Canceling asio timers has bad semantics, and causes loads of trouble. Therefore, cancelled timers are simply marked as such, and the asio callback is silently ignored. This fixes several crashes, if players were removed from a game due to an error, because some timers were not cancelled. *sigh* This one took a lot of nerve.

This commit is contained in:
lotodore
2009-06-07 23:25:13 +00:00
parent a6146399d4
commit c8594e8e7b
10 changed files with 56 additions and 44 deletions
+2 -2
View File
@@ -48,7 +48,7 @@ class SendDataManager : public boost::enable_shared_from_this<SendDataManager>
{
}
void HandleWrite(const boost::system::error_code& error);
void HandleWrite(const boost::system::error_code &error);
void AsyncSendNextPacket(bool handlerMode = false);
@@ -61,7 +61,7 @@ class SendDataManager : public boost::enable_shared_from_this<SendDataManager>
void
SendDataManager::HandleWrite(const boost::system::error_code& error)
SendDataManager::HandleWrite(const boost::system::error_code &error)
{
// TODO error handling
AsyncSendNextPacket(true);
+2 -2
View File
@@ -24,7 +24,7 @@
#include <core/loghelper.h>
#define NET_SERVER_LISTEN_BACKLOG 5
#define NET_SERVER_LISTEN_BACKLOG 20
using namespace std;
using boost::asio::ip::tcp;
@@ -96,7 +96,7 @@ ServerAcceptHelper::InternalListen(unsigned serverPort, bool ipv6, bool sctp)
void
ServerAcceptHelper::HandleAccept(boost::shared_ptr<boost::asio::ip::tcp::socket> acceptedSocket,
const boost::system::error_code& error)
const boost::system::error_code &error)
{
if (!error)
{
+11 -3
View File
@@ -46,7 +46,16 @@ ServerGame::ServerGame(ServerLobbyThread &lobbyThread, u_int32_t id, const strin
LOG_VERBOSE("Game object " << GetId() << " created.");
m_receiver.reset(new ReceiverHelper);
}
ServerGame::~ServerGame()
{
LOG_VERBOSE("Game object " << GetId() << " destructed.");
}
void
ServerGame::Init()
{
m_voteKickTimerId = GetLobbyThread().GetTimerManager().RegisterTimer(
SERVER_CHECK_VOTE_KICK_INTERVAL_MSEC,
boost::bind(&ServerGame::TimerVoteKick, this),
@@ -55,12 +64,11 @@ ServerGame::ServerGame(ServerLobbyThread &lobbyThread, u_int32_t id, const strin
SetState(SERVER_INITIAL_STATE::Instance());
}
ServerGame::~ServerGame()
void
ServerGame::Exit()
{
GetLobbyThread().GetTimerManager().UnregisterTimer(m_voteKickTimerId);
GetLobbyThread().GetTimerManager().UnregisterTimer(m_stateTimerId);
LOG_VERBOSE("Game object " << GetId() << " destructed.");
}
u_int32_t
+8 -8
View File
@@ -400,7 +400,7 @@ ServerGameStateInit::TimerAdminWarning(ServerGame &server)
server.GetLobbyThread().GetSender().Send(session.sessionData, warning);
}
// Start timeout timer.
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_GAME_ADMIN_WARNING_REMAINING_SEC * 1000,
boost::bind(&ServerGameStateInit::TimerAdminTimeout, this, boost::ref(server)));
@@ -701,7 +701,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
server.SendToAllPlayers(allIn, SessionData::Game);
curGame.getCurrentHand()->setCardsShown(true);
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_SHOW_CARDS_DELAY_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
@@ -710,7 +710,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
{
SendNewRoundCards(server, curGame, newRound);
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
GetDealCardsDelaySec(server) * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
@@ -741,7 +741,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
// If the player is computer controlled, let the engine act.
if (curPlayer->getMyType() == PLAYER_TYPE_COMPUTER)
{
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_COMPUTER_ACTION_DELAY_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerComputerAction, this, boost::ref(server)));
@@ -750,7 +750,7 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
else if (!server.GetSessionManager().IsPlayerConnected(curPlayer->getMyName()))
{
PerformPlayerAction(server, curPlayer, PLAYER_ACTION_FOLD, 0);
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_LOOP_DELAY_MSEC,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
@@ -833,14 +833,14 @@ ServerGameStateHand::TimerLoop(ServerGame &server)
else if (playersWithCash.size() == 1)
{
// View a dialog for a new game - delayed.
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_DELAY_NEXT_GAME_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerNextGame, this, boost::ref(server)));
}
else
{
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
SERVER_DELAY_NEXT_HAND_SEC * 1000,
boost::bind(&ServerGameStateHand::TimerNextHand, this, boost::ref(server)));
@@ -855,7 +855,7 @@ ServerGameStateHand::TimerShowCards(ServerGame &server)
Game &curGame = server.GetGame();
SendNewRoundCards(server, curGame, curGame.getCurrentHand()->getCurrentRound());
server.GetLobbyThread().GetTimerManager().RestartTimer(
server.GetLobbyThread().GetTimerManager().AddTimer(
server.GetStateTimerId(),
GetDealCardsDelaySec(server) * 1000,
boost::bind(&ServerGameStateHand::TimerLoop, this, boost::ref(server)));
+6 -5
View File
@@ -563,7 +563,7 @@ ServerLobbyThread::RegisterTimers()
}
void
ServerLobbyThread::HandleRead(SessionId sessionId, const boost::system::error_code& error, size_t bytesRead)
ServerLobbyThread::HandleRead(SessionId sessionId, const boost::system::error_code &error, size_t bytesRead)
{
// Find the session.
SessionWrapper session = m_sessionManager.GetSessionById(sessionId);
@@ -949,11 +949,11 @@ ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPa
session.playerData->GetUniqueId(),
GetGui(),
m_playerConfig));
MoveSessionToGame(*game, session);
game->Init();
// Add game to list of games.
InternalAddGame(game);
MoveSessionToGame(*game, session);
}
void
@@ -1043,7 +1043,7 @@ ServerLobbyThread::TimerRemoveGame()
++next;
boost::shared_ptr<ServerGame> tmpGame = i->second;
if (!tmpGame->GetSessionManager().HasSessions())
InternalRemoveGame(tmpGame); // This will delete the entry from the map.
InternalRemoveGame(tmpGame); // This will delete the game.
i = next;
}
}
@@ -1154,6 +1154,7 @@ ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGame> game)
// Remove all sessions left in the game.
game->ResetComputerPlayerList();
game->RemoveAllSessions();
game->Exit();
// Notify all players.
boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(game->GetId(), GAME_MODE_CLOSED);
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);