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-rw-r--r--source/ClientHandle.cpp63
1 files changed, 32 insertions, 31 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
index 54e191281..fe78ef2b6 100644
--- a/source/ClientHandle.cpp
+++ b/source/ClientHandle.cpp
@@ -170,13 +170,21 @@ cClientHandle::~cClientHandle()
-void cClientHandle::Destroy()
+void cClientHandle::Destroy(void)
{
- // Setting m_bDestroyed was moved to the bottom of Destroy(),
- // otherwise the destructor may be called within another thread before the client is removed from chunks
- // http://forum.mc-server.org/showthread.php?tid=366
+ {
+ cCSLock Lock(m_CSDestroyingState);
+ if (m_State >= csDestroying)
+ {
+ // Already called
+ return;
+ }
+ m_State = csDestroying;
+ }
+
+ // DEBUG:
+ LOGD("%s: client %p, \"%s\"", __FUNCTION__, this, m_Username.c_str());
- m_State = csDestroying;
if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
{
RemoveFromAllChunks();
@@ -253,9 +261,8 @@ void cClientHandle::Authenticate(void)
SendGameMode(m_Player->GetGameMode());
m_Player->Initialize(World);
- StreamChunks();
- m_State = csDownloadingWorld;
-
+ m_State = csAuthenticated;
+
// Broadcast this player's spawning to all other players in the same chunk
m_Player->GetWorld()->BroadcastSpawnEntity(*m_Player, this);
@@ -1342,6 +1349,20 @@ bool cClientHandle::CheckBlockInteractionsRate(void)
void cClientHandle::Tick(float a_Dt)
{
+ // Process received network data:
+ AString IncomingData;
+ {
+ cCSLock Lock(m_CSIncomingData);
+ std::swap(IncomingData, m_IncomingData);
+ }
+ m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
+
+ if (m_State == csAuthenticated)
+ {
+ StreamChunks();
+ m_State = csDownloadingWorld;
+ }
+
m_TimeSinceLastPacket += a_Dt;
if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out
{
@@ -2118,30 +2139,10 @@ void cClientHandle::PacketError(unsigned char a_PacketType)
void cClientHandle::DataReceived(const char * a_Data, int a_Size)
{
- // Data is received from the client, hand it off to the protocol:
- if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
- {
- /*
- _X: Lock the world, so that plugins reacting to protocol events have already the chunkmap locked.
- There was a possibility of a deadlock between SocketThreads and TickThreads, resulting from each
- holding one CS an requesting the other one (ChunkMap CS vs Plugin CS) (FS #375). To break this, it's
- sufficient to break any of the four Coffman conditions for a deadlock. We'll solve this by requiring
- the ChunkMap CS for all SocketThreads operations before they lock the PluginCS - thus creating a kind
- of a lock hierarchy. However, this incurs a performance penalty, we're de facto locking the chunkmap
- for each incoming packet. A better, but more involved solutin would be to lock the chunkmap only when
- the incoming packet really has a plugin CS lock request.
- Also, it is still possible for a packet to slip through - when a player still doesn't have their world
- assigned and several packets arrive at once.
- */
- cWorld::cLock(*m_Player->GetWorld());
-
- m_Protocol->DataReceived(a_Data, a_Size);
- }
- else
- {
- m_Protocol->DataReceived(a_Data, a_Size);
- }
+ // Data is received from the client, store it in the buffer to be processed by the Tick thread:
m_TimeSinceLastPacket = 0;
+ cCSLock Lock(m_CSIncomingData);
+ m_IncomingData.append(a_Data, a_Size);
}