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authorrubidium <rubidium@openttd.org>2010-12-05 14:44:31 +0000
committerrubidium <rubidium@openttd.org>2010-12-05 14:44:31 +0000
commit948cffc930eafe9cbc392c478a379c76dca1286b (patch)
treec2eaaa312893416b195ba4b9b42ead85b515afbf
parent69766049cee33724746efc4806c0ab0563b051b9 (diff)
downloadopenttd-948cffc930eafe9cbc392c478a379c76dca1286b.tar.xz
(svn r21397) -Change/Feature-ish: when getting a savegame from the server, just keep it in memory instead of writing it to a file
-rw-r--r--src/network/network_client.cpp134
-rw-r--r--src/network/network_client.h5
2 files changed, 105 insertions, 34 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp
index fcbabda54..990eda667 100644
--- a/src/network/network_client.cpp
+++ b/src/network/network_client.cpp
@@ -16,6 +16,7 @@
#include "network_internal.h"
#include "network_gui.h"
#include "../saveload/saveload.h"
+#include "../saveload/saveload_filter.h"
#include "../command_func.h"
#include "../console_func.h"
#include "../fileio_func.h"
@@ -37,11 +38,92 @@
/* This file handles all the client-commands */
+
+/** Read some packets, and when do use that data as initial load filter. */
+struct PacketReader : LoadFilter {
+ static const size_t CHUNK = 32 * 1024; ///< 32 KiB chunks of memory.
+
+ AutoFreeSmallVector<byte *, 16> blocks; ///< Buffer with blocks of allocated memory.
+ byte *buf; ///< Buffer we're going to write to/read from.
+ byte *bufe; ///< End of the buffer we write to/read from.
+ byte **block; ///< The block we're reading from/writing to.
+ size_t written_bytes; ///< The total number of bytes we've written.
+ size_t read_bytes; ///< The total number of read bytes.
+
+ /** Initialise everything. */
+ PacketReader() : LoadFilter(NULL), buf(NULL), bufe(NULL), block(NULL), written_bytes(0), read_bytes(0)
+ {
+ }
+
+ /**
+ * Add a packet to this buffer.
+ * @param p The packet to add.
+ */
+ void AddPacket(const Packet *p)
+ {
+ assert(this->read_bytes == 0);
+
+ size_t in_packet = p->size - p->pos;
+ size_t to_write = min(this->bufe - this->buf, in_packet);
+ const byte *pbuf = p->buffer + p->pos;
+
+ this->written_bytes += in_packet;
+ if (to_write != 0) {
+ memcpy(this->buf, pbuf, to_write);
+ this->buf += to_write;
+ }
+
+ /* Did everything fit in the current chunk, then we're done. */
+ if (to_write == in_packet) return;
+
+ /* Allocate a new chunk and add the remaining data. */
+ pbuf += to_write;
+ to_write = in_packet - to_write;
+ this->buf = *this->blocks.Append() = CallocT<byte>(CHUNK);
+ this->bufe = this->buf + CHUNK;
+
+ memcpy(this->buf, pbuf, to_write);
+ this->buf += to_write;
+ }
+
+ /* virtual */ size_t Read(byte *rbuf, size_t size)
+ {
+ /* Limit the amount to read to whatever we still have. */
+ size_t ret_size = size = min(this->written_bytes - this->read_bytes, size);
+ this->read_bytes += ret_size;
+ const byte *rbufe = rbuf + ret_size;
+
+ while (rbuf != rbufe) {
+ if (this->buf == this->bufe) {
+ this->buf = *this->block++;
+ this->bufe = this->buf + CHUNK;
+ }
+
+ size_t to_write = min(this->bufe - this->buf, rbufe - rbuf);
+ memcpy(rbuf, this->buf, to_write);
+ rbuf += to_write;
+ this->buf += to_write;
+ }
+
+ return ret_size;
+ }
+
+ /* virtual */ void Reset()
+ {
+ this->read_bytes = 0;
+
+ this->block = this->blocks.Begin();
+ this->buf = *this->block++;
+ this->bufe = this->buf + CHUNK;
+ }
+};
+
+
/**
* Create a new socket for the client side of the game connection.
* @param s The socket to connect with.
*/
-ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), download_file(NULL), status(STATUS_INACTIVE)
+ClientNetworkGameSocketHandler::ClientNetworkGameSocketHandler(SOCKET s) : NetworkGameSocketHandler(s), savegame(NULL), status(STATUS_INACTIVE)
{
assert(ClientNetworkGameSocketHandler::my_client == NULL);
ClientNetworkGameSocketHandler::my_client = this;
@@ -53,9 +135,7 @@ ClientNetworkGameSocketHandler::~ClientNetworkGameSocketHandler()
assert(ClientNetworkGameSocketHandler::my_client == this);
ClientNetworkGameSocketHandler::my_client = NULL;
- /* If for whatever reason the handle isn't closed, do it now. */
- if (this->download_file != NULL) fclose(this->download_file);
- free(this->download_filename);
+ delete this->savegame;
}
NetworkRecvStatus ClientNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
@@ -691,18 +771,9 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
if (this->status < STATUS_AUTHORIZED || this->status >= STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_MAP;
- if (this->download_file != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
-
- char filename[MAX_PATH];
- FioGetDirectory(filename, lengthof(filename), AUTOSAVE_DIR);
- strecat(filename, "network_client.tmp", lastof(filename));
+ if (this->savegame != NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
- this->download_file = FioFOpenFile(filename, "wb", NO_DIRECTORY);
- if (this->download_file == NULL) {
- _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
- return NETWORK_RECV_STATUS_SAVEGAME;
- }
- this->download_filename = strdup(filename);
+ this->savegame = new PacketReader();
_frame_counter = _frame_counter_server = _frame_counter_max = p->Recv_uint32();
@@ -718,7 +789,7 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_BEGIN)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_SIZE)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
- if (this->download_file == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_bytes_total = p->Recv_uint32();
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
@@ -729,17 +800,12 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_SIZE)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
- if (this->download_file == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
+ if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
/* We are still receiving data, put it to the file */
- if (fwrite(p->buffer + p->pos, 1, p->size - p->pos, this->download_file) != (size_t)(p->size - p->pos)) {
- _switch_mode_errorstr = STR_NETWORK_ERROR_SAVEGAMEERROR;
- fclose(this->download_file);
- this->download_file = NULL;
- return NETWORK_RECV_STATUS_SAVEGAME;
- }
+ this->savegame->AddPacket(p);
- _network_join_bytes = ftell(this->download_file);
+ _network_join_bytes = this->savegame->written_bytes;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
return NETWORK_RECV_STATUS_OKAY;
@@ -748,18 +814,24 @@ DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DATA)
DEF_GAME_RECEIVE_COMMAND(Client, PACKET_SERVER_MAP_DONE)
{
if (this->status != STATUS_MAP) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
- if (this->download_file == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
-
- fclose(this->download_file);
- this->download_file = NULL;
+ if (this->savegame == NULL) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
SetWindowDirty(WC_NETWORK_STATUS_WINDOW, 0);
+ /*
+ * Make sure everything is set for reading.
+ *
+ * We need the local copy and reset this->savegame because when
+ * loading fails the network gets reset upon loading the intro
+ * game, which would cause us to free this->savegame twice.
+ */
+ LoadFilter *lf = this->savegame;
+ this->savegame = NULL;
+ lf->Reset();
+
/* The map is done downloading, load it */
- bool load_success = SafeLoad(this->download_filename, SL_LOAD, GM_NORMAL, NO_DIRECTORY);
- free(this->download_filename);
- this->download_filename = NULL;
+ bool load_success = SafeLoad(NULL, SL_LOAD, GM_NORMAL, NO_DIRECTORY, lf);
if (!load_success) {
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
diff --git a/src/network/network_client.h b/src/network/network_client.h
index 0f73a6e1c..686b6a3da 100644
--- a/src/network/network_client.h
+++ b/src/network/network_client.h
@@ -19,9 +19,8 @@
/** Class for handling the client side of the game connection. */
class ClientNetworkGameSocketHandler : public ZeroedMemoryAllocator, public NetworkGameSocketHandler {
private:
- FILE *download_file; ///< Handle used for downloading the savegame.
- char *download_filename; ///< File name of the downloading savegame, so we open the right one.
- byte token; ///< The token we need to send back to the server to prove we're the right client.
+ struct PacketReader *savegame; ///< Packet reader for reading the savegame.
+ byte token; ///< The token we need to send back to the server to prove we're the right client.
/** Status of the connection with the server. */
enum ServerStatus {