Network: Use unique_ptr for packets, use deque for packet queues

This commit is contained in:
Jonathan G Rennison
2020-05-06 21:13:31 +01:00
parent caa27cfa39
commit a1d85b812b
9 changed files with 62 additions and 84 deletions

View File

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