Network: Threads for Room and RoomMember

This commit is contained in:
B3n30 2017-07-08 15:24:47 +02:00
parent 5137a198f9
commit 589dc083a5
4 changed files with 119 additions and 13 deletions

View file

@ -2,6 +2,9 @@
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <atomic>
#include <mutex>
#include <thread>
#include "common/assert.h"
#include "enet/enet.h"
#include "network/room_member.h"
@ -16,10 +19,65 @@ public:
ENetPeer* server = nullptr; ///< The server peer the client is connected to
std::atomic<State> state{State::Idle}; ///< Current state of the RoomMember.
void SetState(const State new_state);
bool IsConnected() const;
std::string nickname; ///< The nickname of this member.
std::mutex network_mutex; ///< Mutex that controls access to the `client` variable.
/// Thread that receives and dispatches network packets
std::unique_ptr<std::thread> receive_thread;
void ReceiveLoop();
void StartLoop();
};
// RoomMemberImpl
void RoomMember::RoomMemberImpl::SetState(const State new_state) {
state = new_state;
// TODO(B3N30): Invoke the callback functions
}
bool RoomMember::RoomMemberImpl::IsConnected() const {
return state == State::Joining || state == State::Joined;
}
void RoomMember::RoomMemberImpl::ReceiveLoop() {
// Receive packets while the connection is open
while (IsConnected()) {
std::lock_guard<std::mutex> lock(network_mutex);
ENetEvent event;
if (enet_host_service(client, &event, 1000) > 0) {
if (event.type == ENET_EVENT_TYPE_RECEIVE) {
switch (event.packet->data[0]) {
// TODO(B3N30): Handle the other message types
case IdNameCollision:
SetState(State::NameCollision);
enet_packet_destroy(event.packet);
enet_peer_disconnect(server, 0);
enet_peer_reset(server);
return;
break;
case IdMacCollision:
SetState(State::MacCollision);
enet_packet_destroy(event.packet);
enet_peer_disconnect(server, 0);
enet_peer_reset(server);
return;
break;
default:
break;
}
enet_packet_destroy(event.packet);
}
}
}
};
void RoomMember::RoomMemberImpl::StartLoop() {
receive_thread = std::make_unique<std::thread>(&RoomMember::RoomMemberImpl::ReceiveLoop, this);
}
// RoomMember
RoomMember::RoomMember() : room_member_impl{std::make_unique<RoomMemberImpl>()} {
room_member_impl->client = enet_host_create(nullptr, 1, NumChannels, 0, 0);
ASSERT_MSG(room_member_impl->client != nullptr, "Could not create client");
@ -44,7 +102,7 @@ void RoomMember::Join(const std::string& nick, const char* server_addr, u16 serv
enet_host_connect(room_member_impl->client, &address, NumChannels, 0);
if (!room_member_impl->server) {
room_member_impl->state = State::Error;
room_member_impl->SetState(State::Error);
return;
}
@ -52,22 +110,27 @@ void RoomMember::Join(const std::string& nick, const char* server_addr, u16 serv
int net = enet_host_service(room_member_impl->client, &event, ConnectionTimeoutMs);
if (net > 0 && event.type == ENET_EVENT_TYPE_CONNECT) {
room_member_impl->nickname = nick;
room_member_impl->state = State::Joining;
room_member_impl->SetState(State::Joining);
room_member_impl->StartLoop();
// TODO(B3N30): Send a join request with the nickname to the server
// TODO(B3N30): Start the receive thread
} else {
room_member_impl->state = State::CouldNotConnect;
room_member_impl->SetState(State::CouldNotConnect);
}
}
bool RoomMember::IsConnected() const {
return room_member_impl->state == State::Joining || room_member_impl->state == State::Joined;
return room_member_impl->IsConnected();
}
void RoomMember::Leave() {
enet_peer_disconnect(room_member_impl->server, 0);
room_member_impl->state = State::Idle;
// TODO(B3N30): Close the receive thread
ASSERT_MSG(room_member_impl->receive_thread != nullptr, "Must be in a room to leave it.");
{
std::lock_guard<std::mutex> lock(room_member_impl->network_mutex);
enet_peer_disconnect(room_member_impl->server, 0);
room_member_impl->SetState(State::Idle);
}
room_member_impl->receive_thread->join();
room_member_impl->receive_thread.reset();
enet_peer_reset(room_member_impl->server);
}