(svn r14730) -Codechange: remove the need for networkclientsockets and networkclientinfo structs to be in a contiguous piece of memory and put them in a pool.

-Note: 255 should really be enough for now... making it any more means network protocol bumps.
This commit is contained in:
rubidium 2008-12-23 20:52:27 +00:00
parent 94dd23aaf8
commit afddfcb2b1
9 changed files with 89 additions and 135 deletions

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@ -16,30 +16,25 @@
#include "tcp.h"
#include "table/strings.h"
#include "../../oldpool_func.h"
/** Very ugly temporary hack !!! */
void NetworkClientSocket::Initialize()
/** Make very sure the preconditions given in network_type.h are actually followed */
assert_compile(MAX_CLIENT_SLOTS == (MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK) << NCI_BITS_PER_POOL_BLOCK);
assert_compile(MAX_CLIENT_SLOTS > MAX_CLIENTS);
typedef ClientIndex NetworkClientSocketID;
DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
NetworkClientSocket::NetworkClientSocket(ClientID client_id)
{
this->sock = INVALID_SOCKET;
this->client_id = INVALID_CLIENT_ID;
this->last_frame = 0;
this->last_frame_server = 0;
this->lag_test = 0;
this->client_id = client_id;
this->status = STATUS_INACTIVE;
this->has_quit = false;
this->writable = false;
this->packet_queue = NULL;
this->packet_recv = NULL;
this->command_queue = NULL;
}
void NetworkClientSocket::Destroy()
NetworkClientSocket::~NetworkClientSocket()
{
closesocket(this->sock);
if (this->sock != INVALID_SOCKET) closesocket(this->sock);
this->writable = false;
this->has_quit = true;
@ -57,6 +52,10 @@ void NetworkClientSocket::Destroy()
free(this->command_queue);
this->command_queue = p;
}
this->sock = INVALID_SOCKET;
this->client_id = INVALID_CLIENT_ID;
this->status = STATUS_INACTIVE;
}
/**

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@ -84,12 +84,17 @@ enum ClientStatus {
STATUS_ACTIVE, ///< The client is active within in the game
};
class NetworkClientSocket;
DECLARE_OLD_POOL(NetworkClientSocket, NetworkClientSocket, NCI_BITS_PER_POOL_BLOCK, MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK);
/** Base socket handler for all TCP sockets */
class NetworkClientSocket : public NetworkSocketHandler {
class NetworkClientSocket : public PoolItem<NetworkClientSocket, ClientIndex, &_NetworkClientSocket_pool>, public NetworkSocketHandler {
/* TODO: rewrite into a proper class */
private:
Packet *packet_queue; ///< Packets that are awaiting delivery
Packet *packet_recv; ///< Partially received packet
NetworkClientInfo *info; ///< Client info related to this socket
public:
ClientID client_id; ///< Client identifier
uint32 last_frame; ///< Last frame we have executed
@ -102,8 +107,6 @@ public:
CommandPacket *command_queue; ///< The command-queue awaiting delivery
NetworkRecvStatus CloseConnection();
void Initialize();
void Destroy();
void Send_Packet(Packet *packet);
bool Send_Packets();
@ -111,27 +114,24 @@ public:
Packet *Recv_Packet(NetworkRecvStatus *status);
inline bool IsValid() const { return this->IsConnected(); }
inline NetworkClientInfo *GetInfo() const
{
extern NetworkClientSocket _clients[MAX_CLIENTS];
return GetNetworkClientInfo(this - _clients);
}
};
NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID);
~NetworkClientSocket();
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
extern NetworkClientSocket _clients[MAX_CLIENTS];
#define GetNetworkClientSocket(i) (&_clients[i])
inline bool IsValid() const { return this->IsConnected(); }
inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
inline NetworkClientInfo *GetInfo() const { return this->info; }
};
static inline bool IsValidNetworkClientSocketIndex(ClientIndex index)
{
return (uint)index < MAX_CLIENTS && GetNetworkClientSocket(index)->IsValid();
return (uint)index < GetNetworkClientSocketPoolSize() && GetNetworkClientSocket(index)->IsValid();
}
#define FOR_ALL_CLIENT_SOCKETS_FROM(d, start) for (d = GetNetworkClientSocket(start); d != GetNetworkClientSocket(MAX_CLIENTS); d++) if (d->IsValid())
#define FOR_ALL_CLIENT_SOCKETS_FROM(d, start) for (d = (start < GetNetworkClientSocketPoolSize() ? GetNetworkClientSocket(start) : NULL); d != NULL; d = (d->index + 1U < GetNetworkClientSocketPoolSize()) ? GetNetworkClientSocket(d->index + 1U) : NULL) if (d->IsValid())
#define FOR_ALL_CLIENT_SOCKETS(d) FOR_ALL_CLIENT_SOCKETS_FROM(d, 0)
typedef NetworkClientSocket NetworkTCPSocketHandler;
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_H */

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@ -42,15 +42,18 @@
#endif /* DEBUG_DUMP_COMMANDS */
#include "table/strings.h"
#include "../company_base.h"
#include "../oldpool_func.h"
DECLARE_POSTFIX_INCREMENT(ClientID);
typedef ClientIndex NetworkClientInfoID;
DEFINE_OLD_POOL_GENERIC(NetworkClientInfo, NetworkClientInfo);
bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info;
NetworkClientInfo _network_client_info[MAX_CLIENT_SLOTS];
NetworkCompanyState *_network_company_states = NULL;
ClientID _network_own_client_id;
ClientID _redirect_console_to_client;
@ -83,12 +86,6 @@ extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
NetworkClientSocket _clients[MAX_CLIENTS];
// The listen socket for the server
static SOCKET _listensocket;
@ -316,9 +313,6 @@ static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket* cs)
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
// Dequeue all commands before closing the socket
GetNetworkClientSocket(0)->Send_Packets();
}
_switch_mode = SM_MENU;
@ -419,30 +413,24 @@ void ParseConnectionString(const char **company, const char **port, char *connec
// Used both by the server and the client
static NetworkClientSocket *NetworkAllocClient(SOCKET s)
{
NetworkClientSocket *cs;
byte client_no = 0;
if (_network_server) {
// Can we handle a new client?
if (_network_clients_connected >= MAX_CLIENTS) return NULL;
if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
// Register the login
client_no = _network_clients_connected++;
_network_clients_connected++;
}
cs = GetNetworkClientSocket(client_no);
cs->Initialize();
NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID);
cs->sock = s;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
NetworkClientInfo *ci = cs->GetInfo();
memset(ci, 0, sizeof(*ci));
cs->client_id = _network_client_id++;
ci->client_id = cs->client_id;
NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id);
cs->SetInfo(ci);
ci->client_playas = COMPANY_INACTIVE_CLIENT;
ci->join_date = _date;
@ -455,12 +443,7 @@ static NetworkClientSocket *NetworkAllocClient(SOCKET s)
// Close a connection
void NetworkCloseClient(NetworkClientSocket *cs)
{
NetworkClientInfo *ci;
// Socket is already dead
if (cs->sock == INVALID_SOCKET) {
cs->has_quit = true;
return;
}
assert(cs->sock != INVALID_SOCKET);
DEBUG(net, 1, "Closed client connection %d", cs->client_id);
@ -491,31 +474,16 @@ void NetworkCloseClient(NetworkClientSocket *cs)
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", CLIENT_ID_SERVER);
}
cs->Destroy();
// Close the gap in the client-list
ci = cs->GetInfo();
if (_network_server) {
// We just lost one client :(
if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
_network_clients_connected--;
while ((cs + 1) != GetNetworkClientSocket(MAX_CLIENTS) && (cs + 1)->sock != INVALID_SOCKET) {
*cs = *(cs + 1);
*ci = *(ci + 1);
cs++;
ci++;
}
InvalidateWindow(WC_CLIENT_LIST, 0);
}
// Reset the status of the last socket
cs->sock = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->client_id = INVALID_CLIENT_ID;
ci->client_id = INVALID_CLIENT_ID;
delete cs->GetInfo();
delete cs;
CheckMinActiveClients();
}
@ -697,22 +665,20 @@ static void NetworkClose()
free(_network_company_states);
_network_company_states = NULL;
_NetworkClientSocket_pool.CleanPool();
_NetworkClientInfo_pool.CleanPool();
}
// Inits the network (cleans sockets and stuff)
static void NetworkInitialize()
{
NetworkClientSocket *cs;
_local_command_queue = NULL;
// Clean all client-sockets
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
cs->Initialize();
}
// Clean the client_info memory
memset(&_network_client_info, 0, sizeof(_network_client_info));
_NetworkClientSocket_pool.CleanPool();
_NetworkClientSocket_pool.AddBlockToPool();
_NetworkClientInfo_pool.CleanPool();
_NetworkClientInfo_pool.AddBlockToPool();
_sync_frame = 0;
_network_first_time = true;
@ -817,8 +783,6 @@ bool NetworkClientConnectGame(const char *host, uint16 port)
static void NetworkInitGameInfo()
{
NetworkClientInfo *ci;
if (StrEmpty(_settings_client.network.server_name)) {
snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
}
@ -827,12 +791,7 @@ static void NetworkInitGameInfo()
_network_game_info.clients_on = _network_dedicated ? 0 : 1;
_network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);
// We use _network_client_info[MAX_CLIENT_SLOTS - 1] to store the server-data in it
// The client identifier is CLIENT_ID_SERVER ( = 1)
ci = &_network_client_info[MAX_CLIENT_SLOTS - 1];
memset(ci, 0, sizeof(*ci));
ci->client_id = CLIENT_ID_SERVER;
NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));

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@ -8,8 +8,11 @@
#ifdef ENABLE_NETWORK
#include "network_type.h"
#include "../oldpool.h"
struct NetworkClientInfo {
DECLARE_OLD_POOL(NetworkClientInfo, NetworkClientInfo, NCI_BITS_PER_POOL_BLOCK, MAX_CLIENT_SLOTS >> NCI_BITS_PER_POOL_BLOCK);
struct NetworkClientInfo : PoolItem<NetworkClientInfo, ClientIndex, &_NetworkClientInfo_pool> {
ClientID client_id; ///< Client identifier (same as ClientState->client_id)
char client_name[NETWORK_CLIENT_NAME_LENGTH]; ///< Name of the client
byte client_lang; ///< The language of the client
@ -18,21 +21,18 @@ struct NetworkClientInfo {
Date join_date; ///< Gamedate the client has joined
char unique_id[NETWORK_UNIQUE_ID_LENGTH]; ///< Every play sends an unique id so we can indentify him
NetworkClientInfo(ClientID client_id = INVALID_CLIENT_ID) : client_id(client_id) {}
~NetworkClientInfo() { client_id = INVALID_CLIENT_ID; }
inline bool IsValid() const { return client_id != INVALID_CLIENT_ID; }
};
static NetworkClientInfo *GetNetworkClientInfo(int ci)
{
extern NetworkClientInfo _network_client_info[MAX_CLIENT_SLOTS];
return &_network_client_info[ci];
}
static inline bool IsValidNetworkClientInfoIndex(ClientIndex index)
{
return (uint)index < MAX_CLIENT_SLOTS && GetNetworkClientInfo(index)->IsValid();
return (uint)index < GetNetworkClientInfoPoolSize() && GetNetworkClientInfo(index)->IsValid();
}
#define FOR_ALL_CLIENT_INFOS_FROM(d, start) for (ci = GetNetworkClientInfo(start); ci != GetNetworkClientInfo(MAX_CLIENT_SLOTS); ci++) if (ci->IsValid())
#define FOR_ALL_CLIENT_INFOS_FROM(d, start) for (d = GetNetworkClientInfo(start); d != NULL; d = (d->index + 1U < GetNetworkClientInfoPoolSize()) ? GetNetworkClientInfo(d->index + 1U) : NULL) if (d->IsValid())
#define FOR_ALL_CLIENT_INFOS(d) FOR_ALL_CLIENT_INFOS_FROM(d, 0)
#endif /* ENABLE_NETWORK */

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@ -301,8 +301,13 @@ struct NetworkChatWindow : public QueryStringBaseWindow {
/* First, try clients */
if (*item < MAX_CLIENT_SLOTS) {
/* Skip inactive clients */
while (GetNetworkClientInfo(*item)->client_id == INVALID_CLIENT_ID && *item < MAX_CLIENT_SLOTS) (*item)++;
if (*item < MAX_CLIENT_SLOTS) return GetNetworkClientInfo(*item)->client_name;
NetworkClientInfo *ci;
FOR_ALL_CLIENT_INFOS_FROM(ci, *item + 1) break;
if (ci != NULL) {
*item = ci->index;
return ci->client_name;
}
*item = MAX_CLIENT_SLOTS;
}
/* Then, try townnames */

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@ -420,23 +420,15 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_CLIENT_INFO)
}
// We don't have this client_id yet, find an empty client_id, and put the data there
for (int i = 0; i < MAX_CLIENT_SLOTS; i++) {
ci = GetNetworkClientInfo(i);
if (!ci->IsValid()) break;
}
if (ci != GetNetworkClientInfo(MAX_CLIENT_SLOTS)) {
ci->client_id = client_id;
ci->client_playas = playas;
ci = new NetworkClientInfo(client_id);
ci->client_playas = playas;
if (client_id == _network_own_client_id) MY_CLIENT->SetInfo(ci);
strecpy(ci->client_name, name, lastof(ci->client_name));
strecpy(ci->client_name, name, lastof(ci->client_name));
InvalidateWindow(WC_CLIENT_LIST, 0);
InvalidateWindow(WC_CLIENT_LIST, 0);
return NETWORK_RECV_STATUS_OKAY;
}
// Here the program should never ever come.....
return NETWORK_RECV_STATUS_MALFORMED_PACKET;
return NETWORK_RECV_STATUS_OKAY;
}
DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR)
@ -765,9 +757,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_ERROR_QUIT)
ci = NetworkFindClientInfoFromClientID(client_id);
if (ci != NULL) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "%s", str);
// The client is gone, give the NetworkClientInfo free
ci->client_id = INVALID_CLIENT_ID;
delete ci;
}
InvalidateWindow(WC_CLIENT_LIST, 0);
@ -786,9 +776,7 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_QUIT)
ci = NetworkFindClientInfoFromClientID(client_id);
if (ci != NULL) {
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, ci->client_name, "%s", str);
// The client is gone, give the NetworkClientInfo free
ci->client_id = INVALID_CLIENT_ID;
delete ci;
} else {
DEBUG(net, 0, "Unknown client (%d) is leaving the game", client_id);
}

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@ -967,7 +967,7 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow {
case NSSW_CLIENTS_TXT: // Click on number of clients
this->widget_id = NSSW_CLIENTS_TXT;
SetDParam(0, _settings_client.network.max_clients);
ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_NETWORK_NUMBER_OF_CLIENTS, 3, 50, this, CS_NUMERAL, QSF_NONE);
ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_NETWORK_NUMBER_OF_CLIENTS, 4, 50, this, CS_NUMERAL, QSF_NONE);
break;
case NSSW_COMPANIES_TXT: // Click on number of companies
@ -979,7 +979,7 @@ struct NetworkStartServerWindow : public QueryStringBaseWindow {
case NSSW_SPECTATORS_TXT: // Click on number of spectators
this->widget_id = NSSW_SPECTATORS_TXT;
SetDParam(0, _settings_client.network.max_spectators);
ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_NETWORK_NUMBER_OF_SPECTATORS, 3, 50, this, CS_NUMERAL, QSF_NONE);
ShowQueryString(STR_CONFIG_PATCHES_INT32, STR_NETWORK_NUMBER_OF_SPECTATORS, 4, 50, this, CS_NUMERAL, QSF_NONE);
break;
case NSSW_LANGUAGE_BTN: { // Language

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@ -917,7 +917,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_COMMAND)
* spectator, but that is not allowed any commands. So do an impersonation. The drawback
* of this is that the first company's last_built_tile is also updated... */
cp->company = OWNER_BEGIN;
cp->p2 = cs - _clients; // XXX - UGLY! p2 is mis-used to get the client-id in CmdCompanyCtrl
cp->p2 = cs->index; // XXX - UGLY! p2 is mis-used to get the client-id in CmdCompanyCtrl
}
// The frame can be executed in the same frame as the next frame-packet

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@ -13,12 +13,18 @@
#include "core/game.h"
enum {
/** How many clients can we have */
MAX_CLIENTS = 255,
/** The number of bits per pool client block */
NCI_BITS_PER_POOL_BLOCK = 3, // => 8 items per block
/**
* How many clients can we have? Like.. MAX_COMPANIES is the amount of
* companies that can really play.. so.. a max of 3 spectators.. gives us..
* MAX_COMPANIES + 3
* The number of slots; must be a multiple of (1 << NCI_BITS_PER_POOL_BLOCK)
* and be at least 1 more than MAX_CLIENTS. It must furthermore be less than
* or equal to 256 as client indices (sent over the network) are 8 bits.
* It needs 1 more for the dedicated server.
*/
MAX_CLIENTS = MAX_COMPANIES + 3,
MAX_CLIENT_SLOTS = 256,
/** Maximum number of internet interfaces supported. */
MAX_INTERFACES = 9,
@ -36,10 +42,7 @@ enum ClientID {
};
/** Indices into the client tables */
enum ClientIndex {
/** Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1. This due to the (dedicated) server taking one slot. */
MAX_CLIENT_SLOTS = MAX_CLIENTS + 1,
};
typedef uint8 ClientIndex;
/** Simple calculated statistics of a company */
struct NetworkCompanyStats {