- numerous bugfixes including fixing a slowdown introduced in a previous recent checkin.

- Added Network Text Message queue as this is required in some tricky cases
- added more logging of memory cleanup events
- added memory safe snprintf calls
This commit is contained in:
Mark Vejvoda 2011-01-11 22:09:46 +00:00
parent 227f39ccf9
commit ccbd707ae1
13 changed files with 186 additions and 109 deletions

View File

@ -3,13 +3,13 @@
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#include "ai.h"
#include "ai.h"
#include "ai_interface.h"
#include "ai_rule.h"
#include "unit_type.h"
@ -85,7 +85,7 @@ string BuildTask::toString() const{
}
return str;
}
// =====================================================
// class UpgradeTask
// =====================================================
@ -108,7 +108,7 @@ string UpgradeTask::toString() const{
// =====================================================
void Ai::init(AiInterface *aiInterface, int useStartLocation) {
this->aiInterface= aiInterface;
this->aiInterface= aiInterface;
if(useStartLocation == -1) {
startLoc = random.randRange(0, aiInterface->getMapMaxPlayers()-1);
}
@ -136,8 +136,16 @@ void Ai::init(AiInterface *aiInterface, int useStartLocation) {
}
Ai::~Ai() {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] deleting AI aiInterface [%p]\n",__FILE__,__FUNCTION__,__LINE__,aiInterface);
deleteValues(tasks.begin(), tasks.end());
tasks.clear();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] deleting AI aiInterface [%p]\n",__FILE__,__FUNCTION__,__LINE__,aiInterface);
deleteValues(aiRules.begin(), aiRules.end());
aiRules.clear();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] deleting AI aiInterface [%p]\n",__FILE__,__FUNCTION__,__LINE__,aiInterface);
aiInterface = NULL;
}
void Ai::update() {
@ -176,7 +184,7 @@ void Ai::update() {
}
// ==================== state requests ====================
// ==================== state requests ====================
int Ai::getCountOfType(const UnitType *ut){
int count= 0;
@ -235,8 +243,8 @@ const ResourceType *Ai::getNeededResource(int unitIndex) {
return neededResource;
}
bool Ai::beingAttacked(Vec2i &pos, Field &field, int radius){
int count= aiInterface->onSightUnitCount();
bool Ai::beingAttacked(Vec2i &pos, Field &field, int radius){
int count= aiInterface->onSightUnitCount();
const Unit *unit;
for(int i=0; i<count; ++i){
@ -246,7 +254,7 @@ bool Ai::beingAttacked(Vec2i &pos, Field &field, int radius){
field= unit->getCurrField();
if(pos.dist(aiInterface->getHomeLocation())<radius){
aiInterface->printLog(2, "Being attacked at pos "+intToStr(pos.x)+","+intToStr(pos.y)+"\n");
return true;
return true;
}
}
}
@ -257,11 +265,11 @@ bool Ai::isStableBase(){
if(getCountOfClass(ucWarrior)>minWarriors){
aiInterface->printLog(4, "Base is stable\n");
return true;
return true;
}
else{
aiInterface->printLog(4, "Base is not stable\n");
return false;
return false;
}
}
@ -270,12 +278,12 @@ bool Ai::findAbleUnit(int *unitIndex, CommandClass ability, bool idleOnly){
*unitIndex= -1;
for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
const Unit *unit= aiInterface->getMyUnit(i);
const Unit *unit= aiInterface->getMyUnit(i);
if(unit->getType()->hasCommandClass(ability)){
if(!idleOnly || !unit->anyCommand() || unit->getCurrCommand()->getCommandType()->getClass()==ccStop){
units.push_back(i);
}
}
}
}
if(units.empty()){
@ -292,12 +300,12 @@ bool Ai::findAbleUnit(int *unitIndex, CommandClass ability, CommandClass current
*unitIndex= -1;
for(int i=0; i<aiInterface->getMyUnitCount(); ++i){
const Unit *unit= aiInterface->getMyUnit(i);
const Unit *unit= aiInterface->getMyUnit(i);
if(unit->getType()->hasCommandClass(ability)){
if(unit->anyCommand() && unit->getCurrCommand()->getCommandType()->getClass()==currentCommand){
units.push_back(i);
}
}
}
}
if(units.empty()){
@ -310,7 +318,7 @@ bool Ai::findAbleUnit(int *unitIndex, CommandClass ability, CommandClass current
}
bool Ai::findPosForBuilding(const UnitType* building, const Vec2i &searchPos, Vec2i &outPos){
const int spacing= 1;
for(int currRadius=0; currRadius<maxBuildRadius; ++currRadius){
@ -329,7 +337,7 @@ bool Ai::findPosForBuilding(const UnitType* building, const Vec2i &searchPos, Ve
}
// ==================== tasks ====================
// ==================== tasks ====================
void Ai::addTask(const Task *task){
tasks.push_back(task);
@ -367,7 +375,7 @@ void Ai::retryTask(const Task *task){
tasks.remove(task);
tasks.push_back(task);
}
// ==================== expansions ====================
// ==================== expansions ====================
void Ai::addExpansion(const Vec2i &pos){
@ -388,15 +396,15 @@ void Ai::addExpansion(const Vec2i &pos){
}
Vec2i Ai::getRandomHomePosition(){
if(expansionPositions.empty() || random.randRange(0, 1) == 0){
return aiInterface->getHomeLocation();
}
return expansionPositions[random.randRange(0, expansionPositions.size()-1)];
}
// ==================== actions ====================
// ==================== actions ====================
void Ai::sendScoutPatrol(){
Vec2i pos;
@ -410,7 +418,7 @@ void Ai::sendScoutPatrol(){
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
aiInterface->giveCommand(unit, ccAttack, pos);
aiInterface->printLog(2, "Scout patrol sent to: " + intToStr(pos.x)+","+intToStr(pos.y)+"\n");
aiInterface->printLog(2, "Scout patrol sent to: " + intToStr(pos.x)+","+intToStr(pos.y)+"\n");
}
}
@ -429,15 +437,15 @@ void Ai::massiveAttack(const Vec2i &pos, Field field, bool ultraAttack){
if(act != NULL && unit->getType()->hasCommandClass(ccProduce)) {
producerWarriorCount++;
}
if( aiInterface->getControlType() == ctCpuMega ||
aiInterface->getControlType() == ctNetworkCpuMega) {
if(producerWarriorCount > maxProducerWarriors) {
if(
unit->getCommandSize()>0 &&
unit->getCurrCommand()->getCommandType()!=NULL && (
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccBuild ||
unit->getCurrCommand()->getCommandType()->getClass()==ccMorph ||
unit->getCurrCommand()->getCommandType()->getClass()==ccProduce
)
) {
@ -455,7 +463,7 @@ void Ai::massiveAttack(const Vec2i &pos, Field field, bool ultraAttack){
else {
isWarrior= !unit->getType()->hasCommandClass(ccHarvest) && !unit->getType()->hasCommandClass(ccProduce);
}
bool alreadyAttacking= (unit->getCurrSkill()->getClass() == scAttack);
if(!alreadyAttacking && act!=NULL && (ultraAttack || isWarrior)) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
@ -489,7 +497,7 @@ void Ai::returnBase(int unitIndex) {
fi= aiInterface->getFactionIndex();
pos= Vec2i(
random.randRange(-villageRadius, villageRadius), random.randRange(-villageRadius, villageRadius)) +
random.randRange(-villageRadius, villageRadius), random.randRange(-villageRadius, villageRadius)) +
getRandomHomePosition();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
@ -505,7 +513,7 @@ void Ai::harvest(int unitIndex) {
Vec2i resPos;
if(hct != NULL && aiInterface->getNearestSightedResource(rt, aiInterface->getHomeLocation(), resPos, false)) {
resPos= resPos+Vec2i(random.randRange(-2, 2), random.randRange(-2, 2));
resPos= resPos+Vec2i(random.randRange(-2, 2), random.randRange(-2, 2));
aiInterface->giveCommand(unitIndex, hct, resPos);
//aiInterface->printLog(4, "Order harvest pos:" + intToStr(resPos.x)+", "+intToStr(resPos.y)+": "+rrToStr(r)+"\n");
}

View File

@ -62,6 +62,10 @@ AiInterface::AiInterface(Game &game, int factionIndex, int teamIndex, int useSta
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
AiInterface::~AiInterface() {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] deleting AI factionIndex = %d, teamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,this->factionIndex,this->teamIndex);
cacheUnitHarvestResourceLookup.clear();
}
// ==================== main ====================
void AiInterface::update() {

View File

@ -3,9 +3,9 @@
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
@ -26,7 +26,7 @@ using Shared::Util::intToStr;
namespace Glest{ namespace Game{
// =====================================================
// class AiInterface
// class AiInterface
//
/// The AI will interact with the game through this interface
// =====================================================
@ -50,7 +50,8 @@ private:
std::map<const ResourceType *,int> cacheUnitHarvestResourceLookup;
public:
AiInterface(Game &game, int factionIndex, int teamIndex, int useStartLocation=-1);
AiInterface(Game &game, int factionIndex, int teamIndex, int useStartLocation=-1);
~AiInterface();
//main
void update();
@ -61,14 +62,14 @@ public:
//misc
void printLog(int logLevel, const string &s);
//interact
CommandResult giveCommand(int unitIndex, CommandClass commandClass, const Vec2i &pos=Vec2i(0));
CommandResult giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos, const UnitType* unitType);
CommandResult giveCommand(int unitIndex, const CommandType *commandType, const Vec2i &pos);
CommandResult giveCommand(int unitIndex, const CommandType *commandType, Unit *u= NULL);
CommandResult giveCommand(Unit *unit, const CommandType *commandType, const Vec2i &pos);
//get data
const ControlType getControlType();
int getMapMaxPlayers();
@ -83,13 +84,13 @@ public:
const Unit *getOnSightUnit(int unitIndex);
const FactionType *getMyFactionType();
Faction *getMyFaction();
const TechTree *getTechTree();
const TechTree *getTechTree();
bool isResourceNear(const Vec2i &pos, const ResourceType *rt, Vec2i &resourcePos, Faction *faction, bool fallbackToPeersHarvestingSameResource) const;
bool getNearestSightedResource(const ResourceType *rt, const Vec2i &pos, Vec2i &resultPos, bool usableResourceTypeOnly);
bool isAlly(const Unit *unit) const;
bool isAlly(int factionIndex) const;
bool reqsOk(const RequirableType *rt);
bool reqsOk(const CommandType *ct);
bool reqsOk(const RequirableType *rt);
bool reqsOk(const CommandType *ct);
bool checkCosts(const ProducibleType *pt);
bool isFreeCells(const Vec2i &pos, int size, Field field);

View File

@ -35,14 +35,15 @@ const int Logger::logLineCount= 15;
// ===================== PUBLIC ========================
Logger::Logger(){
Logger::Logger() {
string logs_path = getGameReadWritePath(GameConstants::path_logs_CacheLookupKey);
fileName= logs_path + "log.txt";
loadingTexture=NULL;
showProgressBar = false;
}
Logger::~Logger(){
Logger::~Logger() {
cleanupLoadingTexture();
}
@ -66,12 +67,12 @@ void Logger::cleanupLoadingTexture() {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
Logger & Logger::getInstance(){
Logger & Logger::getInstance() {
static Logger logger;
return logger;
}
void Logger::add(const string &str, bool renderScreen){
void Logger::add(const string &str, bool renderScreen) {
FILE *f=fopen(fileName.c_str(), "at+");
if(f!=NULL){
fprintf(f, "%s\n", str.c_str());
@ -83,7 +84,7 @@ void Logger::add(const string &str, bool renderScreen){
}
}
void Logger::clear(){
void Logger::clear() {
string s="Log file\n";
FILE *f= fopen(fileName.c_str(), "wt+");
@ -97,8 +98,7 @@ void Logger::clear(){
fclose(f);
}
void Logger::loadLoadingScreen(string filepath){
void Logger::loadLoadingScreen(string filepath) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
@ -152,13 +152,14 @@ void Logger::renderLoadingScreen() {
metrics.getVirtualW()/4,
62*metrics.getVirtualH()/100, false);
renderer.renderProgressBar(
progress,
metrics.getVirtualW()/4,
59*metrics.getVirtualH()/100,
coreData.getDisplayFontSmall(),
350,""); // no string here, because it has to be language specific and does not give much information
if(showProgressBar == true) {
renderer.renderProgressBar(
progress,
metrics.getVirtualW()/4,
59*metrics.getVirtualH()/100,
coreData.getDisplayFontSmall(),
350,""); // no string here, because it has to be language specific and does not give much information
}
renderer.swapBuffers();
}

View File

@ -43,7 +43,8 @@ private:
string subtitle;
string current;
Texture2D *loadingTexture;
int progress;
int progress;
bool showProgressBar;
private:
Logger();
@ -58,7 +59,9 @@ public:
void setState(const string &state) {this->state= state;}
void setSubtitle(const string &subtitle) {this->subtitle= subtitle;}
void setProgress(int value) { this->progress = value; }
int getProgress() const {return progress;}
int getProgress() const {return progress;}
void showProgress() { showProgressBar = true;}
void hideProgress() { showProgressBar = false;}
void add(const string &str, bool renderScreen= false);
void loadLoadingScreen(string filepath);

View File

@ -152,18 +152,18 @@ void CommanderNetworkThread::execute() {
// =====================================================
Commander::Commander() {
this->networkThread = new CommanderNetworkThread(this);
this->networkThread->setUniqueID(__FILE__);
this->networkThread->start();
//this->networkThread = new CommanderNetworkThread(this);
//this->networkThread->setUniqueID(__FILE__);
//this->networkThread->start();
}
Commander::~Commander() {
if(BaseThread::shutdownAndWait(networkThread) == true) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
delete networkThread;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
networkThread = NULL;
//if(BaseThread::shutdownAndWait(networkThread) == true) {
// SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
// delete networkThread;
// SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//}
//networkThread = NULL;
}
void Commander::init(World *world){
@ -455,6 +455,9 @@ CommandResult Commander::pushNetworkCommand(const NetworkCommand* networkCommand
}
void Commander::signalNetworkUpdate(Game *game) {
updateNetwork(game);
/*
if(this->networkThread != NULL) {
this->game = game;
this->networkThread->signalUpdate(1);
@ -465,10 +468,11 @@ void Commander::signalNetworkUpdate(Game *game) {
game->render();
}
}
*/
}
void Commander::commanderNetworkUpdateTask(int id) {
updateNetwork(game);
//updateNetwork(game);
}
void Commander::updateNetwork(Game *game) {
@ -476,26 +480,28 @@ void Commander::updateNetwork(Game *game) {
//check that this is a keyframe
//GameSettings *gameSettings = this->world->getGame()->getGameSettings();
GameSettings *gameSettings = game->getGameSettings();
if( networkManager.isNetworkGame() == false ||
(world->getFrameCount() % gameSettings->getNetworkFramePeriod()) == 0) {
if(game != NULL) {
GameSettings *gameSettings = game->getGameSettings();
if( networkManager.isNetworkGame() == false ||
(world->getFrameCount() % gameSettings->getNetworkFramePeriod()) == 0) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] networkManager.isNetworkGame() = %d,world->getFrameCount() = %d, gameSettings->getNetworkFramePeriod() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkManager.isNetworkGame(),world->getFrameCount(),gameSettings->getNetworkFramePeriod());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] networkManager.isNetworkGame() = %d,world->getFrameCount() = %d, gameSettings->getNetworkFramePeriod() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkManager.isNetworkGame(),world->getFrameCount(),gameSettings->getNetworkFramePeriod());
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
perfTimer.start();
//update the keyframe
gameNetworkInterface->updateKeyframe(world->getFrameCount());
if(perfTimer.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] gameNetworkInterface->updateKeyframe for %d took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,world->getFrameCount(),perfTimer.getMillis());
perfTimer.start();
//update the keyframe
gameNetworkInterface->updateKeyframe(world->getFrameCount());
if(perfTimer.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] gameNetworkInterface->updateKeyframe for %d took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,world->getFrameCount(),perfTimer.getMillis());
perfTimer.start();
//give pending commands
for(int i= 0; i < gameNetworkInterface->getPendingCommandCount(); ++i){
giveNetworkCommand(gameNetworkInterface->getPendingCommand(i));
}
if(perfTimer.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] giveNetworkCommand took %lld msecs, PendingCommandCount = %d\n",__FILE__,__FUNCTION__,__LINE__,perfTimer.getMillis(),gameNetworkInterface->getPendingCommandCount());
gameNetworkInterface->clearPendingCommands();
perfTimer.start();
//give pending commands
for(int i= 0; i < gameNetworkInterface->getPendingCommandCount(); ++i){
giveNetworkCommand(gameNetworkInterface->getPendingCommand(i));
}
if(perfTimer.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] giveNetworkCommand took %lld msecs, PendingCommandCount = %d\n",__FILE__,__FUNCTION__,__LINE__,perfTimer.getMillis(),gameNetworkInterface->getPendingCommandCount());
gameNetworkInterface->clearPendingCommands();
}
}
}

View File

@ -77,8 +77,8 @@ private:
World *world;
Chrono perfTimer;
CommanderNetworkThread *networkThread;
Game *game;
//CommanderNetworkThread *networkThread;
//Game *game;
public:
Commander();

View File

@ -89,6 +89,9 @@ Game::Game(Program *program, const GameSettings *gameSettings):
speed= sNormal;
showFullConsole= false;
Logger &logger= Logger::getInstance();
logger.showProgress();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
@ -108,14 +111,16 @@ Game::~Game() {
logger.loadLoadingScreen("");
logger.setState(Lang::getInstance().get("Deleting"));
logger.add("Game", true);
logger.hideProgress();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
SoundRenderer::getInstance().stopAllSounds();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
deleteValues(aiInterfaces.begin(), aiInterfaces.end());
aiInterfaces.clear();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
@ -125,7 +130,7 @@ Game::~Game() {
world.end(); //must die before selection because of referencers
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] aiInterfaces.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,aiInterfaces.size());
// MUST DO THIS LAST!!!! Because objects above have pointers to things like
// unit particles and fade them out etc and this end method deletes the original
@ -546,6 +551,8 @@ void Game::init(bool initForPreviewOnly)
bool isNetworkGame = this->gameSettings.isNetworkGame();
NetworkRole role = networkManager.getNetworkRole();
deleteValues(aiInterfaces.begin(), aiInterfaces.end());
aiInterfaces.resize(world.getFactionCount());
for(int i=0; i < world.getFactionCount(); ++i) {
Faction *faction= world.getFaction(i);

View File

@ -124,13 +124,17 @@ void ClientInterface::update() {
}
}
int lastSendElapsed = difftime(time(NULL),lastNetworkCommandListSendTime);
if(lastNetworkCommandListSendTime > 0) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] lastSendElapsed = %d\n",__FILE__,__FUNCTION__,__LINE__,lastSendElapsed);
double lastSendElapsed = difftime(time(NULL),lastNetworkCommandListSendTime);
if(lastNetworkCommandListSendTime > 0) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] lastSendElapsed = %f\n",__FILE__,__FUNCTION__,__LINE__,lastSendElapsed);
if(networkMessageCommandList.getCommandCount() > 0 ||
(lastNetworkCommandListSendTime > 0 && lastSendElapsed >= ClientInterface::maxNetworkCommandListSendTimeWait)) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
lastNetworkCommandListSendTime = time(NULL);
sendMessage(&networkMessageCommandList);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
// Possible cause of out of synch since we have more commands that need

View File

@ -263,6 +263,10 @@ ConnectionSlot::ConnectionSlot(ServerInterface* serverInterface, int playerIndex
ConnectionSlot::~ConnectionSlot() {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] START\n",__FILE__,__FUNCTION__,__LINE__);
close();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(BaseThread::shutdownAndWait(slotThreadWorker) == true) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
delete slotThreadWorker;
@ -270,8 +274,6 @@ ConnectionSlot::~ConnectionSlot() {
}
slotThreadWorker = NULL;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
close();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}

View File

@ -264,22 +264,23 @@ bool ServerInterface::switchSlot(int fromPlayerIndex,int toPlayerIndex) {
}
void ServerInterface::removeSlot(int playerIndex,int lockedSlotIndex) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
MutexSafeWrapper safeMutex(&serverSynchAccessor,intToStr(__LINE__));
// Mention to everyone that this player is disconnected
MutexSafeWrapper safeMutexSlot(NULL,intToStr(__LINE__) + "_" + intToStr(playerIndex));
if(playerIndex != lockedSlotIndex) {
safeMutexSlot.setMutex(&slotAccessorMutexes[playerIndex],intToStr(__LINE__) + "_" + intToStr(playerIndex));
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
safeMutexSlot.setMutex(&slotAccessorMutexes[playerIndex],intToStr(__LINE__) + string("_") + intToStr(playerIndex));
}
ConnectionSlot *slot = slots[playerIndex];
bool notifyDisconnect = false;
char szBuf[4096]="";
if( slot != NULL) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
if(slot != NULL) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
if(slot->getLastReceiveCommandListTime() > 0) {
const char* msgTemplate = "Player %s, disconnected from the game.";
@ -293,30 +294,31 @@ void ServerInterface::removeSlot(int playerIndex,int lockedSlotIndex) {
notifyDisconnect = true;
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
slots[playerIndex]= NULL;
safeMutexSlot.ReleaseLock();
safeMutex.ReleaseLock();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
delete slot;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
updateListen();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
if(notifyDisconnect == true) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
string sMsg = szBuf;
sendTextMessage(sMsg,-1, true, lockedSlotIndex);
//sendTextMessage(sMsg,-1, true, lockedSlotIndex);
queueTextMessage(sMsg,-1, true);
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
}
ConnectionSlot* ServerInterface::getSlot(int playerIndex) {
@ -602,6 +604,8 @@ void ServerInterface::update() {
// properly identified themselves within the alloted time period
validateConnectedClients();
processTextMessageQueue();
std::map<PLATFORM_SOCKET,bool> socketTriggeredList;
//update all slots
updateSocketTriggeredList(socketTriggeredList);
@ -642,7 +646,7 @@ void ServerInterface::update() {
threadsDone = true;
// Examine all threads for completion of delegation
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + string("_") + intToStr(i));
ConnectionSlot* connectionSlot = slots[i];
if(connectionSlot != NULL && mapSlotSignalledList[i] == true &&
slotsCompleted.find(i) == slotsCompleted.end()) {
@ -1095,6 +1099,27 @@ void ServerInterface::waitUntilReady(Checksum* checksum) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] END\n",__FUNCTION__);
}
void ServerInterface::processTextMessageQueue() {
MutexSafeWrapper safeMutexSlot(&textMessageQueueThreadAccessor,intToStr(__LINE__));
if(textMessageQueue.size() > 0) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
for(int i = 0; i < textMessageQueue.size(); ++i) {
TextMessageQueue &item = textMessageQueue[i];
sendTextMessage(item.text, item.teamIndex, item.echoLocal);
}
textMessageQueue.clear();
}
}
void ServerInterface::queueTextMessage(const string &text, int teamIndex, bool echoLocal) {
MutexSafeWrapper safeMutexSlot(&textMessageQueueThreadAccessor,intToStr(__LINE__));
TextMessageQueue item;
item.text = text;
item.teamIndex = teamIndex;
item.echoLocal = echoLocal;
textMessageQueue.push_back(item);
}
void ServerInterface::sendTextMessage(const string &text, int teamIndex, bool echoLocal) {
sendTextMessage(text, teamIndex, echoLocal, -1);
}
@ -1327,6 +1352,8 @@ void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int
}
}
else {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(NULL,intToStr(__LINE__) + "_" + intToStr(i));
if(i != lockedSlotIndex) {

View File

@ -35,6 +35,13 @@ namespace Glest{ namespace Game{
class ServerInterface: public GameNetworkInterface, public ConnectionSlotCallbackInterface, public SimpleTaskCallbackInterface, public FTPClientValidationInterface {
class TextMessageQueue {
public:
string text;
int teamIndex;
bool echoLocal;
};
private:
ConnectionSlot* slots[GameConstants::maxPlayers];
Mutex slotAccessorMutexes[GameConstants::maxPlayers];
@ -57,6 +64,9 @@ private:
bool exitServer;
int64 nextEventId;
Mutex textMessageQueueThreadAccessor;
vector<TextMessageQueue> textMessageQueue;
public:
ServerInterface();
virtual ~ServerInterface();
@ -75,6 +85,8 @@ public:
virtual void sendTextMessage(const string &text, int teamIndex, bool echoLocal=false);
void sendTextMessage(const string &text, int teamIndex, bool echoLocal, int lockedSlotIndex);
void queueTextMessage(const string &text, int teamIndex, bool echoLocal=false);
virtual void quitGame(bool userManuallyQuit);
//misc
@ -138,6 +150,8 @@ private:
std::map<string,string> publishToMasterserver();
int64 getNextEventId();
void processTextMessageQueue();
};
}}//end namespace

View File

@ -95,8 +95,8 @@ bool strToFloat(const string &s, float *f){
return true;
}
string boolToStr(bool b){
if(b){
string boolToStr(bool b) {
if(b) {
return "1";
}
else{
@ -106,25 +106,25 @@ string boolToStr(bool b){
string intToStr(int64 i) {
char str[strSize]="";
sprintf(str, "%lld", (long long int)i);
snprintf(str, strSize-1, "%lld", (long long int)i);
return str;
}
string intToHex(int i){
char str[strSize]="";
sprintf(str, "%x", i);
snprintf(str, strSize-1, "%x", i);
return str;
}
string floatToStr(float f,int precsion){
string floatToStr(float f,int precsion) {
char str[strSize]="";
sprintf(str, "%.*f", precsion,f);
snprintf(str, strSize-1, "%.*f", precsion,f);
return str;
}
string doubleToStr(double d,int precsion){
string doubleToStr(double d,int precsion) {
char str[strSize]="";
sprintf(str, "%.*f", precsion,d);
snprintf(str, strSize-1, "%.*f", precsion,d);
return str;
}