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-rw-r--r--source/ClientHandle.cpp67
1 files changed, 54 insertions, 13 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
index 8e031a124..9a84d23f5 100644
--- a/source/ClientHandle.cpp
+++ b/source/ClientHandle.cpp
@@ -406,6 +406,11 @@ void cClientHandle::RemoveFromAllChunks()
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear();
m_ChunksToSend.clear();
+
+ // Also reset the LastStreamedChunk coords to bogus coords,
+ // so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
+ m_LastStreamedChunkX = 0x7fffffff;
+ m_LastStreamedChunkZ = 0x7fffffff;
}
}
@@ -898,18 +903,11 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
void cClientHandle::HandleChat(const AString & a_Message)
{
- AString Message(a_Message);
- if (!cRoot::Get()->GetServer()->Command(*this, Message))
- {
- AString Msg;
- Printf(Msg, "<%s%s%s> %s",
- m_Player->GetColor().c_str(),
- m_Player->GetName().c_str(),
- cChatColor::White.c_str(),
- Message.c_str()
- );
- m_Player->GetWorld()->BroadcastChat(Msg);
- }
+ // We need to process messages in the Tick thread, to avoid deadlocks resulting from player-commands being processed
+ // in the SocketThread and waiting for acquiring the ChunkMap CS with Plugin CS locked
+
+ cCSLock Lock(m_CSMessages);
+ m_PendingMessages.push_back(a_Message);
}
@@ -1292,8 +1290,8 @@ void cClientHandle::Tick(float a_Dt)
m_ShouldCheckDownloaded = false;
}
+ // Send a ping packet:
cTimer t1;
- // Send ping packet
if (
(m_Player != NULL) && // Is logged in?
(m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
@@ -1324,6 +1322,9 @@ void cClientHandle::Tick(float a_Dt)
m_CurrentExplosionTick = (m_CurrentExplosionTick + 1) % ARRAYCOUNT(m_NumExplosionsPerTick);
m_RunningSumExplosions -= m_NumExplosionsPerTick[m_CurrentExplosionTick];
m_NumExplosionsPerTick[m_CurrentExplosionTick] = 0;
+
+ // Process the queued messages:
+ ProcessPendingMessages();
}
@@ -1944,6 +1945,46 @@ void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ)
+void cClientHandle::ProcessPendingMessages(void)
+{
+ while (true)
+ {
+ AString Message;
+
+ // Extract one message from the PendingMessages buffer:
+ {
+ cCSLock Lock(m_CSMessages);
+ if (m_PendingMessages.empty())
+ {
+ // No more messages in the buffer, bail out
+ return;
+ }
+ Message = m_PendingMessages.front();
+ m_PendingMessages.pop_front();
+ } // Lock(m_CSMessages)
+
+ // If a command, perform it:
+ if (cRoot::Get()->GetServer()->Command(*this, Message))
+ {
+ continue;
+ }
+
+ // Not a command, broadcast as a simple message:
+ AString Msg;
+ Printf(Msg, "<%s%s%s> %s",
+ m_Player->GetColor().c_str(),
+ m_Player->GetName().c_str(),
+ cChatColor::White.c_str(),
+ Message.c_str()
+ );
+ m_Player->GetWorld()->BroadcastChat(Msg);
+ } // while (true)
+}
+
+
+
+
+
void cClientHandle::PacketBufferFull(void)
{
// Too much data in the incoming queue, the server is probably too busy, kick the client: