NetPlay: Remove RunOnThread and add SendAsync methods

Add std::unique_ptr<sf::Packet> objects to a queue instead of functions,
makes things easier to read, and avoids headaches while checking the
lifetime of the concerned objects.
This commit is contained in:
mathieui
2015-03-13 02:03:09 +01:00
parent 44d7207a1c
commit 8ee402863d
4 changed files with 77 additions and 98 deletions

View File

@ -126,10 +126,13 @@ void NetPlayServer::ThreadFunc()
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_server, &netEvent, 1000);
while (!m_run_queue.Empty())
while (!m_async_queue.Empty())
{
m_run_queue.Front()();
m_run_queue.Pop();
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(*(m_async_queue.Front().get()));
}
m_async_queue.Pop();
}
if (net > 0)
{
@ -438,21 +441,18 @@ void NetPlayServer::AdjustPadBufferSize(unsigned int size)
m_target_buffer_size = size;
// tell clients to change buffer size
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_PAD_BUFFER;
*spac << (u32)m_target_buffer_size;
RunOnThread([spac, this]() mutable {
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(spac);
});
SendAsyncToClients(spac);
}
void NetPlayServer::RunOnThread(std::function<void()> func)
void NetPlayServer::SendAsyncToClients(sf::Packet* packet)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.run_queue_write);
m_run_queue.Push(func);
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(std::unique_ptr<sf::Packet>(packet));
}
ENetUtil::WakeupThread(m_server);
}
@ -598,15 +598,12 @@ void NetPlayServer::OnTraversalStateChanged()
// called from ---GUI--- thread
void NetPlayServer::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << (PlayerId)0; // server id always 0
spac << msg;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_CHAT_MESSAGE;
*spac << (PlayerId)0; // server id always 0
*spac << msg;
RunOnThread([spac, this]() mutable {
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(spac);
});
SendAsyncToClients(spac);
}
// called from ---GUI--- thread
@ -617,14 +614,11 @@ bool NetPlayServer::ChangeGame(const std::string &game)
m_selected_game = game;
// send changed game to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << game;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_CHANGE_GAME;
*spac << game;
RunOnThread([spac, this]() mutable {
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(spac);
});
SendAsyncToClients(spac);
return true;
}
@ -647,25 +641,22 @@ bool NetPlayServer::StartGame()
g_netplay_initial_gctime = Common::Timer::GetLocalTimeSinceJan1970();
// tell clients to start game
sf::Packet spac;
spac << (MessageId)NP_MSG_START_GAME;
spac << m_current_game;
spac << m_settings.m_CPUthread;
spac << m_settings.m_CPUcore;
spac << m_settings.m_DSPEnableJIT;
spac << m_settings.m_DSPHLE;
spac << m_settings.m_WriteToMemcard;
spac << m_settings.m_OCEnable;
spac << m_settings.m_OCFactor;
spac << m_settings.m_EXIDevice[0];
spac << m_settings.m_EXIDevice[1];
spac << (u32)g_netplay_initial_gctime;
spac << (u32)g_netplay_initial_gctime << 32;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_START_GAME;
*spac << m_current_game;
*spac << m_settings.m_CPUthread;
*spac << m_settings.m_CPUcore;
*spac << m_settings.m_DSPEnableJIT;
*spac << m_settings.m_DSPHLE;
*spac << m_settings.m_WriteToMemcard;
*spac << m_settings.m_OCEnable;
*spac << m_settings.m_OCFactor;
*spac << m_settings.m_EXIDevice[0];
*spac << m_settings.m_EXIDevice[1];
*spac << (u32)g_netplay_initial_gctime;
*spac << (u32)g_netplay_initial_gctime << 32;
RunOnThread([spac, this]() mutable {
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(spac);
});
SendAsyncToClients(spac);
m_is_running = true;