(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

This commit is contained in:
rubidium 2010-12-05 14:45:52 +00:00
parent 948cffc930
commit 02b3bc57d5
2 changed files with 96 additions and 37 deletions

View File

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

View File

@ -72,6 +72,9 @@ public:
CommandQueue outgoing_queue; ///< The command-queue awaiting delivery
int receive_limit; ///< Amount of bytes that we can receive at this moment
Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client.
struct PacketWriter *savegame; ///< Writer used to write the savegame.
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();