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authorrubidium <rubidium@openttd.org>2009-01-20 03:44:43 +0000
committerrubidium <rubidium@openttd.org>2009-01-20 03:44:43 +0000
commit6a3aaef4868ed0812a569c1a048a6511dac80ba7 (patch)
tree9998eb5852e48d00ab69b2684a14c266b28117b4 /src
parentbb770717494ec94d54edb4c1dd1f5a7a0c830ead (diff)
downloadopenttd-6a3aaef4868ed0812a569c1a048a6511dac80ba7.tar.xz
(svn r15159) -Fix: move the UDP queries that resolve a hostname into threads so they don't freeze OpenTTD when for example the network connection got severed. Thanks to glx for writing the mutex implementation for Windows.
Diffstat (limited to 'src')
-rw-r--r--src/network/network_gamelist.cpp47
-rw-r--r--src/network/network_gamelist.h1
-rw-r--r--src/network/network_udp.cpp133
-rw-r--r--src/thread.h23
-rw-r--r--src/thread_none.cpp12
-rw-r--r--src/thread_pthread.cpp34
-rw-r--r--src/thread_win32.cpp34
7 files changed, 240 insertions, 44 deletions
diff --git a/src/network/network_gamelist.cpp b/src/network/network_gamelist.cpp
index 235e9afe3..e50f5cc38 100644
--- a/src/network/network_gamelist.cpp
+++ b/src/network/network_gamelist.cpp
@@ -11,6 +11,8 @@
#include "../debug.h"
#include "../newgrf_config.h"
#include "../core/alloc_func.hpp"
+#include "../thread.h"
+#include "../string_func.h"
#include "network_internal.h"
#include "core/game.h"
#include "network_udp.h"
@@ -19,6 +21,46 @@
NetworkGameList *_network_game_list = NULL;
+ThreadMutex *_network_game_list_mutex = ThreadMutex::New();
+NetworkGameList *_network_game_delayed_insertion_list = NULL;
+
+/** Add a new item to the linked gamelist, but do it delayed in the next tick
+ * or so to prevent race conditions.
+ * @param item the item to add. Will be freed once added.
+ */
+void NetworkGameListAddItemDelayed(NetworkGameList *item)
+{
+ _network_game_list_mutex->BeginCritical();
+ 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();
+ while (_network_game_delayed_insertion_list != NULL) {
+ NetworkGameList *ins_item = _network_game_delayed_insertion_list;
+ _network_game_delayed_insertion_list = ins_item->next;
+
+ NetworkGameList *item = NetworkGameListAddItem(ins_item->ip, ins_item->port);
+
+ if (item != NULL) {
+ if (StrEmpty(item->info.server_name)) {
+ memset(&item->info, 0, sizeof(item->info));
+ strecpy(item->info.server_name, ins_item->info.server_name, lastof(item->info.server_name));
+ strecpy(item->info.hostname, ins_item->info.hostname, lastof(item->info.hostname));
+ item->online = false;
+ }
+ item->manually = ins_item->manually;
+ UpdateNetworkGameWindow(false);
+ }
+ free(ins_item);
+ }
+ _network_game_list_mutex->EndCritical();
+}
+
/** Add a new item to the linked gamelist. If the IP and Port match
* return the existing item instead of adding it again
* @param ip the IP-address (inet_addr) of the to-be added item
@@ -36,8 +78,7 @@ NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port)
prev_item = item;
}
- item = MallocT<NetworkGameList>(1);
- memset(item, 0, sizeof(*item));
+ item = CallocT<NetworkGameList>(1);
item->next = NULL;
item->ip = ip;
item->port = port;
@@ -91,6 +132,8 @@ enum {
/** Requeries the (game) servers we have not gotten a reply from */
void NetworkGameListRequery()
{
+ NetworkGameListHandleDelayedInsert();
+
static uint8 requery_cnt = 0;
if (++requery_cnt < REQUERY_EVERY_X_GAMELOOPS) return;
diff --git a/src/network/network_gamelist.h b/src/network/network_gamelist.h
index a7e8f3578..bf7bc68c2 100644
--- a/src/network/network_gamelist.h
+++ b/src/network/network_gamelist.h
@@ -21,6 +21,7 @@ struct NetworkGameList {
/** Game list of this client */
extern NetworkGameList *_network_game_list;
+void NetworkGameListAddItemDelayed(NetworkGameList *item);
NetworkGameList *NetworkGameListAddItem(uint32 ip, uint16 port);
void NetworkGameListRemoveItem(NetworkGameList *remove);
void NetworkGameListRequery();
diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp
index 9c42d8d31..9d4778708 100644
--- a/src/network/network_udp.cpp
+++ b/src/network/network_udp.cpp
@@ -20,14 +20,18 @@
#include "../variables.h"
#include "../newgrf_config.h"
#include "../core/endian_func.hpp"
+#include "../core/alloc_func.hpp"
#include "../string_func.h"
#include "../company_base.h"
#include "../company_func.h"
#include "../settings_type.h"
+#include "../thread.h"
#include "../rev.h"
#include "core/udp.h"
+ThreadMutex *_network_udp_mutex = ThreadMutex::New();
+
enum {
ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
ADVERTISE_RETRY_INTERVAL = 300, // readvertise when no response after this many ticks (9 seconds)
@@ -352,9 +356,11 @@ void NetworkUDPCloseAll()
{
DEBUG(net, 1, "[udp] closed listeners");
+ _network_udp_mutex->BeginCritical();
_udp_server_socket->Close();
_udp_master_socket->Close();
_udp_client_socket->Close();
+ _network_udp_mutex->EndCritical();
_network_udp_server = false;
_network_udp_broadcast = 0;
@@ -420,44 +426,84 @@ void NetworkUDPSearchGame()
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
-void NetworkUDPQueryServer(NetworkAddress address, bool manually)
+/** Simpler wrapper struct for NetworkUDPQueryServerThread */
+struct NetworkUDPQueryServerInfo : NetworkAddress {
+ bool manually; ///< Did we connect manually or not?
+ NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
+ NetworkAddress(address),
+ manually(manually)
+ {
+ }
+};
+
+/**
+ * Threaded part for resolving the IP of a server and querying it.
+ * @param pntr the NetworkUDPQueryServerInfo.
+ */
+void NetworkUDPQueryServerThread(void *pntr)
{
+ NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr;
+
struct sockaddr_in out_addr;
- NetworkGameList *item;
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(info->GetPort());
+ out_addr.sin_addr.s_addr = info->GetIP();
+
+ /* Clear item in gamelist */
+ NetworkGameList *item = CallocT<NetworkGameList>(1);
+ item->ip = info->GetIP();
+ item->port = info->GetPort();
+ strecpy(item->info.server_name, info->GetHostname(), lastof(item->info.server_name));
+ strecpy(item->info.hostname, info->GetHostname(), lastof(item->info.hostname));
+ item->manually = info->manually;
+ NetworkGameListAddItemDelayed(item);
+
+ _network_udp_mutex->BeginCritical();
+ /* Init the packet */
+ Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
+ if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, &out_addr);
+ _network_udp_mutex->EndCritical();
+
+ delete info;
+}
+void NetworkUDPQueryServer(NetworkAddress address, bool manually)
+{
// No UDP-socket yet..
if (!_udp_client_socket->IsConnected()) {
if (!_udp_client_socket->Listen(0, 0, true)) return;
}
- out_addr.sin_family = AF_INET;
- out_addr.sin_port = htons(address.GetPort());
- out_addr.sin_addr.s_addr = address.GetIP();
-
- // Clear item in gamelist
- item = NetworkGameListAddItem(address.GetIP(), address.GetPort());
- if (item == NULL) return;
-
- if (StrEmpty(item->info.server_name)) {
- memset(&item->info, 0, sizeof(item->info));
- strecpy(item->info.server_name, address.GetHostname(), lastof(item->info.server_name));
- strecpy(item->info.hostname, address.GetHostname(), lastof(item->info.hostname));
- item->online = false;
+ NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
+ if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) {
+ NetworkUDPQueryServerThread(info);
}
- item->manually = manually;
+}
- // Init the packet
- Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
- _udp_client_socket->SendPacket(&p, &out_addr);
+void NetworkUDPRemoveAdvertiseThread(void *pntr)
+{
+ DEBUG(net, 1, "[udp] removing advertise from master server");
- UpdateNetworkGameWindow(false);
+ /* Find somewhere to send */
+ struct sockaddr_in out_addr;
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
+ out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
+
+ /* Send the packet */
+ Packet p(PACKET_UDP_SERVER_UNREGISTER);
+ /* Packet is: Version, server_port */
+ p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
+ p.Send_uint16(_settings_client.network.server_port);
+
+ _network_udp_mutex->BeginCritical();
+ if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr);
+ _network_udp_mutex->EndCritical();
}
/* Remove our advertise from the master-server */
void NetworkUDPRemoveAdvertise()
{
- struct sockaddr_in out_addr;
-
/* Check if we are advertising */
if (!_networking || !_network_server || !_network_udp_server) return;
@@ -466,27 +512,37 @@ void NetworkUDPRemoveAdvertise()
if (!_udp_master_socket->Listen(_network_server_bind_ip, 0, false)) return;
}
- DEBUG(net, 1, "[udp] removing advertise from master server");
+ if (!ThreadObject::New(NetworkUDPRemoveAdvertiseThread, NULL)) {
+ NetworkUDPRemoveAdvertiseThread(NULL);
+ }
+}
+void NetworkUDPAdvertiseThread(void *pntr)
+{
/* Find somewhere to send */
+ struct sockaddr_in out_addr;
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
+ DEBUG(net, 1, "[udp] advertising to master server");
+
/* Send the packet */
- Packet p(PACKET_UDP_SERVER_UNREGISTER);
- /* Packet is: Version, server_port */
+ Packet p(PACKET_UDP_SERVER_REGISTER);
+ /* Packet is: WELCOME_MESSAGE, Version, server_port */
+ p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_settings_client.network.server_port);
- _udp_master_socket->SendPacket(&p, &out_addr);
+
+ _network_udp_mutex->BeginCritical();
+ if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr);
+ _network_udp_mutex->EndCritical();
}
/* Register us to the master server
This function checks if it needs to send an advertise */
void NetworkUDPAdvertise()
{
- struct sockaddr_in out_addr;
-
/* Check if we should send an advertise */
if (!_networking || !_network_server || !_network_udp_server || !_settings_client.network.server_advertise)
return;
@@ -514,44 +570,37 @@ void NetworkUDPAdvertise()
_network_advertise_retries--;
_network_last_advertise_frame = _frame_counter;
- /* Find somewhere to send */
- out_addr.sin_family = AF_INET;
- out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
- out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
-
- DEBUG(net, 1, "[udp] advertising to master server");
-
- /* Send the packet */
- Packet p(PACKET_UDP_SERVER_REGISTER);
- /* Packet is: WELCOME_MESSAGE, Version, server_port */
- p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
- p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
- p.Send_uint16(_settings_client.network.server_port);
- _udp_master_socket->SendPacket(&p, &out_addr);
+ if (!ThreadObject::New(NetworkUDPAdvertiseThread, NULL)) {
+ NetworkUDPAdvertiseThread(NULL);
+ }
}
void NetworkUDPInitialize()
{
assert(_udp_client_socket == NULL && _udp_server_socket == NULL && _udp_master_socket == NULL);
+ _network_udp_mutex->BeginCritical();
_udp_client_socket = new ClientNetworkUDPSocketHandler();
_udp_server_socket = new ServerNetworkUDPSocketHandler();
_udp_master_socket = new MasterNetworkUDPSocketHandler();
_network_udp_server = false;
_network_udp_broadcast = 0;
+ _network_udp_mutex->EndCritical();
}
void NetworkUDPShutdown()
{
NetworkUDPCloseAll();
+ _network_udp_mutex->BeginCritical();
delete _udp_client_socket;
delete _udp_server_socket;
delete _udp_master_socket;
_udp_client_socket = NULL;
_udp_server_socket = NULL;
_udp_master_socket = NULL;
+ _network_udp_mutex->EndCritical();
}
#endif /* ENABLE_NETWORK */
diff --git a/src/thread.h b/src/thread.h
index 71041e9d7..8225df7d0 100644
--- a/src/thread.h
+++ b/src/thread.h
@@ -40,4 +40,27 @@ public:
static bool New(OTTDThreadFunc proc, void *param, ThreadObject **thread = NULL);
};
+/**
+ * Cross-platform Mutex
+ */
+class ThreadMutex {
+public:
+ static ThreadMutex *New();
+
+ /**
+ * Virtual Destructor to avoid compiler warnings.
+ */
+ virtual ~ThreadMutex() {};
+
+ /**
+ * Begin the critical section
+ */
+ virtual void BeginCritical() = 0;
+
+ /**
+ * End of the critical section
+ */
+ virtual void EndCritical() = 0;
+};
+
#endif /* THREAD_H */
diff --git a/src/thread_none.cpp b/src/thread_none.cpp
index 34f8ca1ff..f0863efaf 100644
--- a/src/thread_none.cpp
+++ b/src/thread_none.cpp
@@ -10,3 +10,15 @@
if (thread != NULL) *thread = NULL;
return false;
}
+
+/** Mutex that doesn't do locking because it ain't needed when there're no threads */
+class ThreadMutex_None : ThreadMutex {
+public:
+ virtual void BeginCritical() {}
+ virtual void EndCritical() {}
+};
+
+/* static */ ThreadMutex *ThreadMutex::New()
+{
+ return new ThreadMutex_None;
+}
diff --git a/src/thread_pthread.cpp b/src/thread_pthread.cpp
index 87d524784..2ab3d43f7 100644
--- a/src/thread_pthread.cpp
+++ b/src/thread_pthread.cpp
@@ -83,3 +83,37 @@ private:
if (thread != NULL) *thread = to;
return true;
}
+
+/**
+ * POSIX pthread version of ThreadMutex.
+ */
+class ThreadMutex_pthread : public ThreadMutex {
+private:
+ pthread_mutex_t mutex;
+
+public:
+ ThreadMutex_pthread()
+ {
+ pthread_mutex_init(&this->mutex, NULL);
+ }
+
+ /* virtual */ ~ThreadMutex_pthread()
+ {
+ pthread_mutex_destroy(&this->mutex);
+ }
+
+ /* virtual */ void BeginCritical()
+ {
+ pthread_mutex_lock(&this->mutex);
+ }
+
+ /* virtual */ void EndCritical()
+ {
+ pthread_mutex_unlock(&this->mutex);
+ }
+};
+
+/* static */ ThreadMutex *ThreadMutex::New()
+{
+ return new ThreadMutex_pthread();
+}
diff --git a/src/thread_win32.cpp b/src/thread_win32.cpp
index 0cb2825af..882dea9ca 100644
--- a/src/thread_win32.cpp
+++ b/src/thread_win32.cpp
@@ -93,3 +93,37 @@ private:
if (thread != NULL) *thread = to;
return true;
}
+
+/**
+ * Win32 thread version of ThreadMutex.
+ */
+class ThreadMutex_Win32 : public ThreadMutex {
+private:
+ CRITICAL_SECTION critical_section;
+
+public:
+ ThreadMutex_Win32()
+ {
+ InitializeCriticalSection(&this->critical_section);
+ }
+
+ /* virtual */ ~ThreadMutex_Win32()
+ {
+ DeleteCriticalSection(&this->critical_section);
+ }
+
+ /* virtual */ void BeginCritical()
+ {
+ EnterCriticalSection(&this->critical_section);
+ }
+
+ /* virtual */ void EndCritical()
+ {
+ LeaveCriticalSection(&this->critical_section);
+ }
+};
+
+/* static */ ThreadMutex *ThreadMutex::New()
+{
+ return new ThreadMutex_Win32();
+}