summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorrubidium <rubidium@openttd.org>2010-12-05 14:48:39 +0000
committerrubidium <rubidium@openttd.org>2010-12-05 14:48:39 +0000
commit216e48cd07d96cabd0fd51b965a526350b47b552 (patch)
treec1b076e6c24953e30171e3a3daf6ab4e6153d3a7 /src
parent02b3bc57d5cf6336343fd9dda09469221275bb35 (diff)
downloadopenttd-216e48cd07d96cabd0fd51b965a526350b47b552.tar.xz
(svn r21399) -Change/Feature/Fix [FS#4284]: perform the compression of savegames to send to the client asynchroniously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression). This should also fix the lag message people get when the savegame compression takes more than a few seconds.
Diffstat (limited to 'src')
-rw-r--r--src/network/core/tcp.h2
-rw-r--r--src/network/network_server.cpp46
-rw-r--r--src/network/network_server.h3
3 files changed, 45 insertions, 6 deletions
diff --git a/src/network/core/tcp.h b/src/network/core/tcp.h
index 0f6eb8f5d..bdb4253cd 100644
--- a/src/network/core/tcp.h
+++ b/src/network/core/tcp.h
@@ -35,7 +35,7 @@ public:
bool IsConnected() const { return this->sock != INVALID_SOCKET; }
virtual NetworkRecvStatus CloseConnection(bool error = true);
- void SendPacket(Packet *packet);
+ virtual void SendPacket(Packet *packet);
bool SendPackets(bool closing_down = false);
bool IsPacketQueueEmpty();
diff --git a/src/network/network_server.cpp b/src/network/network_server.cpp
index 6c65aaced..de36ef9da 100644
--- a/src/network/network_server.cpp
+++ b/src/network/network_server.cpp
@@ -67,13 +67,22 @@ struct PacketWriter : SaveFilter {
*/
PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(NULL), cs(cs), current(NULL), total_size(0)
{
+ this->cs->savegame_mutex = ThreadMutex::New();
}
/** Make sure everything is cleaned up. */
~PacketWriter()
{
+
/* Prevent double frees. */
- this->cs->savegame = NULL;
+ if (this->cs != NULL) {
+ if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
+ this->cs->savegame = NULL;
+ if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
+
+ delete this->cs->savegame_mutex;
+ this->cs->savegame_mutex = NULL;
+ }
delete this->current;
}
@@ -94,10 +103,12 @@ struct PacketWriter : SaveFilter {
/* virtual */ void Write(byte *buf, size_t size)
{
- if (cs == NULL) return;
+ if (this->cs == NULL) return;
if (this->current == NULL) this->current = new Packet(PACKET_SERVER_MAP_DATA);
+ if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
+
byte *bufe = buf + size;
while (buf != bufe) {
size_t to_write = min(SEND_MTU - this->current->size, bufe - buf);
@@ -111,11 +122,17 @@ struct PacketWriter : SaveFilter {
}
}
+ if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
+
this->total_size += size;
}
/* virtual */ void Finish()
{
+ if (this->cs == NULL) return;
+
+ if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->BeginCritical();
+
/* Make sure the last packet is flushed. */
this->AppendQueue();
@@ -126,7 +143,9 @@ struct PacketWriter : SaveFilter {
/* Fast-track the size to the client. */
Packet *p = new Packet(PACKET_SERVER_MAP_SIZE);
p->Send_uint32(this->total_size);
- this->cs->SendPacket(p);
+ this->cs->NetworkTCPSocketHandler::SendPacket(p);
+
+ if (this->cs->savegame_mutex != NULL) this->cs->savegame_mutex->EndCritical();
}
};
@@ -153,7 +172,13 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
{
if (_redirect_console_to_client == this->client_id) _redirect_console_to_client = INVALID_CLIENT_ID;
OrderBackup::ResetUser(this->client_id);
+
+ if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
delete this->savegame_packets;
+ if (this->savegame != NULL) this->savegame->cs = NULL;
+
+ if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
+ delete this->savegame_mutex;
}
Packet *ServerNetworkGameSocketHandler::ReceivePacket()
@@ -169,6 +194,13 @@ Packet *ServerNetworkGameSocketHandler::ReceivePacket()
return p;
}
+void ServerNetworkGameSocketHandler::SendPacket(Packet *packet)
+{
+ if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
+ this->NetworkTCPSocketHandler::SendPacket(packet);
+ if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
+}
+
NetworkRecvStatus ServerNetworkGameSocketHandler::CloseConnection(NetworkRecvStatus status)
{
assert(status != NETWORK_RECV_STATUS_OKAY);
@@ -479,10 +511,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
sent_packets = 4; // We start with trying 4 packets
/* Make a dump of the current game */
- if (SaveWithFilter(this->savegame, false) != SL_OK) usererror("network savedump failed");
+ if (SaveWithFilter(this->savegame, true) != SL_OK) usererror("network savedump failed");
}
if (this->status == STATUS_MAP) {
+ if (this->savegame_mutex != NULL) this->savegame_mutex->BeginCritical();
+
for (uint i = 0; i < sent_packets && this->savegame_packets != NULL; i++) {
Packet *p = this->savegame_packets;
bool last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
@@ -490,7 +524,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
/* Remove the packet from the savegame queue and put it in the real queue. */
this->savegame_packets = p->next;
p->next = NULL;
- this->SendPacket(p);
+ this->NetworkTCPSocketHandler::SendPacket(p);
if (last_packet) {
/* Done reading! */
@@ -531,6 +565,8 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
/* Not everything is sent, decrease the sent_packets */
if (sent_packets > 1) sent_packets /= 2;
}
+
+ if (this->savegame_mutex != NULL) this->savegame_mutex->EndCritical();
}
return NETWORK_RECV_STATUS_OKAY;
}
diff --git a/src/network/network_server.h b/src/network/network_server.h
index 3f6e51526..e44a04869 100644
--- a/src/network/network_server.h
+++ b/src/network/network_server.h
@@ -16,6 +16,7 @@
#include "network_internal.h"
#include "core/tcp_listen.h"
+#include "../thread/thread.h"
class ServerNetworkGameSocketHandler;
typedef ServerNetworkGameSocketHandler NetworkClientSocket;
@@ -74,11 +75,13 @@ public:
Packet *savegame_packets; ///< Packet queue of the savegame; send these "slowly" to the client.
struct PacketWriter *savegame; ///< Writer used to write the savegame.
+ ThreadMutex *savegame_mutex; ///< Mutex for making threaded saving safe.
ServerNetworkGameSocketHandler(SOCKET s);
~ServerNetworkGameSocketHandler();
virtual Packet *ReceivePacket();
+ virtual void SendPacket(Packet *packet);
NetworkRecvStatus CloseConnection(NetworkRecvStatus status);
void GetClientName(char *client_name, size_t size) const;