コード例 #1
0
ファイル: fpath.cpp プロジェクト: Zabanya/warzone2100
/** This runs in a separate thread */
static int fpathThreadFunc(void *)
{
	wzMutexLock(fpathMutex);

	while (!fpathQuit)
	{
		if (pathJobs.empty())
		{
			ASSERT(!waitingForResult, "Waiting for a result (id %u) that doesn't exist.", waitingForResultId);
			wzMutexUnlock(fpathMutex);
			wzSemaphoreWait(fpathSemaphore);  // Go to sleep until needed.
			wzMutexLock(fpathMutex);
			continue;
		}

		// Copy the first job from the queue.
		packagedPathJob job = std::move(pathJobs.front());
		pathJobs.pop_front();

		wzMutexUnlock(fpathMutex);
		job();
		wzMutexLock(fpathMutex);

		waitingForResult = false;
		objTrace(waitingForResultId, "These are the droids you are looking for.");
		wzSemaphorePost(waitingForResultSemaphore);
	}
	wzMutexUnlock(fpathMutex);
	return 0;
}
コード例 #2
0
ファイル: netsocket.cpp プロジェクト: C1annad/warzone2100
/**
 * Similar to write(2) with the exception that this function will block until
 * <em>all</em> data has been written or an error occurs.
 *
 * @return @c size when succesful or @c SOCKET_ERROR if an error occurred.
 */
ssize_t writeAll(Socket *sock, const void *buf, size_t size, size_t *rawByteCount)
{
	size_t ignored;
	size_t &rawBytes = rawByteCount != NULL ? *rawByteCount : ignored;
	rawBytes = 0;

	if (!sock
	    || sock->fd[SOCK_CONNECTION] == INVALID_SOCKET)
	{
		debug(LOG_ERROR, "Invalid socket (EBADF)");
		setSockErr(EBADF);
		return SOCKET_ERROR;
	}

	if (sock->writeError)
	{
		return SOCKET_ERROR;
	}

	if (size > 0)
	{
		if (!sock->isCompressed)
		{
			wzMutexLock(socketThreadMutex);
			if (socketThreadWrites.empty())
			{
				wzSemaphorePost(socketThreadSemaphore);
			}
			std::vector<uint8_t> &writeQueue = socketThreadWrites[sock];
			writeQueue.insert(writeQueue.end(), static_cast<char const *>(buf), static_cast<char const *>(buf) + size);
			wzMutexUnlock(socketThreadMutex);
			rawBytes = size;
		}
		else
		{
			sock->zDeflate.next_in = (Bytef *)buf;
			sock->zDeflate.avail_in = size;
			sock->zDeflateInSize += sock->zDeflate.avail_in;
			do
			{
				size_t alreadyHave = sock->zDeflateOutBuf.size();
				sock->zDeflateOutBuf.resize(alreadyHave + size + 20);  // A bit more than size should be enough to always do everything in one go.
				sock->zDeflate.next_out = (Bytef *)&sock->zDeflateOutBuf[alreadyHave];
				sock->zDeflate.avail_out = sock->zDeflateOutBuf.size() - alreadyHave;

				int ret = deflate(&sock->zDeflate, Z_NO_FLUSH);
				ASSERT(ret != Z_STREAM_ERROR, "zlib compression failed!");

				// Remove unused part of buffer.
				sock->zDeflateOutBuf.resize(sock->zDeflateOutBuf.size() - sock->zDeflate.avail_out);
			}
			while (sock->zDeflate.avail_out == 0);

			ASSERT(sock->zDeflate.avail_in == 0, "zlib didn't compress everything!");
		}
	}

	return size;
}
コード例 #3
0
ファイル: netsocket.cpp プロジェクト: C1annad/warzone2100
void socketFlush(Socket *sock, size_t *rawByteCount)
{
	size_t ignored;
	size_t &rawBytes = rawByteCount != NULL ? *rawByteCount : ignored;
	rawBytes = 0;

	if (!sock->isCompressed)
	{
		return;  // Not compressed, so don't mess with zlib.
	}

	// Flush data out of zlib compression state.
	do
	{
		sock->zDeflate.next_in = (Bytef *)NULL;
		sock->zDeflate.avail_in = 0;
		size_t alreadyHave = sock->zDeflateOutBuf.size();
		sock->zDeflateOutBuf.resize(alreadyHave + 1000);  // 100 bytes would probably be enough to flush the rest in one go.
		sock->zDeflate.next_out = (Bytef *)&sock->zDeflateOutBuf[alreadyHave];
		sock->zDeflate.avail_out = sock->zDeflateOutBuf.size() - alreadyHave;

		int ret = deflate(&sock->zDeflate, Z_PARTIAL_FLUSH);
		ASSERT(ret != Z_STREAM_ERROR, "zlib compression failed!");

		// Remove unused part of buffer.
		sock->zDeflateOutBuf.resize(sock->zDeflateOutBuf.size() - sock->zDeflate.avail_out);
	}
	while (sock->zDeflate.avail_out == 0);

	if (sock->zDeflateOutBuf.empty())
	{
		return;  // No data to flush out.
	}

	wzMutexLock(socketThreadMutex);
	if (socketThreadWrites.empty())
	{
		wzSemaphorePost(socketThreadSemaphore);
	}
	std::vector<uint8_t> &writeQueue = socketThreadWrites[sock];
	writeQueue.insert(writeQueue.end(), sock->zDeflateOutBuf.begin(), sock->zDeflateOutBuf.end());
	wzMutexUnlock(socketThreadMutex);

	// Primitive network logging, uncomment to use.
	//printf("Size %3u ->%3zu, buf =", sock->zDeflateInSize, sock->zDeflateOutBuf.size());
	//for (unsigned n = 0; n < std::min<unsigned>(sock->zDeflateOutBuf.size(), 40); ++n) printf(" %02X", sock->zDeflateOutBuf[n]);
	//printf("\n");

	// Data sent, don't send again.
	rawBytes = sock->zDeflateOutBuf.size();
	sock->zDeflateInSize = 0;
	sock->zDeflateOutBuf.clear();
}
コード例 #4
0
ファイル: fpath.cpp プロジェクト: vaut/warzone2100
/** This runs in a separate thread */
static int fpathThreadFunc(void *)
{
	wzMutexLock(fpathMutex);

	while (!fpathQuit)
	{
		if (pathJobs.empty())
		{
			ASSERT(!waitingForResult, "Waiting for a result (id %u) that doesn't exist.", waitingForResultId);
			wzMutexUnlock(fpathMutex);
			wzSemaphoreWait(fpathSemaphore);  // Go to sleep until needed.
			wzMutexLock(fpathMutex);
			continue;
		}

		// Copy the first job from the queue. Don't pop yet, since the main thread may want to set .deleted = true.
		PATHJOB job = pathJobs.front();

		wzMutexUnlock(fpathMutex);

		// Execute path-finding for this job using our local temporaries
		PATHRESULT result;
		result.droidID = job.droidID;
		memset(&result.sMove, 0, sizeof(result.sMove));
		result.retval = FPR_FAILED;
		result.originalDest = Vector2i(job.destX, job.destY);

		// we need to lock BEFORE we fiddle with the data, or we get ugly data race conditions.
		wzMutexLock(fpathMutex);
		fpathExecute(&job, &result);

		ASSERT(pathJobs.front().droidID == job.droidID, "Bug");  // The front of pathJobs may have .deleted set to true, but should not otherwise have been modified or deleted.
		if (!pathJobs.front().deleted)
		{
			pathResults.push_back(result);
		}
		pathJobs.pop_front();

		// Unblock the main thread, if it was waiting for this particular result.
		if (waitingForResult && waitingForResultId == job.droidID)
		{
			waitingForResult = false;
			objTrace(waitingForResultId, "These are the droids you are looking for.");
			wzSemaphorePost(waitingForResultSemaphore);
		}
	}
	wzMutexUnlock(fpathMutex);
	return 0;
}
コード例 #5
0
ファイル: fpath.cpp プロジェクト: Zabanya/warzone2100
void fpathShutdown()
{
	// Signal the path finding thread to quit
	fpathQuit = true;
	wzSemaphorePost(fpathSemaphore);  // Wake up thread.

	if (fpathThread)
	{
		wzThreadJoin(fpathThread);
		fpathThread = NULL;
		wzMutexDestroy(fpathMutex);
		fpathMutex = NULL;
		wzSemaphoreDestroy(fpathSemaphore);
		fpathSemaphore = NULL;
		wzSemaphoreDestroy(waitingForResultSemaphore);
		waitingForResultSemaphore = NULL;
	}
	fpathHardTableReset();
}
コード例 #6
0
ファイル: fpath.cpp プロジェクト: Zabanya/warzone2100
static FPATH_RETVAL fpathRoute(MOVE_CONTROL *psMove, unsigned id, int startX, int startY, int tX, int tY, PROPULSION_TYPE propulsionType,
                               DROID_TYPE droidType, FPATH_MOVETYPE moveType, int owner, bool acceptNearest, StructureBounds const &dstStructure)
{
	objTrace(id, "called(*,id=%d,sx=%d,sy=%d,ex=%d,ey=%d,prop=%d,type=%d,move=%d,owner=%d)", id, startX, startY, tX, tY, (int)propulsionType, (int)droidType, (int)moveType, owner);

	if (!worldOnMap(startX, startY) || !worldOnMap(tX, tY))
	{
		debug(LOG_ERROR, "Droid trying to find path to/from invalid location (%d %d) -> (%d %d).", startX, startY, tX, tY);
		objTrace(id, "Invalid start/end.");
		syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_FAILED", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
		return FPR_FAILED;
	}

	// don't have to do anything if already there
	if (startX == tX && startY == tY)
	{
		// return failed to stop them moving anywhere
		objTrace(id, "Tried to move nowhere");
		syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_FAILED", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
		return FPR_FAILED;
	}

	// Check if waiting for a result
	while (psMove->Status == MOVEWAITROUTE)
	{
		objTrace(id, "Checking if we have a path yet");

		auto const &I = pathResults.find(id);
		ASSERT(I != pathResults.end(), "Missing path result promise");
		PATHRESULT result = I->second.get();
		ASSERT(result.retval != FPR_OK || result.sMove.asPath, "Ok result but no path in list");

		// Copy over select fields - preserve others
		psMove->destination = result.sMove.destination;
		psMove->numPoints = result.sMove.numPoints;
		bool correctDestination = tX == result.originalDest.x && tY == result.originalDest.y;
		psMove->pathIndex = 0;
		psMove->Status = MOVENAVIGATE;
		free(psMove->asPath);
		psMove->asPath = result.sMove.asPath;
		FPATH_RETVAL retval = result.retval;
		ASSERT(retval != FPR_OK || psMove->asPath, "Ok result but no path after copy");
		ASSERT(retval != FPR_OK || psMove->numPoints > 0, "Ok result but path empty after copy");

		// Remove it from the result list
		pathResults.erase(id);

		objTrace(id, "Got a path to (%d, %d)! Length=%d Retval=%d", psMove->destination.x, psMove->destination.y, psMove->numPoints, (int)retval);
		syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = %d, path[%d] = %08X->(%d, %d)", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner, retval, psMove->numPoints, ~crcSumVector2i(0, psMove->asPath, psMove->numPoints), psMove->destination.x, psMove->destination.y);

		if (!correctDestination)
		{
			goto queuePathfinding;  // Seems we got the result of an old pathfinding job for this droid, so need to pathfind again.
		}

		return retval;
	}
queuePathfinding:

	// We were not waiting for a result, and found no trivial path, so create new job and start waiting
	PATHJOB job;
	job.origX = startX;
	job.origY = startY;
	job.droidID = id;
	job.destX = tX;
	job.destY = tY;
	job.dstStructure = dstStructure;
	job.droidType = droidType;
	job.propulsion = propulsionType;
	job.moveType = moveType;
	job.owner = owner;
	job.acceptNearest = acceptNearest;
	job.deleted = false;
	fpathSetBlockingMap(&job);

	debug(LOG_NEVER, "starting new job for droid %d 0x%x", id, id);
	// Clear any results or jobs waiting already. It is a vital assumption that there is only one
	// job or result for each droid in the system at any time.
	fpathRemoveDroidData(id);

	packagedPathJob task([job]() { return fpathExecute(job); });
	pathResults[id] = task.get_future();

	// Add to end of list
	wzMutexLock(fpathMutex);
	bool isFirstJob = pathJobs.empty();
	pathJobs.push_back(std::move(task));
	wzMutexUnlock(fpathMutex);

	if (isFirstJob)
	{
		wzSemaphorePost(fpathSemaphore);  // Wake up processing thread.
	}

	objTrace(id, "Queued up a path-finding request to (%d, %d), at least %d items earlier in queue", tX, tY, isFirstJob);
	syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_WAIT", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
	return FPR_WAIT;	// wait while polling result queue
}
コード例 #7
0
ファイル: fpath.cpp プロジェクト: DylanHsu/warzone2100
static FPATH_RETVAL fpathRoute(MOVE_CONTROL *psMove, int id, int startX, int startY, int tX, int tY, PROPULSION_TYPE propulsionType, 
                               DROID_TYPE droidType, FPATH_MOVETYPE moveType, int owner, bool acceptNearest)
{
	objTrace(id, "called(*,id=%d,sx=%d,sy=%d,ex=%d,ey=%d,prop=%d,type=%d,move=%d,owner=%d)", id, startX, startY, tX, tY, (int)propulsionType, (int)droidType, (int)moveType, owner);

	// don't have to do anything if already there
	if (startX == tX && startY == tY)
	{
		// return failed to stop them moving anywhere
		objTrace(id, "Tried to move nowhere");
		syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_FAILED", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
		return FPR_FAILED;
	}

	// Check if waiting for a result
	while (psMove->Status == MOVEWAITROUTE)
	{
		objTrace(id, "Checking if we have a path yet");
		wzMutexLock(fpathMutex);

		// psNext should be _declared_ here, after the mutex lock! Used to be a race condition, thanks to -Wdeclaration-after-statement style pseudocompiler compatibility.
		for (std::list<PATHRESULT>::iterator psResult = pathResults.begin(); psResult != pathResults.end(); ++psResult)
		{
			if (psResult->droidID != id)
			{
				continue;  // Wrong result, try next one.
			}

			ASSERT(psResult->retval != FPR_OK || psResult->sMove.asPath, "Ok result but no path in list");

			// Copy over select fields - preserve others
			psMove->destination = psResult->sMove.destination;
			psMove->numPoints = psResult->sMove.numPoints;
			psMove->Position = 0;
			psMove->Status = MOVENAVIGATE;
			free(psMove->asPath);
			psMove->asPath = psResult->sMove.asPath;
			FPATH_RETVAL retval = psResult->retval;
			ASSERT(retval != FPR_OK || psMove->asPath, "Ok result but no path after copy");
			ASSERT(retval != FPR_OK || psMove->numPoints > 0, "Ok result but path empty after copy");

			// Remove it from the result list
			pathResults.erase(psResult);

			wzMutexUnlock(fpathMutex);

			objTrace(id, "Got a path to (%d, %d)! Length=%d Retval=%d", psMove->destination.x, psMove->destination.y, psMove->numPoints, (int)retval);
			syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = %d, path[%d] = %08X->(%d, %d)", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner, retval, psMove->numPoints, ~crcSumVector2i(0, psMove->asPath, psMove->numPoints), psMove->destination.x, psMove->destination.y);

			return retval;
		}

		objTrace(id, "No path yet. Waiting.");
		waitingForResult = true;
		waitingForResultId = id;
		wzMutexUnlock(fpathMutex);
		wzSemaphoreWait(waitingForResultSemaphore);  // keep waiting
	}

	// We were not waiting for a result, and found no trivial path, so create new job and start waiting
	PATHJOB job;
	job.origX = startX;
	job.origY = startY;
	job.droidID = id;
	job.destX = tX;
	job.destY = tY;
	job.droidType = droidType;
	job.propulsion = propulsionType;
	job.moveType = moveType;
	job.owner = owner;
	job.acceptNearest = acceptNearest;
	job.deleted = false;
	fpathSetBlockingMap(&job);

	// Clear any results or jobs waiting already. It is a vital assumption that there is only one
	// job or result for each droid in the system at any time.
	fpathRemoveDroidData(id);

	wzMutexLock(fpathMutex);

	// Add to end of list
	bool isFirstJob = pathJobs.empty();
	pathJobs.push_back(job);
	if (isFirstJob)
	{
		wzSemaphorePost(fpathSemaphore);  // Wake up processing thread.
	}

	wzMutexUnlock(fpathMutex);

	objTrace(id, "Queued up a path-finding request to (%d, %d), at least %d items earlier in queue", tX, tY, isFirstJob);
	syncDebug("fpathRoute(..., %d, %d, %d, %d, %d, %d, %d, %d, %d) = FPR_WAIT", id, startX, startY, tX, tY, propulsionType, droidType, moveType, owner);
	return FPR_WAIT;	// wait while polling result queue
}