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authorMattes D <github@xoft.cz>2013-08-15 10:56:52 +0200
committerMattes D <github@xoft.cz>2013-08-15 10:56:52 +0200
commit1a52e89177a907b5d23d3e72f78d30a333da4bfe (patch)
tree8f2783d06d423361b02457c77f90d6ec874a5191 /source/ClientHandle.cpp
parentMerge pull request #91 from tigerw/master (diff)
parentAdded simple deadlock detection code. (diff)
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Diffstat (limited to 'source/ClientHandle.cpp')
-rw-r--r--source/ClientHandle.cpp193
1 files changed, 101 insertions, 92 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
index 102153de1..dce2bbd25 100644
--- a/source/ClientHandle.cpp
+++ b/source/ClientHandle.cpp
@@ -170,13 +170,21 @@ cClientHandle::~cClientHandle()
-void cClientHandle::Destroy()
+void cClientHandle::Destroy(void)
{
- // Setting m_bDestroyed was moved to the bottom of Destroy(),
- // otherwise the destructor may be called within another thread before the client is removed from chunks
- // http://forum.mc-server.org/showthread.php?tid=366
+ {
+ cCSLock Lock(m_CSDestroyingState);
+ if (m_State >= csDestroying)
+ {
+ // Already called
+ return;
+ }
+ m_State = csDestroying;
+ }
+
+ // DEBUG:
+ LOGD("%s: client %p, \"%s\"", __FUNCTION__, this, m_Username.c_str());
- m_State = csDestroying;
if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
{
RemoveFromAllChunks();
@@ -253,9 +261,8 @@ void cClientHandle::Authenticate(void)
SendGameMode(m_Player->GetGameMode());
m_Player->Initialize(World);
- StreamChunks();
- m_State = csDownloadingWorld;
-
+ m_State = csAuthenticated;
+
// Broadcast this player's spawning to all other players in the same chunk
m_Player->GetWorld()->BroadcastSpawnEntity(*m_Player, this);
@@ -268,7 +275,7 @@ void cClientHandle::Authenticate(void)
void cClientHandle::StreamChunks(void)
{
- if ((m_State < csAuthenticating) || (m_State >= csDestroying))
+ if ((m_State < csAuthenticated) || (m_State >= csDestroying))
{
return;
}
@@ -421,11 +428,11 @@ void cClientHandle::HandlePing(void)
// Somebody tries to retrieve information about the server
AString Reply;
Printf(Reply, "%s%s%i%s%i",
- cRoot::Get()->GetDefaultWorld()->GetDescription().c_str(),
- cChatColor::Delimiter.c_str(),
- cRoot::Get()->GetDefaultWorld()->GetNumPlayers(),
- cChatColor::Delimiter.c_str(),
- cRoot::Get()->GetDefaultWorld()->GetMaxPlayers()
+ cRoot::Get()->GetServer()->GetDescription().c_str(),
+ cChatColor::Delimiter.c_str(),
+ cRoot::Get()->GetServer()->GetNumPlayers(),
+ cChatColor::Delimiter.c_str(),
+ cRoot::Get()->GetServer()->GetMaxPlayers()
);
Kick(Reply.c_str());
}
@@ -914,11 +921,24 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
void cClientHandle::HandleChat(const AString & a_Message)
{
- // We need to process messages in the Tick thread, to avoid deadlocks resulting from player-commands being processed
- // in the SocketThread and waiting for acquiring the ChunkMap CS with Plugin CS locked
+ // We no longer need to postpone message processing, because the messages already arrive in the Tick thread
- cCSLock Lock(m_CSMessages);
- m_PendingMessages.push_back(a_Message);
+ // If a command, perform it:
+ AString Message(a_Message);
+ if (cRoot::Get()->GetServer()->Command(*this, Message))
+ {
+ return;
+ }
+
+ // Not a command, broadcast as a simple message:
+ AString Msg;
+ Printf(Msg, "<%s%s%s> %s",
+ m_Player->GetColor().c_str(),
+ m_Player->GetName().c_str(),
+ cChatColor::White.c_str(),
+ Message.c_str()
+ );
+ m_Player->GetWorld()->BroadcastChat(Msg);
}
@@ -1176,7 +1196,7 @@ bool cClientHandle::HandleHandshake(const AString & a_Username)
{
if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(this, a_Username))
{
- if (cRoot::Get()->GetDefaultWorld()->GetNumPlayers() >= cRoot::Get()->GetDefaultWorld()->GetMaxPlayers())
+ if (cRoot::Get()->GetServer()->GetNumPlayers() >= cRoot::Get()->GetServer()->GetMaxPlayers())
{
Kick("The server is currently full :(-- Try again later");
return false;
@@ -1191,7 +1211,7 @@ bool cClientHandle::HandleHandshake(const AString & a_Username)
void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID)
{
- if( a_EntityID != m_Player->GetUniqueID() )
+ if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
@@ -1307,6 +1327,42 @@ void cClientHandle::SendData(const char * a_Data, int a_Size)
+void cClientHandle::MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket)
+{
+ ASSERT(m_Player != NULL);
+
+ if (a_SendRespawnPacket)
+ {
+ SendRespawn();
+ }
+
+ cWorld * World = m_Player->GetWorld();
+
+ // Remove all associated chunks:
+ cChunkCoordsList Chunks;
+ {
+ cCSLock Lock(m_CSChunkLists);
+ std::swap(Chunks, m_LoadedChunks);
+ m_ChunksToSend.clear();
+ }
+ for (cChunkCoordsList::iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr)
+ {
+ World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
+ m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
+ } // for itr - Chunks[]
+
+ // Do NOT stream new chunks, the new world runs its own tick thread and may deadlock
+ // Instead, the chunks will be streamed when the client is moved to the new world's Tick list,
+ // by setting state to csAuthenticated
+ m_State = csAuthenticated;
+ m_LastStreamedChunkX = 0x7fffffff;
+ m_LastStreamedChunkZ = 0x7fffffff;
+}
+
+
+
+
+
bool cClientHandle::CheckBlockInteractionsRate(void)
{
ASSERT(m_Player != NULL);
@@ -1342,6 +1398,20 @@ bool cClientHandle::CheckBlockInteractionsRate(void)
void cClientHandle::Tick(float a_Dt)
{
+ // Process received network data:
+ AString IncomingData;
+ {
+ cCSLock Lock(m_CSIncomingData);
+ std::swap(IncomingData, m_IncomingData);
+ }
+ m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
+
+ if (m_State == csAuthenticated)
+ {
+ StreamChunks();
+ m_State = csDownloadingWorld;
+ }
+
m_TimeSinceLastPacket += a_Dt;
if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out
{
@@ -1355,12 +1425,14 @@ void cClientHandle::Tick(float a_Dt)
m_ShouldCheckDownloaded = false;
}
+ if (m_Player == NULL)
+ {
+ return;
+ }
+
// Send a ping packet:
cTimer t1;
- if (
- (m_Player != NULL) && // Is logged in?
- (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
- )
+ if ((m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime()))
{
m_PingID++;
m_PingStartTime = t1.GetNowTime();
@@ -1369,7 +1441,7 @@ void cClientHandle::Tick(float a_Dt)
}
// Handle block break animation:
- if ((m_Player != NULL) && (m_BlockDigAnimStage > -1))
+ if (m_BlockDigAnimStage > -1)
{
int lastAnimVal = m_BlockDigAnimStage;
m_BlockDigAnimStage += (int)(m_BlockDigAnimSpeed * a_Dt);
@@ -1387,9 +1459,6 @@ void cClientHandle::Tick(float a_Dt)
m_CurrentExplosionTick = (m_CurrentExplosionTick + 1) % ARRAYCOUNT(m_NumExplosionsPerTick);
m_RunningSumExplosions -= m_NumExplosionsPerTick[m_CurrentExplosionTick];
m_NumExplosionsPerTick[m_CurrentExplosionTick] = 0;
-
- // Process the queued messages:
- ProcessPendingMessages();
}
@@ -1955,7 +2024,7 @@ void cClientHandle::SendConfirmPosition(void)
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player))
{
// Broadcast that this player has joined the game! Yay~
- cRoot::Get()->GetServer()->BroadcastChat(m_Username + " joined the game!", this);
+ m_Player->GetWorld()->BroadcastChat(m_Username + " joined the game!", this);
}
SendPlayerMoveLook();
@@ -2037,46 +2106,6 @@ void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ)
-void cClientHandle::ProcessPendingMessages(void)
-{
- while (true)
- {
- AString Message;
-
- // Extract one message from the PendingMessages buffer:
- {
- cCSLock Lock(m_CSMessages);
- if (m_PendingMessages.empty())
- {
- // No more messages in the buffer, bail out
- return;
- }
- Message = m_PendingMessages.front();
- m_PendingMessages.pop_front();
- } // Lock(m_CSMessages)
-
- // If a command, perform it:
- if (cRoot::Get()->GetServer()->Command(*this, Message))
- {
- continue;
- }
-
- // Not a command, broadcast as a simple message:
- AString Msg;
- Printf(Msg, "<%s%s%s> %s",
- m_Player->GetColor().c_str(),
- m_Player->GetName().c_str(),
- cChatColor::White.c_str(),
- Message.c_str()
- );
- m_Player->GetWorld()->BroadcastChat(Msg);
- } // while (true)
-}
-
-
-
-
-
void cClientHandle::PacketBufferFull(void)
{
// Too much data in the incoming queue, the server is probably too busy, kick the client:
@@ -2116,30 +2145,10 @@ void cClientHandle::PacketError(unsigned char a_PacketType)
void cClientHandle::DataReceived(const char * a_Data, int a_Size)
{
- // Data is received from the client, hand it off to the protocol:
- if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
- {
- /*
- _X: Lock the world, so that plugins reacting to protocol events have already the chunkmap locked.
- There was a possibility of a deadlock between SocketThreads and TickThreads, resulting from each
- holding one CS an requesting the other one (ChunkMap CS vs Plugin CS) (FS #375). To break this, it's
- sufficient to break any of the four Coffman conditions for a deadlock. We'll solve this by requiring
- the ChunkMap CS for all SocketThreads operations before they lock the PluginCS - thus creating a kind
- of a lock hierarchy. However, this incurs a performance penalty, we're de facto locking the chunkmap
- for each incoming packet. A better, but more involved solutin would be to lock the chunkmap only when
- the incoming packet really has a plugin CS lock request.
- Also, it is still possible for a packet to slip through - when a player still doesn't have their world
- assigned and several packets arrive at once.
- */
- cWorld::cLock(*m_Player->GetWorld());
-
- m_Protocol->DataReceived(a_Data, a_Size);
- }
- else
- {
- m_Protocol->DataReceived(a_Data, a_Size);
- }
+ // Data is received from the client, store it in the buffer to be processed by the Tick thread:
m_TimeSinceLastPacket = 0;
+ cCSLock Lock(m_CSIncomingData);
+ m_IncomingData.append(a_Data, a_Size);
}