}
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m_ioService->run();
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} catch (const PokerTHException &e)
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{
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GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
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@@ -559,6 +557,11 @@ ServerLobbyThread::RegisterTimers()
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SERVER_UPDATE_AVATAR_LOCK_INTERVAL_MSEC,
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boost::bind(&ServerLobbyThread::TimerUpdateClientAvatarLock, this),
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true);
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// Check if new data needs to be sent.
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m_timerManager.RegisterTimer(
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SERVER_PROCESS_SEND_INTERVAL_MSEC,
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boost::bind(&SenderInterface::Process, m_sender),
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true);
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}
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void
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@@ -572,7 +575,6 @@ ServerLobbyThread::HandleRead(SessionId sessionId, const boost::system::error_co
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{
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if (!error)
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{
|
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ReceiveBuffer &buf = session.sessionData->GetReceiveBuffer();
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buf.recvBufUsed += bytesRead;
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GetReceiver().ScanPackets(buf);
|
||||
@@ -1031,23 +1033,6 @@ ServerLobbyThread::RequestPlayerAvatar(SessionWrapper session)
|
||||
session.sessionData->GetSender().Send(session.sessionData, retrieveAvatar);
|
||||
}
|
||||
|
||||
void
|
||||
ServerLobbyThread::NewSessionLoop()
|
||||
{
|
||||
// Handle one incoming session at a time.
|
||||
SessionWrapper tmpSession;
|
||||
{
|
||||
boost::mutex::scoped_lock lock(m_sessionQueueMutex);
|
||||
if (!m_sessionQueue.empty())
|
||||
{
|
||||
tmpSession = m_sessionQueue.front();
|
||||
m_sessionQueue.pop_front();
|
||||
}
|
||||
}
|
||||
if (tmpSession.sessionData.get() && tmpSession.playerData.get())
|
||||
HandleReAddedSession(tmpSession);
|
||||
}
|
||||
|
||||
void
|
||||
ServerLobbyThread::TimerRemoveGame()
|
||||
{
|
||||
@@ -1084,29 +1069,6 @@ ServerLobbyThread::TimerRemovePlayer()
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
ServerLobbyThread::ResubscribeLobbyMsgLoop()
|
||||
{
|
||||
boost::mutex::scoped_lock lock(m_resubscribeListMutex);
|
||||
|
||||
if (!m_resubscribeList.empty())
|
||||
{
|
||||
SessionIdList::iterator i = m_resubscribeList.begin();
|
||||
SessionIdList::iterator end = m_resubscribeList.end();
|
||||
|
||||
while (i != end)
|
||||
{
|
||||
SessionWrapper tmpSession = m_gameSessionManager.GetSessionById(*i);
|
||||
if (!tmpSession.sessionData.get())
|
||||
tmpSession = m_sessionManager.GetSessionById(*i);
|
||||
if (tmpSession.sessionData.get())
|
||||
InternalResubscribeMsg(tmpSession);
|
||||
++i;
|
||||
}
|
||||
m_resubscribeList.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
ServerLobbyThread::TimerUpdateClientAvatarLock()
|
||||
{
|
||||
|
||||
@@ -153,7 +153,6 @@ private:
|
||||
ConfigFile *m_playerConfig;
|
||||
unsigned m_gameNum;
|
||||
unsigned m_curPetitionId;
|
||||
unsigned m_removePlayerTimerId;
|
||||
unsigned m_voteKickTimerId;
|
||||
unsigned m_stateTimerId;
|
||||
|
||||
|
||||
@@ -53,6 +53,7 @@ public:
|
||||
virtual ~ServerLobbyThread();
|
||||
|
||||
void Init(const std::string &pwd, const std::string &logDir);
|
||||
virtual void SignalTermination();
|
||||
|
||||
void AddConnection(boost::shared_ptr<boost::asio::ip::tcp::socket> sock);
|
||||
void ReAddSession(SessionWrapper session, int reason);
|
||||
@@ -126,10 +127,8 @@ protected:
|
||||
void HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket);
|
||||
void EstablishSession(SessionWrapper session);
|
||||
void RequestPlayerAvatar(SessionWrapper session);
|
||||
void NewSessionLoop();
|
||||
void TimerRemoveGame();
|
||||
void TimerRemovePlayer();
|
||||
void ResubscribeLobbyMsgLoop();
|
||||
void TimerUpdateClientAvatarLock();
|
||||
void TimerCheckSessionTimeouts();
|
||||
void TimerCleanupAvatarCache();
|
||||
@@ -173,12 +172,9 @@ protected:
|
||||
private:
|
||||
|
||||
boost::shared_ptr<boost::asio::io_service> m_ioService;
|
||||
|
||||
boost::shared_ptr<boost::asio::io_service::work> m_work;
|
||||
TimerManager m_timerManager;
|
||||
|
||||
SessionQueue m_sessionQueue;
|
||||
mutable boost::mutex m_sessionQueueMutex;
|
||||
|
||||
SessionManager m_sessionManager;
|
||||
SessionManager m_gameSessionManager;
|
||||
|
||||
@@ -194,9 +190,6 @@ private:
|
||||
PlayerDataMap m_computerPlayers;
|
||||
mutable boost::mutex m_computerPlayersMutex;
|
||||
|
||||
SessionIdList m_resubscribeList;
|
||||
mutable boost::mutex m_resubscribeListMutex;
|
||||
|
||||
RegexMap m_banPlayerNameMap;
|
||||
IPAddressMap m_banIPAddressMap;
|
||||
unsigned m_curBanId;
|
||||
|
||||
Reference in New Issue
Block a user