Network: Made send async in RoomMember

This commit is contained in:
B3n30 2017-07-14 09:20:39 +02:00
parent 859be35d54
commit a0626221a5
4 changed files with 70 additions and 25 deletions

View file

@ -3,6 +3,7 @@
// Refer to the license.txt file included.
#include <atomic>
#include <list>
#include <mutex>
#include <thread>
#include "common/assert.h"
@ -33,8 +34,10 @@ public:
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();
std::unique_ptr<std::thread> loop_thread;
std::mutex send_list_mutex; ///< Mutex that controls access to the `send_list` variable.
std::list<Packet> send_list; ///< A list that stores all packets to send the async
void MemberLoop();
void StartLoop();
/**
@ -91,7 +94,7 @@ bool RoomMember::RoomMemberImpl::IsConnected() const {
return state == State::Joining || state == State::Joined;
}
void RoomMember::RoomMemberImpl::ReceiveLoop() {
void RoomMember::RoomMemberImpl::MemberLoop() {
// Receive packets while the connection is open
while (IsConnected()) {
std::lock_guard<std::mutex> lock(network_mutex);
@ -121,6 +124,9 @@ void RoomMember::RoomMemberImpl::ReceiveLoop() {
case IdMacCollision:
SetState(State::MacCollision);
break;
case IdVersionMismatch:
SetState(State::WrongVersion);
break;
default:
break;
}
@ -128,22 +134,30 @@ void RoomMember::RoomMemberImpl::ReceiveLoop() {
break;
case ENET_EVENT_TYPE_DISCONNECT:
SetState(State::LostConnection);
break;
}
}
{
std::lock_guard<std::mutex> lock(send_list_mutex);
for (const auto& packet : send_list) {
ENetPacket* enetPacket = enet_packet_create(packet.GetData(), packet.GetDataSize(),
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(server, 0, enetPacket);
}
enet_host_flush(client);
send_list.clear();
}
}
Disconnect();
};
void RoomMember::RoomMemberImpl::StartLoop() {
receive_thread = std::make_unique<std::thread>(&RoomMember::RoomMemberImpl::ReceiveLoop, this);
loop_thread = std::make_unique<std::thread>(&RoomMember::RoomMemberImpl::MemberLoop, this);
}
void RoomMember::RoomMemberImpl::Send(Packet& packet) {
std::lock_guard<std::mutex> lock(network_mutex);
ENetPacket* enetPacket =
enet_packet_create(packet.GetData(), packet.GetDataSize(), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(server, 0, enetPacket);
enet_host_flush(client);
std::lock_guard<std::mutex> lock(send_list_mutex);
send_list.push_back(std::move(packet));
}
void RoomMember::RoomMemberImpl::SendJoinRequest(const std::string& nickname,
@ -152,6 +166,7 @@ void RoomMember::RoomMemberImpl::SendJoinRequest(const std::string& nickname,
packet << static_cast<MessageID>(IdJoinRequest);
packet << nickname;
packet << preferred_mac;
packet << network_version;
Send(packet);
}
@ -238,11 +253,9 @@ void RoomMember::RoomMemberImpl::Disconnect() {
room_information.member_slots = 0;
room_information.name.clear();
if (server) {
enet_peer_disconnect(server, 0);
} else {
if (!server)
return;
}
enet_peer_disconnect(server, 0);
ENetEvent event;
while (enet_host_service(client, &event, ConnectionTimeoutMs) > 0) {
@ -296,14 +309,14 @@ RoomInformation RoomMember::GetRoomInformation() const {
void RoomMember::Join(const std::string& nick, const char* server_addr, u16 server_port,
u16 client_port) {
// If the member is connected, kill the connection first
if (room_member_impl->receive_thread && room_member_impl->receive_thread->joinable()) {
if (room_member_impl->loop_thread && room_member_impl->loop_thread->joinable()) {
room_member_impl->SetState(State::Error);
room_member_impl->receive_thread->join();
room_member_impl->receive_thread.reset();
room_member_impl->loop_thread->join();
room_member_impl->loop_thread.reset();
}
// If the thread isn't running but the ptr still exists, reset it
else if (room_member_impl->receive_thread) {
room_member_impl->receive_thread.reset();
else if (room_member_impl->loop_thread) {
room_member_impl->loop_thread.reset();
}
ENetAddress address{};
@ -361,8 +374,8 @@ void RoomMember::SendGameName(const std::string& game_name) {
void RoomMember::Leave() {
room_member_impl->SetState(State::Idle);
room_member_impl->receive_thread->join();
room_member_impl->receive_thread.reset();
room_member_impl->loop_thread->join();
room_member_impl->loop_thread.reset();
}
} // namespace Network