Use one sender thread for everything, as there may occur conflicts with multiple sender threads. This is a temporary solution, the best solution would be having multiple sender threads, but sending all packets for the same target using the same thread, so that no packets are corrupted.
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@@ -22,7 +22,6 @@
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#include <net/serverlobbythread.h>
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#include <net/serverexception.h>
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#include <net/senderthread.h>
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#include <net/sendercallback.h>
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#include <net/receiverhelper.h>
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#include <net/socket_msg.h>
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#include <core/loghelper.h>
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@@ -35,32 +34,12 @@
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using namespace std;
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class GameSenderCallback : public SenderCallback
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{
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public:
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GameSenderCallback(ServerGameThread &server) : m_server(server) {}
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virtual ~GameSenderCallback() {}
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virtual void SignalNetError(SessionId /*session*/, int /*errorID*/, int /*osErrorID*/)
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{
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// We just ignore send errors for now, on server side.
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// A serious send error should trigger a read error or a read
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// returning 0 afterwards, and we will handle this error.
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}
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private:
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ServerGameThread &m_server;
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};
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ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id, const string &name, const string &pwd, const GameData &gameData, unsigned adminPlayerId, GuiInterface &gui, ConfigFile *playerConfig)
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: m_adminPlayerId(adminPlayerId), m_lobbyThread(lobbyThread), m_gui(gui),
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m_gameData(gameData), m_id(id), m_name(name), m_password(pwd), m_playerConfig(playerConfig),
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m_curState(NULL), m_gameNum(1),
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m_stateTimer(boost::posix_time::time_duration(0, 0, 0), boost::timers::portable::microsec_timer::manual_start)
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{
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m_senderCallback.reset(new GameSenderCallback(*this));
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m_sender.reset(new SenderThread(GetSenderCallback()));
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m_receiver.reset(new ReceiverHelper);
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}
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@@ -127,7 +106,6 @@ void
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ServerGameThread::Main()
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{
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SetState(SERVER_INITIAL_STATE::Instance());
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GetSender().Run();
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try
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{
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@@ -156,9 +134,6 @@ ServerGameThread::Main()
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GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
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LOG_ERROR(e.what());
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}
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GetSender().SignalTermination();
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if (!GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT))
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LOG_ERROR("Fatal error: Unable to terminated Sender Thread in Game.");
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ResetComputerPlayerList();
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GetLobbyThread().RemoveGame(GetId());
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@@ -519,8 +494,7 @@ ServerGameThread::GetStateTimer()
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SenderThread &
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ServerGameThread::GetSender()
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{
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assert(m_sender.get());
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return *m_sender;
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return GetLobbyThread().GetSender();
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}
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ReceiverHelper &
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@@ -574,13 +548,6 @@ ServerGameThread::CheckPassword(const string &password) const
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return (password == m_password);
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}
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GameSenderCallback &
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ServerGameThread::GetSenderCallback()
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{
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assert(m_senderCallback.get());
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return *m_senderCallback;
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}
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GuiInterface &
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ServerGameThread::GetGui()
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{
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@@ -31,10 +31,8 @@
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#define GAME_THREAD_TERMINATE_TIMEOUT THREAD_WAIT_INFINITE
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class SenderThread;
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class ReceiverHelper;
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class ServerLobbyThread;
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class GameSenderCallback;
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class ServerGameState;
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class ConfigFile;
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struct GameData;
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@@ -118,7 +116,6 @@ protected:
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const StartData &GetStartData() const;
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void SetStartData(const StartData &startData);
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GameSenderCallback &GetSenderCallback();
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GuiInterface &GetGui();
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unsigned GetNextGameNum();
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@@ -143,8 +140,6 @@ private:
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ServerLobbyThread &m_lobbyThread;
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boost::shared_ptr<ReceiverHelper> m_receiver;
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boost::shared_ptr<SenderThread> m_sender;
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boost::shared_ptr<GameSenderCallback> m_senderCallback;
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GuiInterface &m_gui;
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const GameData m_gameData;
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@@ -173,7 +168,6 @@ friend class ServerGameStateDealCardsDelay;
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friend class ServerGameStateShowCardsDelay;
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friend class ServerGameStateNextHandDelay;
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friend class ServerGameStateNextGameDelay;
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friend class GameSenderCallback;
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};
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#endif
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@@ -81,6 +81,8 @@ public:
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ServerStats GetStats() const;
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SenderThread &GetSender();
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protected:
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typedef std::deque<boost::shared_ptr<ConnectData> > ConnectQueue;
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@@ -137,7 +139,6 @@ protected:
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void ReadStatisticsFile();
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void SaveStatisticsFile();
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SenderThread &GetSender();
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ReceiverHelper &GetReceiver();
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bool CheckPassword(const std::string &password) const;
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