Use several sender threads with load balancing for sending the avatars. Remember last failed send operation (not yet a list, just the last) and cancel any more low prio sends to that sender.

This commit is contained in:
lotodore
2007-11-14 22:11:04 +00:00
parent 5328bf082f
commit 82a1be763b
4 changed files with 57 additions and 24 deletions
+16 -3
View File
@@ -29,14 +29,18 @@
#include <openssl/rand.h>
#include <fstream>
#include <algorithm>
#include <boost/lambda/lambda.hpp>
#include <boost/filesystem.hpp>
#include <boost/bind.hpp>
#define SERVER_MAX_NUM_SESSIONS 512 // Maximum number of idle users in lobby.
#define SERVER_CACHE_CLEANUP_INTERVAL_SEC 86400 // 1 day
#define SERVER_SAVE_STATISTICS_INTERVAL_SEC 60
#define SERVER_INIT_SESSION_TIMEOUT_SEC 20
#define SERVER_NUM_AVATAR_SENDER_THREADS 5
#define SERVER_COMPUTER_PLAYER_NAME "Computer"
#define SERVER_STATISTICS_FILE_NAME "server_statistics.log"
@@ -73,6 +77,8 @@ ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig
{
m_senderCallback.reset(new ServerSenderCallback(*this));
m_sender.reset(new SenderThread(GetSenderCallback()));
for (int i = 0; i < SERVER_NUM_AVATAR_SENDER_THREADS; i++)
m_avatarSenderThreadPool.push_back(boost::shared_ptr<SenderThread>(new SenderThread(GetSenderCallback())));
m_receiver.reset(new ReceiverHelper);
}
@@ -273,6 +279,7 @@ void
ServerLobbyThread::Main()
{
GetSender().Run();
for_each(m_avatarSenderThreadPool.begin(), m_avatarSenderThreadPool.end(), boost::mem_fn(&SenderThread::Run));
try
{
@@ -302,8 +309,10 @@ ServerLobbyThread::Main()
TerminateGames();
GetSender().SignalTermination();
if (!GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT))
LOG_ERROR("Fatal error: Unable to terminated Sender Thread in Lobby.");
for_each(m_avatarSenderThreadPool.begin(), m_avatarSenderThreadPool.end(), boost::mem_fn(&SenderThread::SignalTermination));
GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
for_each(m_avatarSenderThreadPool.begin(), m_avatarSenderThreadPool.end(), boost::bind(&SenderThread::Join, _1, SENDER_THREAD_TERMINATE_TIMEOUT));
CleanupConnectQueue();
}
@@ -564,7 +573,11 @@ ServerLobbyThread::HandleNetPacketRetrieveAvatar(SessionWrapper session, const N
if (GetAvatarManager().AvatarFileToNetPackets(tmpFile, request.requestId, tmpPackets) == 0)
{
avatarFound = true;
GetSender().SendLowPrio(session.sessionData, tmpPackets);
SenderThreadList::iterator pos = min_element(m_avatarSenderThreadPool.begin(), m_avatarSenderThreadPool.end(), *boost::lambda::_1 < *boost::lambda::_2);
if (pos != m_avatarSenderThreadPool.end())
(*pos)->SendLowPrio(session.sessionData, tmpPackets);
else
LOG_ERROR("Load balancing for avatar sender threads failed.");
}
else
LOG_ERROR("Failed to read avatar file for network transmission.");