(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.

This commit is contained in:
rubidium
2009-01-20 03:44:43 +00:00
parent 202aeb8306
commit 82e98c2188
7 changed files with 250 additions and 54 deletions

View File

@@ -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;