Fixing delayed sending of create/join game for network games.

This commit is contained in:
lotodore
2009-06-20 18:41:03 +00:00
parent b868990462
commit a2e692d844
4 changed files with 38 additions and 49 deletions
+1
View File
@@ -108,6 +108,7 @@ protected:
void InitGame();
void SendSessionPacket(boost::shared_ptr<NetPacket> packet);
void SendQueuedPackets();
bool GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const;
void RequestPlayerInfo(unsigned id, bool requestAvatar = false);
+23 -15
View File
@@ -481,25 +481,28 @@ ClientThread::SendSessionPacket(boost::shared_ptr<NetPacket> packet)
{
// Put packets in a buffer until the session is established.
if (IsSessionEstablished())
{
if (!m_outPacketList.empty())
{
NetPacketList::iterator i = m_outPacketList.begin();
NetPacketList::iterator end = m_outPacketList.end();
while (i != end)
{
GetSender().Send(GetContext().GetSessionData(), *i);
++i;
}
m_outPacketList.clear();
}
GetSender().Send(GetContext().GetSessionData(), packet);
}
else
m_outPacketList.push_back(packet);
}
void
ClientThread::SendQueuedPackets()
{
if (!m_outPacketList.empty())
{
NetPacketList::iterator i = m_outPacketList.begin();
NetPacketList::iterator end = m_outPacketList.end();
while (i != end)
{
GetSender().Send(GetContext().GetSessionData(), *i);
++i;
}
m_outPacketList.clear();
}
}
bool
ClientThread::GetCachedPlayerInfo(unsigned id, PlayerInfo &info) const
{
@@ -1297,7 +1300,12 @@ ClientThread::IsSessionEstablished() const
void
ClientThread::SetSessionEstablished(bool flag)
{
m_sessionEstablished = flag;
if (m_sessionEstablished != flag)
{
m_sessionEstablished = flag;
if (flag)
SendQueuedPackets();
}
}
bool
+6 -26
View File
@@ -180,12 +180,9 @@ AbstractServerGameStateReceiving::~AbstractServerGameStateReceiving()
{
}
int
void
AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
// This is the receive loop for the server.
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->IsClientActivity())
session.sessionData->ResetActivityTimer();
if (packet->ToNetPacketRetrievePlayerInfo())
@@ -267,10 +264,8 @@ AbstractServerGameStateReceiving::ProcessPacket(boost::shared_ptr<ServerGame> se
else
{
// Packet processing in subclass.
retVal = InternalProcessPacket(server, session, packet);
InternalProcessPacket(server, session, packet);
}
return retVal;
}
//-----------------------------------------------------------------------------
@@ -423,11 +418,9 @@ ServerGameStateInit::TimerAdminTimeout(const boost::system::error_code &ec, boos
}
}
int
void
ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketStartEvent())
{
// Only admins are allowed to start the game.
@@ -476,8 +469,6 @@ ServerGameStateInit::InternalProcessPacket(boost::shared_ptr<ServerGame> server,
{
server->SessionError(session, ERR_SOCK_INVALID_PACKET);
}
return retVal;
}
boost::shared_ptr<NetPacket>
@@ -532,11 +523,9 @@ ServerGameStateStartGame::HandleNewSession(boost::shared_ptr<ServerGame> server,
server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
void
ServerGameStateStartGame::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketStartEventAck())
{
session.sessionData->SetReadyFlag();
@@ -545,11 +534,8 @@ ServerGameStateStartGame::InternalProcessPacket(boost::shared_ptr<ServerGame> se
// Everyone is ready.
server->GetSessionManager().ResetAllReadyFlags();
DoStart(server);
retVal = MSG_SOCK_INIT_DONE;
}
}
return retVal;
}
void
@@ -651,11 +637,10 @@ ServerGameStateHand::HandleNewSession(boost::shared_ptr<ServerGame> server, Sess
server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
void
ServerGameStateHand::InternalProcessPacket(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/)
{
// TODO: maybe reject packet.
return MSG_SOCK_INTERNAL_PENDING;
}
void
@@ -1116,11 +1101,9 @@ ServerGameStateWaitPlayerAction::HandleNewSession(boost::shared_ptr<ServerGame>
server->MoveSessionToLobby(session, NTF_NET_REMOVED_ALREADY_RUNNING);
}
int
void
ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet)
{
int retVal = MSG_SOCK_INTERNAL_PENDING;
if (packet->ToNetPacketPlayersAction())
{
NetPacketPlayersAction::Data actionData;
@@ -1171,7 +1154,6 @@ ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerG
{
PerformPlayerAction(*server, tmpPlayer, actionData.playerAction, actionData.playerBet);
server->SetState(ServerGameStateHand::Instance());
retVal = MSG_NET_GAME_SERVER_ACTION;
}
else
{
@@ -1186,8 +1168,6 @@ ServerGameStateWaitPlayerAction::InternalProcessPacket(boost::shared_ptr<ServerG
server->GetLobbyThread().GetSender().Send(session.sessionData, reject);
}
}
return retVal;
}
void
+8 -8
View File
@@ -50,7 +50,7 @@ public:
virtual void HandleNewSession(boost::shared_ptr<ServerGame> server, SessionWrapper session) = 0;
// Main processing function of the current state.
virtual int ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
};
// Abstract State: Receiving.
@@ -61,11 +61,11 @@ public:
// Globally handle packets which are allowed in all running states.
// Calls InternalProcess if packet has not been processed.
virtual int ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
virtual void ProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
protected:
virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet) = 0;
};
// State: Initialization.
@@ -90,7 +90,7 @@ protected:
void TimerAdminWarning(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void TimerAdminTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
static boost::shared_ptr<NetPacket> CreateNetPacketPlayerJoined(const PlayerData &playerData);
@@ -114,7 +114,7 @@ public:
protected:
ServerGameStateStartGame();
virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void DoStart(boost::shared_ptr<ServerGame> server);
@@ -138,7 +138,7 @@ public:
protected:
ServerGameStateHand();
virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
void TimerLoop(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
void EngineLoop(boost::shared_ptr<ServerGame> server);
void TimerShowCards(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
@@ -170,7 +170,7 @@ public:
protected:
ServerGameStateWaitPlayerAction();
virtual int InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
virtual void InternalProcessPacket(boost::shared_ptr<ServerGame> server, SessionWrapper session, boost::shared_ptr<NetPacket> packet);
void TimerTimeout(const boost::system::error_code &ec, boost::shared_ptr<ServerGame> server);
private:
@@ -192,7 +192,7 @@ public:
virtual void HandleNewSession(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/) {}
// Main processing function of the current state.
virtual int ProcessPacket(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/) {return 0;}
virtual void ProcessPacket(boost::shared_ptr<ServerGame> /*server*/, SessionWrapper /*session*/, boost::shared_ptr<NetPacket> /*packet*/) {}
protected:
ServerGameStateFinal() {}