Network: Use unique_ptr for packets, use deque for packet queues
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@@ -60,9 +60,9 @@ template SocketList TCPListenHandler<ServerNetworkGameSocketHandler, PACKET_SERV
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/** Writing a savegame directly to a number of packets. */
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struct PacketWriter : SaveFilter {
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ServerNetworkGameSocketHandler *cs; ///< Socket we are associated with.
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Packet *current; ///< The packet we're currently writing to.
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std::unique_ptr<Packet> current; ///< The packet we're currently writing to.
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size_t total_size; ///< Total size of the compressed savegame.
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Packet *packets; ///< Packet queue of the savegame; send these "slowly" to the client.
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std::deque<std::unique_ptr<Packet>> packets; ///< Packet queue of the savegame; send these "slowly" to the client.
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std::mutex mutex; ///< Mutex for making threaded saving safe.
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std::condition_variable exit_sig; ///< Signal for threaded destruction of this packet writer.
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@@ -70,7 +70,7 @@ struct PacketWriter : SaveFilter {
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* Create the packet writer.
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* @param cs The socket handler we're making the packets for.
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*/
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PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), current(nullptr), total_size(0), packets(nullptr)
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PacketWriter(ServerNetworkGameSocketHandler *cs) : SaveFilter(nullptr), cs(cs), total_size(0)
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{
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}
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@@ -83,13 +83,8 @@ struct PacketWriter : SaveFilter {
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/* This must all wait until the Destroy function is called. */
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while (this->packets != nullptr) {
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Packet *p = this->packets->next;
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delete this->packets;
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this->packets = p;
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}
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delete this->current;
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this->packets.clear();
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this->current.reset();
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}
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/**
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@@ -129,21 +124,19 @@ struct PacketWriter : SaveFilter {
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{
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std::lock_guard<std::mutex> lock(this->mutex);
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return this->packets != nullptr;
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return !this->packets.empty();
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}
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/**
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* Pop a single created packet from the queue with packets.
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*/
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Packet *PopPacket()
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std::unique_ptr<Packet> PopPacket()
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{
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std::lock_guard<std::mutex> lock(this->mutex);
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Packet *p = this->packets;
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if (p == nullptr) return nullptr;
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this->packets = p->next;
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p->next = nullptr;
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if (this->packets.empty()) return nullptr;
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std::unique_ptr<Packet> p = std::move(this->packets.front());
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this->packets.pop_front();
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return p;
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}
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@@ -152,13 +145,14 @@ struct PacketWriter : SaveFilter {
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{
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if (this->current == nullptr) return;
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Packet **p = &this->packets;
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while (*p != nullptr) {
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p = &(*p)->next;
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}
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*p = this->current;
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this->packets.push_back(std::move(this->current));
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}
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this->current = nullptr;
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void PrependQueue(std::unique_ptr<Packet> p)
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{
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if (p == nullptr) return;
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this->packets.push_front(std::move(p));
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}
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void Write(byte *buf, size_t size) override
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@@ -166,7 +160,7 @@ struct PacketWriter : SaveFilter {
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/* We want to abort the saving when the socket is closed. */
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if (this->cs == nullptr) SlError(STR_NETWORK_ERROR_LOSTCONNECTION);
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if (this->current == nullptr) this->current = new Packet(PACKET_SERVER_MAP_DATA);
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if (this->current == nullptr) this->current.reset(new Packet(PACKET_SERVER_MAP_DATA));
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std::lock_guard<std::mutex> lock(this->mutex);
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@@ -179,7 +173,7 @@ struct PacketWriter : SaveFilter {
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if (this->current->size == SHRT_MAX) {
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this->AppendQueue();
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if (buf != bufe) this->current = new Packet(PACKET_SERVER_MAP_DATA);
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if (buf != bufe) this->current.reset(new Packet(PACKET_SERVER_MAP_DATA));
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}
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}
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@@ -197,13 +191,13 @@ struct PacketWriter : SaveFilter {
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this->AppendQueue();
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/* Add a packet stating that this is the end to the queue. */
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this->current = new Packet(PACKET_SERVER_MAP_DONE);
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this->current.reset(new Packet(PACKET_SERVER_MAP_DONE));
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this->AppendQueue();
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/* Fast-track the size to the client. */
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Packet *p = new Packet(PACKET_SERVER_MAP_SIZE);
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std::unique_ptr<Packet> p(new Packet(PACKET_SERVER_MAP_SIZE));
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p->Send_uint32((uint32)this->total_size);
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this->cs->NetworkTCPSocketHandler::SendPacket(p);
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this->PrependQueue(std::move(p));
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}
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};
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@@ -241,7 +235,7 @@ ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler()
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}
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}
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Packet *ServerNetworkGameSocketHandler::ReceivePacket()
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std::unique_ptr<Packet> ServerNetworkGameSocketHandler::ReceivePacket()
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{
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/* Only allow receiving when we have some buffer free; this value
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* can go negative, but eventually it will become positive again. */
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@@ -249,7 +243,7 @@ Packet *ServerNetworkGameSocketHandler::ReceivePacket()
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/* We can receive a packet, so try that and if needed account for
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* the amount of received data. */
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Packet *p = this->NetworkTCPSocketHandler::ReceivePacket();
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std::unique_ptr<Packet> p = this->NetworkTCPSocketHandler::ReceivePacket();
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if (p != nullptr) this->receive_limit -= p->size;
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return p;
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}
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@@ -627,14 +621,14 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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bool has_packets = true;
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for (uint i = 0; i < sent_packets; i++) {
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Packet *p = this->savegame->PopPacket();
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std::unique_ptr<Packet> p = this->savegame->PopPacket();
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if (p == nullptr) {
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has_packets = false;
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break;
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}
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last_packet = p->buffer[2] == PACKET_SERVER_MAP_DONE;
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this->SendPacket(p);
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this->SendPacket(std::move(p));
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if (last_packet) {
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/* There is no more data, so break the for */
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