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:
lotodore
2009-06-01 19:49:16 +00:00
parent cee2d787d0
commit 47648392fb
7 changed files with 124 additions and 146 deletions
+29 -67
View File
@@ -1,5 +1,5 @@
/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* Copyright (C) 2007-2009 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
@@ -43,6 +43,7 @@
#define SERVER_REMOVE_GAME_INTERVAL_MSEC 500
#define SERVER_REMOVE_PLAYER_INTERVAL_MSEC 100
#define SERVER_UPDATE_AVATAR_LOCK_INTERVAL_MSEC 1000
#define SERVER_PROCESS_SEND_INTERVAL_MSEC 10
#define SERVER_INIT_AVATAR_CLIENT_LOCK_SEC 30 // Forbid a client to send an additional avatar.
@@ -88,10 +89,11 @@ private:
ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig, AvatarManager &avatarManager,
boost::shared_ptr<boost::asio::io_service> ioService)
: m_ioService(ioService), m_curBanId(0), m_gui(gui), m_avatarManager(avatarManager), m_playerConfig(playerConfig),
m_curGameId(0), m_curUniquePlayerId(0), m_curSessionId(INVALID_SESSION + 1),
: m_ioService(ioService), m_timerManager(ioService), m_curBanId(0), m_gui(gui), m_avatarManager(avatarManager),
m_playerConfig(playerConfig), m_curGameId(0), m_curUniquePlayerId(0), m_curSessionId(INVALID_SESSION + 1),
m_statDataChanged(false), m_startTime(boost::posix_time::second_clock::local_time())
{
m_work.reset(new boost::asio::io_service::work(*m_ioService));
m_senderCallback.reset(new ServerSenderCallback(*this));
m_sender.reset(new SenderHelper(*m_senderCallback, m_ioService));
m_receiver.reset(new ReceiverHelper);
@@ -118,6 +120,14 @@ ServerLobbyThread::Init(const string &pwd, const string &logDir)
}
}
void
ServerLobbyThread::SignalTermination()
{
Thread::SignalTermination();
m_work.reset();
m_ioService->stop();
}
void
ServerLobbyThread::AddConnection(boost::shared_ptr<tcp::socket> sock)
{
@@ -177,14 +187,16 @@ ServerLobbyThread::AddConnection(boost::shared_ptr<tcp::socket> sock)
void
ServerLobbyThread::ReAddSession(SessionWrapper session, int reason)
{
boost::shared_ptr<NetPacket> packet(new NetPacketRemovedFromGame);
NetPacketRemovedFromGame::Data removedData;
removedData.removeReason = reason;
static_cast<NetPacketRemovedFromGame *>(packet.get())->SetData(removedData);
session.sessionData->GetSender().Send(session.sessionData, packet);
if (session.sessionData.get() && session.playerData.get())
{
boost::shared_ptr<NetPacket> packet(new NetPacketRemovedFromGame);
NetPacketRemovedFromGame::Data removedData;
removedData.removeReason = reason;
static_cast<NetPacketRemovedFromGame *>(packet.get())->SetData(removedData);
session.sessionData->GetSender().Send(session.sessionData, packet);
boost::mutex::scoped_lock lock(m_sessionQueueMutex);
m_sessionQueue.push_back(session);
HandleReAddedSession(session);
}
}
void
@@ -225,8 +237,7 @@ ServerLobbyThread::CloseSession(SessionWrapper session)
void
ServerLobbyThread::ResubscribeLobbyMsg(SessionWrapper session)
{
boost::mutex::scoped_lock lock(m_resubscribeListMutex);
m_resubscribeList.push_back(session.sessionData->GetId());
InternalResubscribeMsg(session);
}
void
@@ -496,25 +507,12 @@ ServerLobbyThread::GetNextGameId()
void
ServerLobbyThread::Main()
{
boost::asio::io_service::work ioWork(*m_ioService);
try
{
// Register all timers.
RegisterTimers();
while (!ShouldTerminate())
{
// Process re-added sessions.
NewSessionLoop();
// Resubscribe Lobby Messages if needed.
ResubscribeLobbyMsgLoop();
// Process timers.
m_timerManager.Process();
// Process asio service.
m_ioService->poll();
m_sender->Process();
Thread::Msleep(10);
}
m_ioService->run();
} catch (const PokerTHException &e)
{
GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
@@ -559,6 +557,11 @@ ServerLobbyThread::RegisterTimers()
SERVER_UPDATE_AVATAR_LOCK_INTERVAL_MSEC,
boost::bind(&ServerLobbyThread::TimerUpdateClientAvatarLock, this),
true);
// Check if new data needs to be sent.
m_timerManager.RegisterTimer(
SERVER_PROCESS_SEND_INTERVAL_MSEC,
boost::bind(&SenderInterface::Process, m_sender),
true);
}
void
@@ -572,7 +575,6 @@ ServerLobbyThread::HandleRead(SessionId sessionId, const boost::system::error_co
{
if (!error)
{
ReceiveBuffer &buf = session.sessionData->GetReceiveBuffer();
buf.recvBufUsed += bytesRead;
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()
{