diff options
author | rubidium <rubidium@openttd.org> | 2012-01-05 17:08:49 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2012-01-05 17:08:49 +0000 |
commit | d2c643df63fd6b43de40f563b4ee975b2d07ad6c (patch) | |
tree | 3fd7c43361940b403d62002356ad63be2708fd0c /src | |
parent | d0770c8319e40ae899e544eb92803ff8576dae24 (diff) | |
download | openttd-d2c643df63fd6b43de40f563b4ee975b2d07ad6c.tar.xz |
(svn r23754) -Fix (r23752): the locks aren't reentrant
Diffstat (limited to 'src')
-rw-r--r-- | src/network/network_udp.cpp | 120 |
1 files changed, 65 insertions, 55 deletions
diff --git a/src/network/network_udp.cpp b/src/network/network_udp.cpp index 94a677245..a1eef9a9e 100644 --- a/src/network/network_udp.cpp +++ b/src/network/network_udp.cpp @@ -48,6 +48,70 @@ NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket +/** Simpler wrapper struct for NetworkUDPQueryServerThread */ +struct NetworkUDPQueryServerInfo : NetworkAddress { + bool manually; ///< Did we connect manually or not? + + /** + * Create the structure. + * @param address The address of the server to query. + * @param manually Whether the address was entered manually. + */ + NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) : + NetworkAddress(address), + manually(manually) + { + } +}; + +/** + * Helper function doing the actual work for querying the server. + * @param address The address of the server. + * @param needs_mutex Whether we need to acquire locks when sending the packet or not. + * @param manually Whether the address was entered manually. + */ +static void NetworkUDPQueryServer(NetworkAddress *address, bool needs_mutex, bool manually) +{ + /* Clear item in gamelist */ + NetworkGameList *item = CallocT<NetworkGameList>(1); + address->GetAddressAsString(item->info.server_name, lastof(item->info.server_name)); + strecpy(item->info.hostname, address->GetHostname(), lastof(item->info.hostname)); + item->address = *address; + item->manually = manually; + NetworkGameListAddItemDelayed(item); + + if (needs_mutex) _network_udp_mutex->BeginCritical(); + /* 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(); +} + +/** + * Threaded part for resolving the IP of a server and querying it. + * @param pntr the NetworkUDPQueryServerInfo. + */ +static void NetworkUDPQueryServerThread(void *pntr) +{ + NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr; + NetworkUDPQueryServer(info, true, info->manually); + + delete info; +} + +/** + * Query a specific server. + * @param address The address of the server. + * @param manually Whether the address was entered manually. + */ +void NetworkUDPQueryServer(NetworkAddress address, bool manually) +{ + NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually); + if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) { + NetworkUDPQueryServerThread(info); + } +} + ///*** Communication with the masterserver ***/ /** Helper class for connecting to the master server. */ @@ -364,7 +428,7 @@ void ClientNetworkUDPSocketHandler::Receive_MASTER_RESPONSE_LIST(Packet *p, Netw /* Somehow we reached the end of the packet */ if (this->HasClientQuit()) return; - NetworkUDPQueryServer(addr); + NetworkUDPQueryServer(&addr, false, false); } } } @@ -468,60 +532,6 @@ void NetworkUDPSearchGame() _network_udp_broadcast = 300; // Stay searching for 300 ticks } -/** Simpler wrapper struct for NetworkUDPQueryServerThread */ -struct NetworkUDPQueryServerInfo : NetworkAddress { - bool manually; ///< Did we connect manually or not? - - /** - * Create the structure. - * @param address The address of the server to query. - * @param manually Whether the address was entered manually. - */ - 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. - */ -static void NetworkUDPQueryServerThread(void *pntr) -{ - NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr; - - /* Clear item in gamelist */ - NetworkGameList *item = CallocT<NetworkGameList>(1); - info->GetAddressAsString(item->info.server_name, lastof(item->info.server_name)); - strecpy(item->info.hostname, info->GetHostname(), lastof(item->info.hostname)); - item->address = *info; - 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, info); - _network_udp_mutex->EndCritical(); - - delete info; -} - -/** - * Query a specific server. - * @param address The address of the server. - * @param manually Whether the address was entered manually. - */ -void NetworkUDPQueryServer(NetworkAddress address, bool manually) -{ - NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually); - if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) { - NetworkUDPQueryServerThread(info); - } -} - /** * Thread entry point for de-advertising. * @param pntr unused. |