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(svn r23754) -Fix (r23752): the locks aren't reentrant

release/1.2
rubidium 2012-01-05 17:08:49 +00:00
parent d0770c8319
commit d2c643df63
1 changed files with 65 additions and 55 deletions

View File

@ -48,6 +48,70 @@ NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket
NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket
NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket
/** Simpler wrapper struct for NetworkUDPQueryServerThread */
struct NetworkUDPQueryServerInfo : NetworkAddress {
bool manually; ///< Did we connect manually or not?
/**
* Create the structure.
* @param address The address of the server to query.
* @param manually Whether the address was entered manually.
*/
NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
NetworkAddress(address),
manually(manually)
{
}
};
/**
* Helper function doing the actual work for querying the server.
* @param address The address of the server.
* @param needs_mutex Whether we need to acquire locks when sending the packet or not.
* @param manually Whether the address was entered manually.
*/
static void NetworkUDPQueryServer(NetworkAddress *address, bool needs_mutex, bool manually)
{
/* Clear item in gamelist */
NetworkGameList *item = CallocT<NetworkGameList>(1);
address->GetAddressAsString(item->info.server_name, lastof(item->info.server_name));
strecpy(item->info.hostname, address->GetHostname(), lastof(item->info.hostname));
item->address = *address;
item->manually = manually;
NetworkGameListAddItemDelayed(item);
if (needs_mutex) _network_udp_mutex->BeginCritical();
/* Init the packet */
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, address);
if (needs_mutex) _network_udp_mutex->EndCritical();
}
/**
* Threaded part for resolving the IP of a server and querying it.
* @param pntr the NetworkUDPQueryServerInfo.
*/
static void NetworkUDPQueryServerThread(void *pntr)
{
NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr;
NetworkUDPQueryServer(info, true, info->manually);
delete info;
}
/**
* Query a specific server.
* @param address The address of the server.
* @param manually Whether the address was entered manually.
*/
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
{
NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) {
NetworkUDPQueryServerThread(info);
}
}
///*** Communication with the masterserver ***/
/** Helper class for connecting to the master server. */
@ -364,7 +428,7 @@ void ClientNetworkUDPSocketHandler::Receive_MASTER_RESPONSE_LIST(Packet *p, Netw
/* Somehow we reached the end of the packet */
if (this->HasClientQuit()) return;
NetworkUDPQueryServer(addr);
NetworkUDPQueryServer(&addr, false, false);
}
}
}
@ -468,60 +532,6 @@ void NetworkUDPSearchGame()
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
/** Simpler wrapper struct for NetworkUDPQueryServerThread */
struct NetworkUDPQueryServerInfo : NetworkAddress {
bool manually; ///< Did we connect manually or not?
/**
* Create the structure.
* @param address The address of the server to query.
* @param manually Whether the address was entered manually.
*/
NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
NetworkAddress(address),
manually(manually)
{
}
};
/**
* Threaded part for resolving the IP of a server and querying it.
* @param pntr the NetworkUDPQueryServerInfo.
*/
static void NetworkUDPQueryServerThread(void *pntr)
{
NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr;
/* Clear item in gamelist */
NetworkGameList *item = CallocT<NetworkGameList>(1);
info->GetAddressAsString(item->info.server_name, lastof(item->info.server_name));
strecpy(item->info.hostname, info->GetHostname(), lastof(item->info.hostname));
item->address = *info;
item->manually = info->manually;
NetworkGameListAddItemDelayed(item);
_network_udp_mutex->BeginCritical();
/* Init the packet */
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, info);
_network_udp_mutex->EndCritical();
delete info;
}
/**
* Query a specific server.
* @param address The address of the server.
* @param manually Whether the address was entered manually.
*/
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
{
NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) {
NetworkUDPQueryServerThread(info);
}
}
/**
* Thread entry point for de-advertising.
* @param pntr unused.