mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r21398) -Change/Feature-ish: when making a savegame to send to a client, don't write it to disk but create the packets immediately
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@ -24,6 +24,7 @@
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#include "../company_base.h"
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#include "../command_func.h"
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#include "../saveload/saveload.h"
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#include "../saveload/saveload_filter.h"
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#include "../station_base.h"
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#include "../genworld.h"
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#include "../fileio_func.h"
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@ -54,6 +55,82 @@ INSTANTIATE_POOL_METHODS(NetworkClientSocket)
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/** Instantiate the listen sockets. */
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template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERVER_FULL, PACKET_SERVER_BANNED>::sockets;
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/** Writing a savegame directly to a number of packets. */
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struct PacketWriter : SaveFilter {
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ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
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Packet *current; ///< The packet we're currently writing to.
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size_t total_size; ///< Total size of the compressed savegame.
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/**
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* Create the packet writer.
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* @param cs The socket handler we're making the packets for.
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*/
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PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0)
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{
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}
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/** Make sure everything is cleaned up. */
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~PacketWriter()
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{
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/* Prevent double frees. */
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this->cs->savegame = NULL;
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delete this->current;
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}
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/** Append the current packet to the queue. */
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void AppendQueue()
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{
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if (this->current == NULL) return;
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Packet **p = &this->cs->savegame_packets;
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while (*p != NULL) {
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p = &(*p)->next;
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}
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*p = this->current;
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this->current = NULL;
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}
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/* virtual */ void Write(byte *buf, size_t size)
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{
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if (cs == NULL) return;
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if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
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byte *bufe = buf + size;
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while (buf != bufe) {
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size_t to_write = min(SEND_MTU - this->current->size, bufe - buf);
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memcpy(this->current->buffer + this->current->size, buf, to_write);
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this->current->size += to_write;
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buf += to_write;
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if (this->current->size == SEND_MTU) {
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this->AppendQueue();
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if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
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}
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}
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this->total_size += size;
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}
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/* virtual */ void Finish()
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{
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/* Make sure the last packet is flushed. */
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this->AppendQueue();
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/* Add a packet stating that this is the end to the queue. */
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this->current = new Packet(PACKET_SERVER_MAP_DONE);
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this->AppendQueue();
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/* Fast-track the size to the client. */
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Packet *p = new Packet(PACKET_SERVER_MAP_SIZE);
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p->Send_uint32(this->total_size);
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this->cs->SendPacket(p);
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}
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};
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/**
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* Create a new socket for the server side of the game connection.
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* @param s The socket to connect with.
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@ -76,6 +153,7 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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{
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if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
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OrderBackup::ResetUser(this->client_id);
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delete this->savegame_packets;
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}
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Packet *ServerNetworkGameSocketHandler::ReceivePacket()
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@ -377,7 +455,6 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendWait()
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/* This sends the map to the client */
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NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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{
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static FILE *file_pointer = NULL;
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static uint sent_packets; // How many packets we did send succecfully last time
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if (this->status < STATUS_AUTHORIZED) {
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@ -386,62 +463,41 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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}
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if (this->status == STATUS_AUTHORIZED) {
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char filename[MAX_PATH];
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FioGetDirectory(filename, lengthof(filename), AUTOSAVE_DIR);
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strecat(filename, "network_server.tmp", lastof(filename));
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/* Make a dump of the current game */
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if (SaveOrLoad(filename, SL_SAVE, NO_DIRECTORY) != SL_OK) usererror("network savedump failed");
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if (file_pointer != NULL) fclose(file_pointer);
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file_pointer = FioFOpenFile(filename, "rb", NO_DIRECTORY);
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if (file_pointer == NULL) usererror("network savedump failed - could not open just saved dump");
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fseek(file_pointer, 0, SEEK_END);
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if (ftell(file_pointer) == 0) usererror("network savedump failed - zero sized savegame?");
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this->savegame = new PacketWriter(this);
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/* Now send the _frame_counter and how many packets are coming */
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Packet *p = new Packet(PACKET_SERVER_MAP_BEGIN);
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p->Send_uint32(_frame_counter);
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this->SendPacket(p);
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p = new Packet(PACKET_SERVER_MAP_SIZE);
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p->Send_uint32(ftell(file_pointer));
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this->SendPacket(p);
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fseek(file_pointer, 0, SEEK_SET);
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sent_packets = 4; // We start with trying 4 packets
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NetworkSyncCommandQueue(this);
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this->status = STATUS_MAP;
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/* Mark the start of download */
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this->last_frame = _frame_counter;
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this->last_frame_server = _frame_counter;
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sent_packets = 4; // We start with trying 4 packets
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/* Make a dump of the current game */
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if (SaveWithFilter(this->savegame, false) != SL_OK) usererror("network savedump failed");
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}
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if (this->status == STATUS_MAP) {
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uint i;
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int res;
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for (i = 0; i < sent_packets; i++) {
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Packet *p = new Packet(PACKET_SERVER_MAP_DATA);
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res = (int)fread(p->buffer + p->size, 1, SEND_MTU - p->size, file_pointer);
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for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
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Packet *p = this->savegame_packets;
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bool last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
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if (ferror(file_pointer)) usererror("Error reading temporary network savegame!");
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p->size += res;
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/* Remove the packet from the savegame queue and put it in the real queue. */
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this->savegame_packets = p->next;
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p->next = NULL;
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this->SendPacket(p);
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if (feof(file_pointer)) {
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if (last_packet) {
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/* Done reading! */
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Packet *p = new Packet(PACKET_SERVER_MAP_DONE);
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this->SendPacket(p);
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/* Set the status to DONE_MAP, no we will wait for the client
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* to send it is ready (maybe that happens like never ;)) */
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this->status = STATUS_DONE_MAP;
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fclose(file_pointer);
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file_pointer = NULL;
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NetworkClientSocket *new_cs;
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bool new_map_client = false;
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@ -470,7 +526,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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/* Send all packets (forced) and check if we have send it all */
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if (this->SendPackets() && this->IsPacketQueueEmpty()) {
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/* All are sent, increase the sent_packets */
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sent_packets *= 2;
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if (this->savegame_packets != NULL) sent_packets *= 2;
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} else {
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/* Not everything is sent, decrease the sent_packets */
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if (sent_packets > 1) sent_packets /= 2;
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@ -72,6 +72,9 @@ public:
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CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
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int receive_limit; ///< Amount of bytes that we can receive at this moment
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Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client.
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struct PacketWriter *savegame; ///< Writer used to write the savegame.
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ServerNetworkGameSocketHandler(SOCKET s);
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~ServerNetworkGameSocketHandler();
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