705 lines
22 KiB
C++
705 lines
22 KiB
C++
#include "../Platform/stdafx.h"
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#include "../IO/Streams/InputOutputStream.h"
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#include "Socket.h"
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#include "Connection.h"
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#include "../Util/ThreadName.h"
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#include "../IO/Streams/Compression.h"
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#include "../../Minecraft.Client/Platform/PS3/PS3Extras/ShutdownManager.h"
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// This should always be enabled, except for debugging use
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#ifndef _DEBUG
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#define CONNECTION_ENABLE_TIMEOUT_DISCONNECT 1
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#endif
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int Connection::readThreads = 0;
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int Connection::writeThreads = 0;
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int Connection::readSizes[256];
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int Connection::writeSizes[256];
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void Connection::_init() {
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// printf("Con:0x%x init\n",this);
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InitializeCriticalSection(&writeLock);
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InitializeCriticalSection(&threadCounterLock);
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InitializeCriticalSection(&incoming_cs);
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running = true;
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quitting = false;
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disconnected = false;
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disconnectReason = DisconnectPacket::eDisconnect_None;
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noInputTicks = 0;
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estimatedRemaining = 0;
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fakeLag = 0;
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slowWriteDelay = 50;
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saqThreadID = 0;
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closeThreadID = 0;
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tickCount = 0;
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}
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// 4J Jev, need to delete the critical section.
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Connection::~Connection() {
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// 4J Stu - Just to be sure, make sure the read and write threads terminate
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// themselves before the connection object is destroyed
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running = false;
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if (dis)
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dis->close(); // The input stream needs closed before the readThread,
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// or the readThread may get stuck whilst blocking
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// waiting on a read
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readThread->WaitForCompletion(INFINITE);
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writeThread->WaitForCompletion(INFINITE);
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DeleteCriticalSection(&writeLock);
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DeleteCriticalSection(&threadCounterLock);
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DeleteCriticalSection(&incoming_cs);
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delete m_hWakeReadThread;
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delete m_hWakeWriteThread;
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// These should all have been destroyed in close() but no harm in checking
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// again
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delete byteArrayDos;
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byteArrayDos = NULL;
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delete baos;
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baos = NULL;
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if (bufferedDos) {
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bufferedDos->deleteChildStream();
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delete bufferedDos;
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bufferedDos = NULL;
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}
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delete dis;
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dis = NULL;
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}
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Connection::Connection(Socket* socket, const std::wstring& id,
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PacketListener* packetListener) // throws IOException
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{
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_init();
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this->socket = socket;
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address = socket->getRemoteSocketAddress();
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this->packetListener = packetListener;
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// try {
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socket->setSoTimeout(30000);
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socket->setTrafficClass(IPTOS_THROUGHPUT | IPTOS_LOWDELAY);
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/* 4J JEV no catch
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} catch (SocketException e) {
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// catching this exception because it (apparently?) causes problems
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// on OSX Tiger
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System.err.println(e.getMessage());
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}*/
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dis = new DataInputStream(
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socket->getInputStream(packetListener->isServerPacketListener()));
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sos = socket->getOutputStream(packetListener->isServerPacketListener());
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bufferedDos =
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new DataOutputStream(new BufferedOutputStream(sos, SEND_BUFFER_SIZE));
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baos = new ByteArrayOutputStream(SEND_BUFFER_SIZE);
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byteArrayDos = new DataOutputStream(baos);
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m_hWakeReadThread = new C4JThread::Event;
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m_hWakeWriteThread = new C4JThread::Event;
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const char* szId = wstringtofilename(id);
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char readThreadName[256];
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char writeThreadName[256];
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sprintf(readThreadName, "%s read\n", szId);
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sprintf(writeThreadName, "%s write\n", szId);
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readThread =
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new C4JThread(runRead, (void*)this, readThreadName, READ_STACK_SIZE);
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writeThread =
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new C4JThread(runWrite, this, writeThreadName, WRITE_STACK_SIZE);
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readThread->SetProcessor(CPU_CORE_CONNECTIONS);
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writeThread->SetProcessor(CPU_CORE_CONNECTIONS);
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#ifdef __ORBIS__
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readThread->SetPriority(
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THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for
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// Matching 2, and that priority of that
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// seems to be always at default no
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// matter what we set it to. Prioritise
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// this below Matching 2.
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writeThread->SetPriority(
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THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for
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// Matching 2, and that priority of that
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// seems to be always at default no
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// matter what we set it to. Prioritise
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// this below Matching 2.
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#endif
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readThread->Run();
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writeThread->Run();
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/* 4J JEV, java:
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new Thread(wstring(id).append(L" read thread")) {
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};
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writeThread = new Thread(id + " write thread") {
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public void run() {
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};
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readThread->start();
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writeThread->start();
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*/
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}
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void Connection::setListener(PacketListener* packetListener) {
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this->packetListener = packetListener;
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}
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void Connection::send(std::shared_ptr<Packet> packet) {
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if (quitting) return;
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MemSect(15);
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// 4J Jev, synchronized (&writeLock)
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EnterCriticalSection(&writeLock);
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estimatedRemaining += packet->getEstimatedSize() + 1;
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if (packet->shouldDelay) {
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// 4J We have delayed it enough by putting it in the slow queue, so
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// don't delay when we actually send it
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packet->shouldDelay = false;
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outgoing_slow.push(packet);
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} else {
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outgoing.push(packet);
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}
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// 4J Jev, end synchronized.
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LeaveCriticalSection(&writeLock);
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MemSect(0);
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}
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void Connection::queueSend(std::shared_ptr<Packet> packet) {
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if (quitting) return;
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EnterCriticalSection(&writeLock);
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estimatedRemaining += packet->getEstimatedSize() + 1;
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outgoing_slow.push(packet);
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LeaveCriticalSection(&writeLock);
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}
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bool Connection::writeTick() {
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bool didSomething = false;
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// 4J Stu - If the connection is closed and the output stream has been
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// deleted
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if (bufferedDos == NULL || byteArrayDos == NULL) return didSomething;
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// try {
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if (!outgoing.empty() &&
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(fakeLag == 0 ||
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System::currentTimeMillis() - outgoing.front()->createTime >=
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fakeLag)) {
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std::shared_ptr<Packet> packet;
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EnterCriticalSection(&writeLock);
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packet = outgoing.front();
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outgoing.pop();
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estimatedRemaining -= packet->getEstimatedSize() + 1;
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LeaveCriticalSection(&writeLock);
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Packet::writePacket(packet, bufferedDos);
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#ifdef __linux__
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bufferedDos->flush(); // Ensure buffered data reaches socket before any
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// other writes
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#endif
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#ifndef _CONTENT_PACKAGE
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// 4J Added for debugging
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int playerId = 0;
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if (!socket->isLocal()) {
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Socket* socket = getSocket();
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if (socket) {
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INetworkPlayer* player = socket->getPlayer();
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if (player) {
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playerId = player->GetSmallId();
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}
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}
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Packet::recordOutgoingPacket(packet, playerId);
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}
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#endif
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// 4J Stu - Changed this so that rather than writing to the network
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// stream through a buffered stream we want to: a) Only push whole
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// "game" packets to QNet, rather than amalgamated chunks of data that
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// may include many packets, and partial packets b) To be able to change
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// the priority and queue of a packet if required
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// sos->writeWithFlags( baos->buf, 0, baos->size(), 0 );
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// baos->reset();
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writeSizes[packet->getId()] += packet->getEstimatedSize() + 1;
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didSomething = true;
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}
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if ((slowWriteDelay-- <= 0) && !outgoing_slow.empty() &&
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(fakeLag == 0 ||
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System::currentTimeMillis() - outgoing_slow.front()->createTime >=
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fakeLag)) {
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std::shared_ptr<Packet> packet;
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// synchronized (writeLock) {
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EnterCriticalSection(&writeLock);
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packet = outgoing_slow.front();
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outgoing_slow.pop();
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estimatedRemaining -= packet->getEstimatedSize() + 1;
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LeaveCriticalSection(&writeLock);
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// If the shouldDelay flag is still set at this point then we want to
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// write it to QNet as a single packet with priority flags Otherwise
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// just buffer the packet with other outgoing packets as the java game
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// did
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#ifdef __linux__
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// Linux fix: For local connections, always use bufferedDos to avoid
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// byte interleaving between the BufferedOutputStream buffer and direct
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// sos writes. The shouldDelay/writeWithFlags path writes directly to
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// sos, which can inject bytes BEFORE unflushed bufferedDos data.
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Packet::writePacket(packet, bufferedDos);
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bufferedDos->flush(); // Ensure data reaches socket immediately for
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// delayed packets
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#else
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if (packet->shouldDelay) {
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Packet::writePacket(packet, byteArrayDos);
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// 4J Stu - Changed this so that rather than writing to the network
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// stream through a buffered stream we want to: a) Only push whole
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// "game" packets to QNet, rather than amalgamated chunks of data
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// that may include many packets, and partial packets b) To be able
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// to change the priority and queue of a packet if required
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#ifdef _XBOX
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int flags = QNET_SENDDATA_LOW_PRIORITY | QNET_SENDDATA_SECONDARY;
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#else
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int flags = NON_QNET_SENDDATA_ACK_REQUIRED;
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#endif
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sos->writeWithFlags(baos->buf, 0, baos->size(), flags);
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baos->reset();
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} else {
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Packet::writePacket(packet, bufferedDos);
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}
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#endif
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#ifndef _CONTENT_PACKAGE
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// 4J Added for debugging
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if (!socket->isLocal()) {
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int playerId = 0;
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if (!socket->isLocal()) {
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Socket* socket = getSocket();
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if (socket) {
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INetworkPlayer* player = socket->getPlayer();
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if (player) {
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playerId = player->GetSmallId();
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}
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}
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Packet::recordOutgoingPacket(packet, playerId);
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}
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}
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#endif
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writeSizes[packet->getId()] += packet->getEstimatedSize() + 1;
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slowWriteDelay = 0;
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didSomething = true;
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}
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/* 4J JEV, removed try/catch
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} catch (Exception e) {
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if (!disconnected) handleException(e);
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return false;
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} */
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return didSomething;
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}
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void Connection::flush() {
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// TODO 4J Stu - How to interrupt threads? Or do we need to change the
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// multithreaded functions a bit more
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// readThread.interrupt();
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// writeThread.interrupt();
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m_hWakeReadThread->Set();
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m_hWakeWriteThread->Set();
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}
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bool Connection::readTick() {
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bool didSomething = false;
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// 4J Stu - If the connection has closed and the input stream has been
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// deleted
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if (dis == NULL) return didSomething;
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// try {
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std::shared_ptr<Packet> packet =
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Packet::readPacket(dis, packetListener->isServerPacketListener());
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if (packet != NULL) {
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readSizes[packet->getId()] += packet->getEstimatedSize() + 1;
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EnterCriticalSection(&incoming_cs);
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if (!quitting) {
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incoming.push(packet);
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}
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LeaveCriticalSection(&incoming_cs);
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didSomething = true;
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} else {
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// printf("Con:0x%x readTick close EOS\n",this);
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// 4J Stu - Remove this line
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// Fix for #10410 - UI: If the player is removed from a splitscreened
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// host�s game, the next game that player joins will produce a message
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// stating that the host has left.
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// close(DisconnectPacket::eDisconnect_EndOfStream);
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}
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/* 4J JEV, removed try/catch
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} catch (Exception e) {
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if (!disconnected) handleException(e);
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return false;
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} */
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return didSomething;
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}
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/* 4J JEV, removed try/catch
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void handleException(Exception e)
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{
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e.printStackTrace();
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close("disconnect.genericReason", "Internal exception: " + e.toString());
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}*/
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void Connection::close(DisconnectPacket::eDisconnectReason reason, ...) {
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// printf("Con:0x%x close\n",this);
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if (!running) return;
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// printf("Con:0x%x close doing something\n",this);
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disconnected = true;
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va_list input;
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va_start(input, reason);
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disconnectReason = reason; // va_arg( input, const wstring );
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std::vector<void*> objs = std::vector<void*>();
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void* i = NULL;
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while (i != NULL) {
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i = va_arg(input, void*);
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objs.push_back(i);
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}
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if (objs.size()) {
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disconnectReasonObjects = &objs[0];
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} else {
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disconnectReasonObjects = NULL;
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}
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// int count = 0, sum = 0, i = first;
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// va_list marker;
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//
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// va_start( marker, first );
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// while( i != -1 )
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// {
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// sum += i;
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// count++;
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// i = va_arg( marker, int);
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// }
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// va_end( marker );
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// return( sum ? (sum / count) : 0 );
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// CreateThread(NULL, 0, runClose, this, 0, &closeThreadID);
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running = false;
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if (dis)
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dis->close(); // The input stream needs closed before the readThread,
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// or the readThread may get stuck whilst blocking
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// waiting on a read
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// Make sure that the read & write threads are dead before we go and kill
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// the streams that they depend on
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readThread->WaitForCompletion(INFINITE);
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writeThread->WaitForCompletion(INFINITE);
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delete dis;
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dis = NULL;
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if (bufferedDos) {
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bufferedDos->close();
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bufferedDos->deleteChildStream();
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delete bufferedDos;
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bufferedDos = NULL;
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}
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if (byteArrayDos) {
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byteArrayDos->close();
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delete byteArrayDos;
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byteArrayDos = NULL;
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}
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if (socket) {
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socket->close(packetListener->isServerPacketListener());
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socket = NULL;
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}
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}
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void Connection::tick() {
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if (estimatedRemaining > 1 * 1024 * 1024) {
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close(DisconnectPacket::eDisconnect_Overflow);
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}
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EnterCriticalSection(&incoming_cs);
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bool empty = incoming.empty();
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LeaveCriticalSection(&incoming_cs);
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if (empty) {
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#if CONNECTION_ENABLE_TIMEOUT_DISCONNECT
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if (noInputTicks++ == MAX_TICKS_WITHOUT_INPUT) {
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close(DisconnectPacket::eDisconnect_TimeOut);
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}
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#endif
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}
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// 4J Stu - Moved this a bit later in the function to stop the race
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// condition of Disconnect packets not being processed when local client
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// leaves
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// else if( socket && socket->isClosing() )
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//{
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// close(DisconnectPacket::eDisconnect_Closed);
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//}
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else {
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noInputTicks = 0;
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}
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// 4J Added - Send a KeepAlivePacket every now and then to ensure that our
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// read and write threads don't timeout
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tickCount++;
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if (tickCount % 20 == 0) {
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send(std::shared_ptr<KeepAlivePacket>(new KeepAlivePacket()));
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}
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// 4J Stu - 1.8.2 changed from 100 to 1000
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int max = 1000;
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// 4J-PB - NEEDS CHANGED!!!
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// If we can call connection.close from within a packet->handle, then we can
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// lockup because the loop below has locked incoming_cs, and the
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// connection.close will flag the read and write threads for the connection
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// to close. they are running on other threads, and will try to lock
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// incoming_cs We got this with a pre-login packet of a player who wasn't
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// allowed to play due to parental controls, so was kicked out This has been
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// changed to use a eAppAction_ExitPlayerPreLogin which will run in the main
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// loop, so the connection will not be ticked at that point
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EnterCriticalSection(&incoming_cs);
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// 4J Stu - If disconnected, then we shouldn't process incoming packets
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std::vector<std::shared_ptr<Packet> > packetsToHandle;
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while (!disconnected && !g_NetworkManager.IsLeavingGame() &&
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g_NetworkManager.IsInSession() && !incoming.empty() && max-- >= 0) {
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std::shared_ptr<Packet> packet = incoming.front();
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packetsToHandle.push_back(packet);
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incoming.pop();
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}
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LeaveCriticalSection(&incoming_cs);
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// MGH - moved the packet handling outside of the incoming_cs block, as it
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// was locking up sometimes when disconnecting
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for (int i = 0; i < packetsToHandle.size(); i++) {
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PIXBeginNamedEvent(0, "Handling packet %d\n",
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packetsToHandle[i]->getId());
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packetsToHandle[i]->handle(packetListener);
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PIXEndNamedEvent();
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}
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flush();
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// 4J Stu - Moved this a bit later in the function to stop the race
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// condition of Disconnect packets not being processed when local client
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// leaves
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if (socket && socket->isClosing()) {
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close(DisconnectPacket::eDisconnect_Closed);
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}
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// 4J - split the following condition (used to be disconnect &&
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// iscoming.empty()) so we can wrap the access in a critical section
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if (disconnected) {
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EnterCriticalSection(&incoming_cs);
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bool empty = incoming.empty();
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LeaveCriticalSection(&incoming_cs);
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if (empty) {
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packetListener->onDisconnect(disconnectReason,
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disconnectReasonObjects);
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disconnected =
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false; // 4J added - don't keep sending this every tick
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}
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}
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}
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SocketAddress* Connection::getRemoteAddress() {
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return (SocketAddress*)address;
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}
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void Connection::sendAndQuit() {
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if (quitting) {
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return;
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}
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// printf("Con:0x%x send & quit\n",this);
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flush();
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quitting = true;
|
|
// TODO 4J Stu - How to interrupt threads? Or do we need to change the
|
|
// multithreaded functions a bit more
|
|
// readThread.interrupt();
|
|
|
|
#if 1
|
|
// 4J - this used to be in a thread but not sure why, and is causing trouble
|
|
// for us if we kill the connection whilst the thread is still expecting to
|
|
// be able to send a packet a couple of seconds after starting it
|
|
if (running) {
|
|
// 4J TODO writeThread.interrupt();
|
|
close(DisconnectPacket::eDisconnect_Closed);
|
|
}
|
|
#else
|
|
CreateThread(NULL, 0, runSendAndQuit, this, 0, &saqThreadID);
|
|
#endif
|
|
}
|
|
|
|
int Connection::countDelayedPackets() { return (int)outgoing_slow.size(); }
|
|
|
|
int Connection::runRead(void* lpParam) {
|
|
ShutdownManager::HasStarted(ShutdownManager::eConnectionReadThreads);
|
|
Connection* con = (Connection*)lpParam;
|
|
|
|
if (con == NULL) {
|
|
#ifdef __PS3__
|
|
ShutdownManager::HasFinished(ShutdownManager::eConnectionReadThreads);
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
Compression::UseDefaultThreadStorage();
|
|
|
|
CRITICAL_SECTION* cs = &con->threadCounterLock;
|
|
|
|
EnterCriticalSection(cs);
|
|
con->readThreads++;
|
|
LeaveCriticalSection(cs);
|
|
|
|
// try {
|
|
|
|
MemSect(19);
|
|
while (
|
|
con->running && !con->quitting &&
|
|
ShutdownManager::ShouldRun(ShutdownManager::eConnectionReadThreads)) {
|
|
while (con->readTick());
|
|
|
|
// try {
|
|
// Sleep(100L);
|
|
// TODO - 4J Stu - 1.8.2 changes these sleeps to 2L, but not sure
|
|
// whether we should do that as well
|
|
con->m_hWakeReadThread->WaitForSignal(100L);
|
|
}
|
|
MemSect(0);
|
|
|
|
/* 4J JEV, removed try/catch
|
|
} catch (InterruptedException e) {
|
|
}
|
|
}
|
|
} finally {
|
|
synchronized (threadCounterLock) {
|
|
readThreads--;
|
|
}
|
|
} */
|
|
|
|
ShutdownManager::HasFinished(ShutdownManager::eConnectionReadThreads);
|
|
return 0;
|
|
}
|
|
|
|
int Connection::runWrite(void* lpParam) {
|
|
ShutdownManager::HasStarted(ShutdownManager::eConnectionWriteThreads);
|
|
Connection* con = dynamic_cast<Connection*>((Connection*)lpParam);
|
|
|
|
if (con == NULL) {
|
|
ShutdownManager::HasFinished(ShutdownManager::eConnectionWriteThreads);
|
|
return 0;
|
|
}
|
|
|
|
Compression::UseDefaultThreadStorage();
|
|
|
|
CRITICAL_SECTION* cs = &con->threadCounterLock;
|
|
|
|
EnterCriticalSection(cs);
|
|
con->writeThreads++;
|
|
LeaveCriticalSection(cs);
|
|
|
|
// 4J Stu - Adding this to force us to run through the writeTick at least
|
|
// once after the event is fired Otherwise there is a race between the
|
|
// calling thread setting the running flag and this loop checking the
|
|
// condition
|
|
unsigned int waitResult = WAIT_TIMEOUT;
|
|
|
|
while (
|
|
(con->running || waitResult == WAIT_OBJECT_0) &&
|
|
ShutdownManager::ShouldRun(ShutdownManager::eConnectionWriteThreads)) {
|
|
while (con->writeTick());
|
|
|
|
// Sleep(100L);
|
|
// TODO - 4J Stu - 1.8.2 changes these sleeps to 2L, but not sure
|
|
// whether we should do that as well
|
|
waitResult = con->m_hWakeWriteThread->WaitForSignal(100L);
|
|
|
|
if (con->bufferedDos != NULL) con->bufferedDos->flush();
|
|
// if (con->byteArrayDos != NULL) con->byteArrayDos->flush();
|
|
}
|
|
|
|
// 4J was in a finally block.
|
|
EnterCriticalSection(cs);
|
|
con->writeThreads--;
|
|
LeaveCriticalSection(cs);
|
|
|
|
ShutdownManager::HasFinished(ShutdownManager::eConnectionWriteThreads);
|
|
return 0;
|
|
}
|
|
|
|
int Connection::runClose(void* lpParam) {
|
|
Connection* con = dynamic_cast<Connection*>((Connection*)lpParam);
|
|
|
|
if (con == NULL) return 0;
|
|
|
|
// try {
|
|
|
|
sleep(2000);
|
|
if (con->running) {
|
|
// 4J TODO writeThread.interrupt();
|
|
con->close(DisconnectPacket::eDisconnect_Closed);
|
|
}
|
|
|
|
/* 4J Jev, removed try/catch
|
|
} catch (Exception e) {
|
|
e.printStackTrace();
|
|
} */
|
|
|
|
return 1;
|
|
}
|
|
|
|
int Connection::runSendAndQuit(void* lpParam) {
|
|
Connection* con = dynamic_cast<Connection*>((Connection*)lpParam);
|
|
// printf("Con:0x%x runSendAndQuit\n",con);
|
|
|
|
if (con == NULL) return 0;
|
|
|
|
// try {
|
|
|
|
sleep(2000);
|
|
if (con->running) {
|
|
// 4J TODO writeThread.interrupt();
|
|
con->close(DisconnectPacket::eDisconnect_Closed);
|
|
// printf("Con:0x%x runSendAndQuit close\n",con);
|
|
}
|
|
|
|
// printf("Con:0x%x runSendAndQuit end\n",con);
|
|
/* 4J Jev, removed try/catch
|
|
} catch (Exception e) {
|
|
e.printStackTrace();
|
|
} */
|
|
|
|
return 0;
|
|
}
|