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authorMichael Lutz <michi@icosahedron.de>2019-03-11 00:45:39 +0100
committerMichael Lutz <michi@icosahedron.de>2019-04-06 11:27:39 +0200
commit05f4e7360886e36b221ef5c3af4426625a3de686 (patch)
tree27aed9756e80eca86ff95f5805901a80048b0fb1 /src/network
parent3b86f54fc739510277f434c68e17a93ab6448ed4 (diff)
downloadopenttd-05f4e7360886e36b221ef5c3af4426625a3de686.tar.xz
Codechange: Replace custom mutex code with C++11 mutex'es.
A conforming compiler with a valid <mutex>-header is expected. Most parts of the code assume that locking a mutex will never fail unexpectedly, which is generally true on all common platforms that don't just pretend to be C++11. The use of condition variables in driver code is checked.
Diffstat (limited to 'src/network')
-rw-r--r--src/network/network_gamelist.cpp10
-rw-r--r--src/network/network_server.cpp36
-rw-r--r--src/network/network_udp.cpp23
3 files changed, 25 insertions, 44 deletions
diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp
index 6c65c52c9..c67fba5ec 100644
--- a/src/network/network_gamelist.cpp
+++ b/src/network/network_gamelist.cpp
@@ -15,17 +15,17 @@
#include "../stdafx.h"
#include "../debug.h"
#include "../window_func.h"
-#include "../thread/thread.h"
#include "network_internal.h"
#include "network_udp.h"
#include "network_gamelist.h"
+#include <mutex>
#include "../safeguards.h"
NetworkGameList *_network_game_list = NULL;
/** Mutex for handling delayed insertion/querying of servers. */
-static ThreadMutex *_network_game_list_mutex = ThreadMutex::New();
+static std::mutex _network_game_list_mutex;
/** The games to insert when the GUI thread has time for us. */
static NetworkGameList *_network_game_delayed_insertion_list = NULL;
@@ -36,16 +36,15 @@ static NetworkGameList *_network_game_delayed_insertion_list = NULL;
*/
void NetworkGameListAddItemDelayed(NetworkGameList *item)
{
- _network_game_list_mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(_network_game_list_mutex);
item->next = _network_game_delayed_insertion_list;
_network_game_delayed_insertion_list = item;
- _network_game_list_mutex->EndCritical();
}
/** Perform the delayed (thread safe) insertion into the game list */
static void NetworkGameListHandleDelayedInsert()
{
- _network_game_list_mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(_network_game_list_mutex);
while (_network_game_delayed_insertion_list != NULL) {
NetworkGameList *ins_item = _network_game_delayed_insertion_list;
_network_game_delayed_insertion_list = ins_item->next;
@@ -66,7 +65,6 @@ static void NetworkGameListHandleDelayedInsert()
}
free(ins_item);
}
- _network_game_list_mutex->EndCritical();
}
/**
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 1bcd7ca12..97da64bd3 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -30,6 +30,8 @@
#include "../core/pool_func.hpp"
#include "../core/random_func.hpp"
#include "../rev.h"
+#include <mutex>
+#include <condition_variable>
#include "../safeguards.h"
@@ -58,7 +60,8 @@ struct PacketWriter : SaveFilter {
Packet *current; ///< The packet we're currently writing to.
size_t total_size; ///< Total size of the compressed savegame.
Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
- ThreadMutex *mutex; ///< Mutex for making threaded saving safe.
+ std::mutex mutex; ///< Mutex for making threaded saving safe.
+ std::condition_variable exit_sig; ///< Signal for threaded destruction of this packet writer.
/**
* Create the packet writer.
@@ -66,17 +69,14 @@ struct PacketWriter : SaveFilter {
*/
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0), packets(NULL)
{
- this->mutex = ThreadMutex::New();
}
/** Make sure everything is cleaned up. */
~PacketWriter()
{
- if (this->mutex != NULL) this->mutex->BeginCritical();
+ std::unique_lock<std::mutex> lock(this->mutex);
- if (this->cs != NULL && this->mutex != NULL) {
- this->mutex->WaitForSignal();
- }
+ if (this->cs != NULL) this->exit_sig.wait(lock);
/* This must all wait until the Destroy function is called. */
@@ -87,11 +87,6 @@ struct PacketWriter : SaveFilter {
}
delete this->current;
-
- if (this->mutex != NULL) this->mutex->EndCritical();
-
- delete this->mutex;
- this->mutex = NULL;
}
/**
@@ -106,13 +101,12 @@ struct PacketWriter : SaveFilter {
*/
void Destroy()
{
- if (this->mutex != NULL) this->mutex->BeginCritical();
+ std::unique_lock<std::mutex> lock(this->mutex);
this->cs = NULL;
- if (this->mutex != NULL) this->mutex->SendSignal();
-
- if (this->mutex != NULL) this->mutex->EndCritical();
+ this->exit_sig.notify_all();
+ lock.unlock();
/* Make sure the saving is completely cancelled. Yes,
* we need to handle the save finish as well as the
@@ -138,14 +132,12 @@ struct PacketWriter : SaveFilter {
*/
Packet *PopPacket()
{
- if (this->mutex != NULL) this->mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(this->mutex);
Packet *p = this->packets;
this->packets = p->next;
p->next = NULL;
- if (this->mutex != NULL) this->mutex->EndCritical();
-
return p;
}
@@ -170,7 +162,7 @@ struct PacketWriter : SaveFilter {
if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
- if (this->mutex != NULL) this->mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(this->mutex);
byte *bufe = buf + size;
while (buf != bufe) {
@@ -185,8 +177,6 @@ struct PacketWriter : SaveFilter {
}
}
- if (this->mutex != NULL) this->mutex->EndCritical();
-
this->total_size += size;
}
@@ -195,7 +185,7 @@ struct PacketWriter : SaveFilter {
/* We want to abort the saving when the socket is closed. */
if (this->cs == NULL) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
- if (this->mutex != NULL) this->mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(this->mutex);
/* Make sure the last packet is flushed. */
this->AppendQueue();
@@ -208,8 +198,6 @@ struct PacketWriter : SaveFilter {
Packet *p = new Packet(PACKET_SERVER_MAP_SIZE);
p->Send_uint32((uint32)this->total_size);
this->cs->NetworkTCPSocketHandler::SendPacket(p);
-
- if (this->mutex != NULL) this->mutex->EndCritical();
}
};
diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp
index 2d7ee2d3c..df8c59aac 100644
--- a/src/network/network_udp.cpp
+++ b/src/network/network_udp.cpp
@@ -29,13 +29,14 @@
#include "../newgrf_text.h"
#include "../strings_func.h"
#include "table/strings.h"
+#include <mutex>
#include "core/udp.h"
#include "../safeguards.h"
/** Mutex for all out threaded udp resolution and such. */
-static ThreadMutex *_network_udp_mutex = ThreadMutex::New();
+static std::mutex _network_udp_mutex;
/** Session key to register ourselves to the master server */
static uint64 _session_key = 0;
@@ -80,11 +81,11 @@ static void NetworkUDPQueryServer(NetworkAddress *address, bool needs_mutex, boo
item->manually = manually;
NetworkGameListAddItemDelayed(item);
- if (needs_mutex) _network_udp_mutex->BeginCritical();
+ std::unique_lock<std::mutex> lock(_network_udp_mutex, std::defer_lock);
+ if (needs_mutex) lock.lock();
/* Init the packet */
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, address);
- if (needs_mutex) _network_udp_mutex->EndCritical();
}
/**
@@ -549,9 +550,8 @@ static void NetworkUDPRemoveAdvertiseThread(void *pntr)
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_settings_client.network.server_port);
- _network_udp_mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(_network_udp_mutex);
if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr, true);
- _network_udp_mutex->EndCritical();
}
/**
@@ -603,9 +603,8 @@ static void NetworkUDPAdvertiseThread(void *pntr)
p.Send_uint16(_settings_client.network.server_port);
p.Send_uint64(_session_key);
- _network_udp_mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(_network_udp_mutex);
if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr, true);
- _network_udp_mutex->EndCritical();
}
/**
@@ -660,7 +659,7 @@ void NetworkUDPInitialize()
DEBUG(net, 1, "[udp] initializing listeners");
assert(_udp_client_socket == NULL && _udp_server_socket == NULL && _udp_master_socket == NULL);
- _network_udp_mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(_network_udp_mutex);
_udp_client_socket = new ClientNetworkUDPSocketHandler();
@@ -674,13 +673,12 @@ void NetworkUDPInitialize()
_network_udp_server = false;
_network_udp_broadcast = 0;
- _network_udp_mutex->EndCritical();
}
/** Close all UDP related stuff. */
void NetworkUDPClose()
{
- _network_udp_mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(_network_udp_mutex);
_udp_server_socket->Close();
_udp_master_socket->Close();
_udp_client_socket->Close();
@@ -690,7 +688,6 @@ void NetworkUDPClose()
_udp_client_socket = NULL;
_udp_server_socket = NULL;
_udp_master_socket = NULL;
- _network_udp_mutex->EndCritical();
_network_udp_server = false;
_network_udp_broadcast = 0;
@@ -700,7 +697,7 @@ void NetworkUDPClose()
/** Receive the UDP packets. */
void NetworkBackgroundUDPLoop()
{
- _network_udp_mutex->BeginCritical();
+ std::lock_guard<std::mutex> lock(_network_udp_mutex);
if (_network_udp_server) {
_udp_server_socket->ReceivePackets();
@@ -709,6 +706,4 @@ void NetworkBackgroundUDPLoop()
_udp_client_socket->ReceivePackets();
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
}
-
- _network_udp_mutex->EndCritical();
}