Added new boost timer. Prepared fixes for removing players.

This commit is contained in:
lotodore
2007-05-05 21:14:23 +00:00
parent 363377b6a6
commit 82b5392ff5
18 changed files with 989 additions and 54 deletions
+31 -22
View File
@@ -23,9 +23,12 @@
#include <net/senderthread.h>
#include <net/netpacket.h>
#include <net/socket_msg.h>
#include <net/netexception.h>
#include <core/rand.h>
#include <gamedata.h>
#include <core/boost/timer.hpp>
using namespace std;
#define SERVER_WAIT_TIMEOUT_MSEC 50
@@ -47,6 +50,9 @@ ServerRecvStateInit::Instance()
ServerRecvStateInit::ServerRecvStateInit()
: m_curUniquePlayerId(0)
{
boost::microsec_timer::time_duration_type dur;
boost::microsec_timer t(dur);
t.start();
}
ServerRecvStateInit::~ServerRecvStateInit()
@@ -62,8 +68,8 @@ ServerRecvStateInit::HandleNewConnection(ServerRecvThread &server, boost::shared
RandomBytes((unsigned char *)&sessionId, sizeof(sessionId)); // TODO: check for collisions.
// Create a new session.
boost::shared_ptr<SessionData> sessionData(new SessionData(sessionId));
server.AddSession(connData, sessionData);
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), sessionId));
server.AddSession(sessionData);
}
int
@@ -74,8 +80,19 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
if (recvSock != INVALID_SOCKET)
{
boost::shared_ptr<NetPacket> packet = server.GetReceiver().Recv(recvSock);
boost::shared_ptr<SessionData> session = server.GetSession(recvSock);
boost::shared_ptr<NetPacket> packet;
try
{
packet = server.GetReceiver().Recv(recvSock);
} catch (const NetException &e)
{
if (session.get())
{
//server.CloseSessionDelayed(session);
return retVal;
}
}
// Ignore if no session / no packet.
if (packet.get() && session.get())
@@ -83,7 +100,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
// Session should be in initial state.
if (session->GetState() != SessionData::Init)
{
server.SendError(ERR_SOCK_INVALID_STATE, recvSock);
//server.SessionError(session, ERR_SOCK_INVALID_STATE);
return retVal;
}
@@ -91,7 +108,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
const NetPacketJoinGame *tmpPacket = packet->ToNetPacketJoinGame();
if (!tmpPacket)
{
server.SendError(ERR_SOCK_INVALID_PACKET, recvSock);
//server.SessionError(session, ERR_SOCK_INVALID_PACKET);
return retVal;
}
@@ -101,38 +118,30 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
// Check the protocol version.
if (joinGameData.versionMajor != NET_VERSION_MAJOR)
{
server.SendError(ERR_NET_VERSION_NOT_SUPPORTED, recvSock);
//server.SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return retVal;
}
// Check the server password.
if (!server.CheckPassword(joinGameData.password))
{
server.SendError(ERR_NET_INVALID_PASSWORD, recvSock);
//server.SessionError(session, ERR_NET_INVALID_PASSWORD);
return retVal;
}
PlayerDataList &playerDataList = server.GetPlayerDataList();
size_t curNumPlayers = server.GetCurNumberOfPlayers();
// Check the number of players.
if (playerDataList.size() >= (size_t)server.GetGameData().numberOfPlayers)
if (curNumPlayers >= (size_t)server.GetGameData().numberOfPlayers)
{
server.SendError(ERR_NET_SERVER_FULL, recvSock);
//server.SessionError(session, ERR_NET_SERVER_FULL);
return retVal;
}
// Check whether this player is already connected.
PlayerDataList::const_iterator player_i = playerDataList.begin();
PlayerDataList::const_iterator player_end = playerDataList.end();
while (player_i != player_end)
if (server.IsPlayerConnected(joinGameData.playerName))
{
if ((*player_i)->GetName() == joinGameData.playerName)
break;
++player_i;
}
if (player_i != player_end)
{
server.SendError(ERR_NET_PLAYER_NAME_IN_USE, recvSock);
//server.SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return retVal;
}
@@ -148,7 +157,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
boost::shared_ptr<NetPacket> answer(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.playerId = tmpPlayerData->GetUniqueId();
joinGameAckData.playerNumber = playerDataList.size();
joinGameAckData.playerNumber = 0;//playerDataList.size();
joinGameAckData.sessionId = session->GetId(); // TODO: currently unused.
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(answer.get())->SetData(joinGameAckData);
@@ -156,7 +165,7 @@ ServerRecvStateInit::Process(ServerRecvThread &server)
session->SetState(SessionData::Established);
// Store player data in list.
playerDataList.push_back(tmpPlayerData);
//playerDataList.push_back(tmpPlayerData);
}
}
return retVal;