Fixed multithreading issues when creating/joining a game. Sessions are now queued.

This commit is contained in:
lotodore
2007-08-20 22:55:39 +00:00
parent 23963e4ac5
commit 95e5ee47cc
8 changed files with 130 additions and 219 deletions
+31 -101
View File
@@ -32,26 +32,25 @@ using namespace std;
#define NET_TYPE_GAME_LIST_NEW 0x0003
#define NET_TYPE_GAME_LIST_UPDATE 0x0004
#define NET_TYPE_CREATE_GAME 0x0005
#define NET_TYPE_CREATE_GAME_ACK 0x0006
#define NET_TYPE_JOIN_GAME 0x0007
#define NET_TYPE_JOIN_GAME_ACK 0x0008
#define NET_TYPE_PLAYER_JOINED 0x0009
#define NET_TYPE_PLAYER_LEFT 0x000A
#define NET_TYPE_KICK_PLAYER 0x000B
#define NET_TYPE_START_EVENT 0x000C
#define NET_TYPE_GAME_START 0x000D
#define NET_TYPE_HAND_START 0x000E
#define NET_TYPE_PLAYERS_TURN 0x000F
#define NET_TYPE_PLAYERS_ACTION 0x0010
#define NET_TYPE_PLAYERS_ACTION_DONE 0x0011
#define NET_TYPE_PLAYERS_ACTION_REJECTED 0x0012
#define NET_TYPE_DEAL_FLOP_CARDS 0x0013
#define NET_TYPE_DEAL_TURN_CARD 0x0014
#define NET_TYPE_DEAL_RIVER_CARD 0x0015
#define NET_TYPE_ALL_IN_SHOW_CARDS 0x0016
#define NET_TYPE_END_OF_HAND_SHOW_CARDS 0x0017
#define NET_TYPE_END_OF_HAND_HIDE_CARDS 0x0018
#define NET_TYPE_END_OF_GAME 0x0019
#define NET_TYPE_JOIN_GAME 0x0006
#define NET_TYPE_JOIN_GAME_ACK 0x0007
#define NET_TYPE_PLAYER_JOINED 0x0008
#define NET_TYPE_PLAYER_LEFT 0x0009
#define NET_TYPE_KICK_PLAYER 0x000A
#define NET_TYPE_START_EVENT 0x000B
#define NET_TYPE_GAME_START 0x000C
#define NET_TYPE_HAND_START 0x000D
#define NET_TYPE_PLAYERS_TURN 0x000E
#define NET_TYPE_PLAYERS_ACTION 0x000F
#define NET_TYPE_PLAYERS_ACTION_DONE 0x0010
#define NET_TYPE_PLAYERS_ACTION_REJECTED 0x0011
#define NET_TYPE_DEAL_FLOP_CARDS 0x0012
#define NET_TYPE_DEAL_TURN_CARD 0x0013
#define NET_TYPE_DEAL_RIVER_CARD 0x0014
#define NET_TYPE_ALL_IN_SHOW_CARDS 0x0015
#define NET_TYPE_END_OF_HAND_SHOW_CARDS 0x0016
#define NET_TYPE_END_OF_HAND_HIDE_CARDS 0x0017
#define NET_TYPE_END_OF_GAME 0x0018
#define NET_TYPE_SEND_CHAT_TEXT 0x0200
#define NET_TYPE_CHAT_TEXT 0x0201
@@ -133,12 +132,6 @@ struct GCC_PACKED NetPacketCreateGameData
u_int32_t startMoney;
};
struct GCC_PACKED NetPacketCreateGameAckData
{
NetPacketHeader head;
u_int32_t gameId;
};
struct GCC_PACKED NetPacketJoinGameData
{
NetPacketHeader head;
@@ -150,12 +143,13 @@ struct GCC_PACKED NetPacketJoinGameData
struct GCC_PACKED NetPacketJoinGameAckData
{
NetPacketHeader head;
u_int32_t gameId;
u_int16_t playerRights;
u_int16_t maxNumberOfPlayers;
u_int16_t smallBlind;
u_int16_t handsBeforeRaise;
u_int16_t proposedGuiSpeed;
u_int16_t playerActionTimeout;
u_int16_t reserved;
u_int32_t startMoney;
};
@@ -164,7 +158,9 @@ struct GCC_PACKED NetPacketPlayerJoinedData
NetPacketHeader head;
u_int32_t playerId;
u_int16_t playerFlags;
u_int16_t playerRights;
u_int16_t playerNameLength;
u_int16_t reserved;
};
struct GCC_PACKED NetPacketPlayerLeftData
@@ -384,9 +380,6 @@ NetPacket::Create(char *data, unsigned &dataSize)
case NET_TYPE_CREATE_GAME:
tmpPacket = boost::shared_ptr<NetPacket>(new NetPacketCreateGame);
break;
case NET_TYPE_CREATE_GAME_ACK:
tmpPacket = boost::shared_ptr<NetPacket>(new NetPacketCreateGameAck);
break;
case NET_TYPE_JOIN_GAME:
tmpPacket = boost::shared_ptr<NetPacket>(new NetPacketJoinGame);
break;
@@ -567,12 +560,6 @@ NetPacket::ToNetPacketCreateGame() const
return NULL;
}
const NetPacketCreateGameAck *
NetPacket::ToNetPacketCreateGameAck() const
{
return NULL;
}
const NetPacketJoinGame *
NetPacket::ToNetPacketJoinGame() const
{
@@ -1212,62 +1199,6 @@ NetPacketCreateGame::InternalCheck(const NetPacketHeader* data) const
//-----------------------------------------------------------------------------
NetPacketCreateGameAck::NetPacketCreateGameAck()
: NetPacket(NET_TYPE_CREATE_GAME_ACK, sizeof(NetPacketCreateGameAckData), sizeof(NetPacketCreateGameAckData))
{
}
NetPacketCreateGameAck::~NetPacketCreateGameAck()
{
}
boost::shared_ptr<NetPacket>
NetPacketCreateGameAck::Clone() const
{
boost::shared_ptr<NetPacket> newPacket(new NetPacketCreateGameAck);
try
{
newPacket->SetRawData(GetRawData());
} catch (const NetException &)
{
// Need to return the new packet anyway.
}
return newPacket;
}
void
NetPacketCreateGameAck::SetData(const NetPacketCreateGameAck::Data &inData)
{
NetPacketCreateGameAckData *tmpData = (NetPacketCreateGameAckData *)GetRawData();
tmpData->gameId = htonl(inData.gameId);
// Check the packet - just in case.
Check(GetRawData());
}
void
NetPacketCreateGameAck::GetData(NetPacketCreateGameAck::Data &outData) const
{
NetPacketCreateGameAckData *tmpData = (NetPacketCreateGameAckData *)GetRawData();
outData.gameId = ntohl(tmpData->gameId);
}
const NetPacketCreateGameAck *
NetPacketCreateGameAck::ToNetPacketCreateGameAck() const
{
return this;
}
void
NetPacketCreateGameAck::InternalCheck(const NetPacketHeader* data) const
{
// Nothing to do.
}
//-----------------------------------------------------------------------------
NetPacketJoinGame::NetPacketJoinGame()
: NetPacket(NET_TYPE_JOIN_GAME, sizeof(NetPacketJoinGameData), MAX_PACKET_SIZE)
{
@@ -1388,6 +1319,8 @@ NetPacketJoinGameAck::SetData(const NetPacketJoinGameAck::Data &inData)
NetPacketJoinGameAckData *tmpData = (NetPacketJoinGameAckData *)GetRawData();
// Set the data.
tmpData->gameId = htonl(inData.gameId);
tmpData->playerRights = htons(inData.prights);
tmpData->maxNumberOfPlayers = htons(inData.gameData.maxNumberOfPlayers);
tmpData->smallBlind = htons(inData.gameData.smallBlind);
tmpData->handsBeforeRaise = htons(inData.gameData.handsBeforeRaise);
@@ -1405,6 +1338,8 @@ NetPacketJoinGameAck::GetData(NetPacketJoinGameAck::Data &outData) const
// We assume that the data is valid. Validity has already been checked.
NetPacketJoinGameAckData *tmpData = (NetPacketJoinGameAckData *)GetRawData();
outData.gameId = ntohl(tmpData->gameId);
outData.prights = static_cast<PlayerRights>(ntohs(tmpData->playerRights));
outData.gameData.maxNumberOfPlayers = ntohs(tmpData->maxNumberOfPlayers);
outData.gameData.smallBlind = ntohs(tmpData->smallBlind);
outData.gameData.handsBeforeRaise = ntohs(tmpData->handsBeforeRaise);
@@ -1478,15 +1413,10 @@ NetPacketPlayerJoined::SetData(const NetPacketPlayerJoined::Data &inData)
NetPacketPlayerJoinedData *tmpData = (NetPacketPlayerJoinedData *)GetRawData();
u_int16_t tmpPlayerFlags = 0;
if (inData.ptype == PLAYER_TYPE_HUMAN)
tmpPlayerFlags |= NET_PLAYER_FLAG_HUMAN;
if (inData.prights == PLAYER_RIGHTS_ADMIN)
tmpPlayerFlags |= NET_PLAYER_FLAG_ADMIN;
// Set the data.
tmpData->playerId = htonl(inData.playerId);
tmpData->playerFlags = htons(tmpPlayerFlags);
tmpData->playerFlags = htons(inData.ptype);
tmpData->playerRights = htons(inData.prights);
tmpData->playerNameLength = htons(playerNameLen);
char *namePtr = (char *)tmpData + sizeof(NetPacketPlayerJoinedData);
memcpy(namePtr, inData.playerName.c_str(), playerNameLen);
@@ -1502,8 +1432,8 @@ NetPacketPlayerJoined::GetData(NetPacketPlayerJoined::Data &outData) const
NetPacketPlayerJoinedData *tmpData = (NetPacketPlayerJoinedData *)GetRawData();
outData.playerId = ntohl(tmpData->playerId);
outData.ptype = (ntohs(tmpData->playerFlags) & NET_PLAYER_FLAG_HUMAN) ? PLAYER_TYPE_HUMAN : PLAYER_TYPE_COMPUTER;
outData.prights = (ntohs(tmpData->playerFlags) & NET_PLAYER_FLAG_ADMIN) ? PLAYER_RIGHTS_ADMIN : PLAYER_RIGHTS_NORMAL;
outData.ptype = static_cast<PlayerType>(ntohs(tmpData->playerFlags));
outData.prights = static_cast<PlayerRights>(ntohs(tmpData->playerRights));
char *namePtr = (char *)tmpData + sizeof(NetPacketPlayerJoinedData);
outData.playerName = string(namePtr, ntohs(tmpData->playerNameLength));
}
+24 -19
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@@ -215,10 +215,9 @@ ServerGameStateInit::~ServerGameStateInit()
{
}
bool
void
ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper session)
{
bool retVal = false;
if (session.sessionData.get() && session.playerData.get())
{
size_t curNumPlayers = server.GetCurNumberOfPlayers();
@@ -235,29 +234,35 @@ ServerGameStateInit::HandleNewSession(ServerGameThread &server, SessionWrapper s
// First player is admin.
session.playerData->SetRights(PLAYER_RIGHTS_ADMIN);
}
else
{
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetSessionManager().GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
server.GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketPlayerJoined(*(*player_i)));
++player_i;
}
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*session.playerData));
// Send ack to client.
boost::shared_ptr<NetPacket> joinGameAck(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.gameId = server.GetId();
joinGameAckData.prights = session.playerData->GetRights();
joinGameAckData.gameData = server.GetGameData();
static_cast<NetPacketJoinGameAck *>(joinGameAck.get())->SetData(joinGameAckData);
server.GetSender().Send(session.sessionData->GetSocket(), joinGameAck);
// Send notifications for connected players to client.
PlayerDataList tmpPlayerList = server.GetSessionManager().GetPlayerDataList();
PlayerDataList::iterator player_i = tmpPlayerList.begin();
PlayerDataList::iterator player_end = tmpPlayerList.end();
while (player_i != player_end)
{
server.GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketPlayerJoined(*(*player_i)));
++player_i;
}
// Send "Player Joined" to other fully connected clients.
server.SendToAllPlayers(CreateNetPacketPlayerJoined(*session.playerData));
// Session is now in game state.
session.sessionData->SetState(SessionData::Game);
// Accept session.
server.GetSessionManager().AddSession(session);
retVal = true;
}
}
return retVal;
}
int
@@ -324,11 +329,11 @@ AbstractServerGameStateRunning::~AbstractServerGameStateRunning()
{
}
bool
void
AbstractServerGameStateRunning::HandleNewSession(ServerGameThread &server, SessionWrapper session)
{
// Do not accept new sessions in this state.
return false;
// TODO
}
//-----------------------------------------------------------------------------
+18 -3
View File
@@ -56,7 +56,6 @@ ServerGameThread::ServerGameThread(ServerLobbyThread &lobbyThread, u_int32_t id,
m_senderCallback.reset(new ServerSenderCallback(*this));
m_sender.reset(new SenderThread(GetSenderCallback()));
m_receiver.reset(new ReceiverHelper);
SetState(SERVER_INITIAL_STATE::Instance());
}
ServerGameThread::~ServerGameThread()
@@ -82,10 +81,12 @@ ServerGameThread::GetName() const
return m_name;
}
bool
void
ServerGameThread::AddSession(SessionWrapper session)
{
return GetState().HandleNewSession(*this, session);
// Must be thread safe.
boost::mutex::scoped_lock lock(m_sessionQueueMutex);
m_sessionQueue.push_back(session);
}
GameState
@@ -110,6 +111,20 @@ ServerGameThread::Main()
{
while (!ShouldTerminate())
{
{
// Handle one new 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())
GetState().HandleNewSession(*this, tmpSession);
}
// Process current state.
GetState().Process(*this);
}
+10 -28
View File
@@ -265,25 +265,16 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPa
new ServerGameThread(*this, GetNextGameId(), createGameData.gameName, GetGui(), m_playerConfig));
game->Init(createGameData.password, createGameData.gameData);
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
// Add session to the game.
if (game->AddSession(session))
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
game->AddSession(session);
// Add game to list.
m_gameMap.insert(GameMap::value_type(game->GetId(), game));
// Add game to list.
m_gameMap.insert(GameMap::value_type(game->GetId(), game));
// Start the game.
game->Run();
// Send ack to client.
boost::shared_ptr<NetPacket> createGameAck(new NetPacketCreateGameAck);
NetPacketCreateGameAck::Data createGameAckData;
createGameAckData.gameId = game->GetId();
static_cast<NetPacketCreateGameAck *>(createGameAck.get())->SetData(createGameAckData);
GetSender().Send(session.sessionData->GetSocket(), createGameAck);
}
// Start the game.
game->Run();
}
void
@@ -301,19 +292,10 @@ ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPack
ServerGameThread &game = *pos->second;
if (game.CheckPassword(joinGameData.password))
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
// Add session to the game.
if (game.AddSession(session))
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
// Send ack to client.
boost::shared_ptr<NetPacket> joinGameAck(new NetPacketJoinGameAck);
NetPacketJoinGameAck::Data joinGameAckData;
joinGameAckData.gameData = game.GetGameData();
static_cast<NetPacketJoinGameAck *>(joinGameAck.get())->SetData(joinGameAckData);
GetSender().Send(session.sessionData->GetSocket(), joinGameAck);
}
game.AddSession(session);
}
}
}