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authorrubidium <rubidium@openttd.org>2008-12-23 20:52:27 +0000
committerrubidium <rubidium@openttd.org>2008-12-23 20:52:27 +0000
commitafddfcb2b1a37358459158ce83a64535f13cd05e (patch)
tree5fc12b987e4ccf94d7c727fd7c3eccc1826b870a
parent94dd23aaf86cb1c22ce78d8555261d045de0ee60 (diff)
downloadopenttd-afddfcb2b1a37358459158ce83a64535f13cd05e.tar.xz
(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.
-rw-r--r--src/network/core/tcp.cpp33
-rw-r--r--src/network/core/tcp.h30
-rw-r--r--src/network/network.cpp79
-rw-r--r--src/network/network_base.h18
-rw-r--r--src/network/network_chat_gui.cpp9
-rw-r--r--src/network/network_client.cpp28
-rw-r--r--src/network/network_gui.cpp4
-rw-r--r--src/network/network_server.cpp2
-rw-r--r--src/network/network_type.h19
9 files changed, 88 insertions, 134 deletions
diff --git a/src/network/core/tcp.cpp b/src/network/core/tcp.cpp
index 5ce7d4831..304e1d37e 100644
--- a/src/network/core/tcp.cpp
+++ b/src/network/core/tcp.cpp
@@ -16,30 +16,25 @@
#include "tcp.h"
#include "table/strings.h"
+#include "../../oldpool_func.h"
-/** Very ugly temporary hack !!! */
-void NetworkClientSocket::Initialize()
-{
- this->sock = INVALID_SOCKET;
+/** 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);
- this->client_id = INVALID_CLIENT_ID;
- this->last_frame = 0;
- this->last_frame_server = 0;
- this->lag_test = 0;
+typedef ClientIndex NetworkClientSocketID;
+DEFINE_OLD_POOL_GENERIC(NetworkClientSocket, NetworkClientSocket);
+NetworkClientSocket::NetworkClientSocket(ClientID client_id)
+{
+ this->sock = INVALID_SOCKET;
+ 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;
}
/**
diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h
index aa5bb7c4a..06d382f6c 100644
--- a/src/network/core/tcp.h
+++ b/src/network/core/tcp.h
@@ -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);
+ NetworkClientSocket(ClientID client_id = INVALID_CLIENT_ID);
+ ~NetworkClientSocket();
+
inline bool IsValid() const { return this->IsConnected(); }
- inline NetworkClientInfo *GetInfo() const
- {
- extern NetworkClientSocket _clients[MAX_CLIENTS];
- return GetNetworkClientInfo(this - _clients);
- }
+ inline void SetInfo(NetworkClientInfo *info) { assert(info != NULL && this->info == NULL); this->info = info; }
+ inline NetworkClientInfo *GetInfo() const { return this->info; }
};
-// 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])
-
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 */
diff --git a/src/network/network.cpp b/src/network/network.cpp
index eed479a1e..3d854c320 100644
--- a/src/network/network.cpp
+++ b/src/network/network.cpp
@@ -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));
diff --git a/src/network/network_base.h b/src/network/network_base.h
index e8171a027..be3ada0c8 100644
--- a/src/network/network_base.h
+++ b/src/network/network_base.h
@@ -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 */
diff --git a/src/network/network_chat_gui.cpp b/src/network/network_chat_gui.cpp
index fc36bec53..4f4447779 100644
--- a/src/network/network_chat_gui.cpp
+++ b/src/network/network_chat_gui.cpp
@@ -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 */
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index f4d49539e..5abb151fd 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -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;
-
- strecpy(ci->client_name, name, lastof(ci->client_name));
+ ci = new NetworkClientInfo(client_id);
+ ci->client_playas = playas;
+ if (client_id == _network_own_client_id) MY_CLIENT->SetInfo(ci);
- InvalidateWindow(WC_CLIENT_LIST, 0);
+ strecpy(ci->client_name, name, lastof(ci->client_name));
- return NETWORK_RECV_STATUS_OKAY;
- }
+ InvalidateWindow(WC_CLIENT_LIST, 0);
- // 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);
}
diff --git a/src/network/network_gui.cpp b/src/network/network_gui.cpp
index e4bcde4fa..2a3ff1ca3 100644
--- a/src/network/network_gui.cpp
+++ b/src/network/network_gui.cpp
@@ -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
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index e00e201cd..d48efe55e 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -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
diff --git a/src/network/network_type.h b/src/network/network_type.h
index c04fd1f5a..2878819b5 100644
--- a/src/network/network_type.h
+++ b/src/network/network_type.h
@@ -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 {