|
|
//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "net_ws_headers.h"
#include "net_ws_queued_packet_sender.h"
#include "tier0/vprof.h"
#include "tier1/utlvector.h"
#include "tier1/utlpriorityqueue.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar net_queued_packet_thread( "net_queued_packet_thread", "1", 0, "Use a high priority thread to send queued packets out instead of sending them each frame." ); ConVar net_queue_trace( "net_queue_trace", "0", FCVAR_ACCESSIBLE_FROM_THREADS );
class CQueuedPacketSender : public CThread, public IQueuedPacketSender { public: CQueuedPacketSender(); ~CQueuedPacketSender();
// IQueuedPacketSender
virtual bool Setup(); virtual void Shutdown(); virtual bool IsRunning() { return CThread::IsAlive(); }
virtual void ClearQueuedPacketsForChannel( INetChannel *pChan ); virtual void QueuePacket( INetChannel *pChan, SOCKET s, const char FAR *buf, int len, const ns_address &to, uint32 msecDelay ); virtual bool HasQueuedPackets( const INetChannel *pChan ) const; private:
// CThread Overrides
virtual bool Start( unsigned int nBytesStack = 0 ); virtual int Run();
private:
class CQueuedPacket { public: uint32 m_unSendTime; const void *m_pChannel; // We don't actually use the channel
SOCKET m_Socket; ns_address to; CUtlVector<char> buf;
// We want the list sorted in ascending order, so note that we return > rather than <
static bool LessFunc( CQueuedPacket * const &lhs, CQueuedPacket * const &rhs ) { return lhs->m_unSendTime > rhs->m_unSendTime; } };
CUtlPriorityQueue< CQueuedPacket * > m_QueuedPackets; CThreadMutex m_QueuedPacketsCS; CThreadEvent m_hThreadEvent; volatile bool m_bThreadShouldExit; };
static CQueuedPacketSender g_QueuedPacketSender; IQueuedPacketSender *g_pQueuedPackedSender = &g_QueuedPacketSender;
CQueuedPacketSender::CQueuedPacketSender() : m_QueuedPackets( 0, 0, CQueuedPacket::LessFunc ) { SetName( "QueuedPacketSender" ); m_bThreadShouldExit = false; }
CQueuedPacketSender::~CQueuedPacketSender() { Shutdown(); }
bool CQueuedPacketSender::Setup() { return Start(); }
bool CQueuedPacketSender::Start( unsigned nBytesStack ) { Shutdown();
if ( CThread::Start( nBytesStack ) ) { // Ahhh the perfect cross-platformness of the threads library.
#ifdef IS_WINDOWS_PC
SetPriority( THREAD_PRIORITY_HIGHEST ); ThreadSetDebugName( GetThreadHandle(), "CQueuedPacketSender" ); #elif POSIX
//SetPriority( PRIORITY_MAX );
#endif
m_bThreadShouldExit = false;
return true; } else { return false; } }
void CQueuedPacketSender::Shutdown() { if ( !IsAlive() ) return; #ifdef _WIN32
if ( !GetThreadHandle() ) { Msg( "-->Shutdown %p\n", GetThreadHandle() ); } #endif
m_bThreadShouldExit = true; m_hThreadEvent.Set(); Join(); // Wait for the thread to exit.
while ( m_QueuedPackets.Count() > 0 ) { delete m_QueuedPackets.ElementAtHead(); m_QueuedPackets.RemoveAtHead(); } m_QueuedPackets.Purge(); }
void CQueuedPacketSender::ClearQueuedPacketsForChannel( INetChannel *pChan ) { AUTO_LOCK( m_QueuedPacketsCS );
for ( int i = m_QueuedPackets.Count()-1; i >= 0; i-- ) { CQueuedPacket *p = m_QueuedPackets.Element( i ); if ( p->m_pChannel == pChan ) { m_QueuedPackets.RemoveAt( i ); delete p; } } }
bool CQueuedPacketSender::HasQueuedPackets( const INetChannel *pChan ) const { AUTO_LOCK( m_QueuedPacketsCS );
for ( int i = 0; i < m_QueuedPackets.Count(); ++i ) { const CQueuedPacket *p = m_QueuedPackets.Element( i ); if ( p->m_pChannel == pChan ) { return true; } }
return false; }
void CQueuedPacketSender::QueuePacket( INetChannel *pChan, SOCKET s, const char FAR *buf, int len, const ns_address &to, uint32 msecDelay ) { AUTO_LOCK( m_QueuedPacketsCS );
// We'll pull all packets we should have sent by now and send them out right away
uint32 msNow = Plat_MSTime();
int nMaxQueuedPackets = 1024; if ( m_QueuedPackets.Count() < nMaxQueuedPackets ) { // Add this packet to the queue.
CQueuedPacket *pPacket = new CQueuedPacket; pPacket->m_unSendTime = msNow + msecDelay; pPacket->m_Socket = s; pPacket->m_pChannel = pChan; pPacket->buf.CopyArray( (char*)buf, len ); pPacket->to = to; m_QueuedPackets.Insert( pPacket ); } else { static int nWarnings = 5; if ( --nWarnings > 0 ) { Warning( "CQueuedPacketSender: num queued packets >= nMaxQueuedPackets. Not queueing anymore.\n" ); } }
// Tell the thread that we have a queued packet.
m_hThreadEvent.Set(); }
extern int NET_SendToImpl( SOCKET s, const char FAR * buf, int len, const ns_address &to, int iGameDataLength );
int CQueuedPacketSender::Run() { // Normally TT_INFINITE but we wakeup every 500ms just in case.
uint32 waitIntervalNoPackets = 500; uint32 waitInterval = waitIntervalNoPackets; while ( 1 ) { m_hThreadEvent.Wait( waitInterval ); { // Someone signaled the thread. Either we're being told to exit or
// we're being told that a packet was just queued.
if ( m_bThreadShouldExit ) return 0; }
// Assume nothing to do and that we'll sleep again
waitInterval = waitIntervalNoPackets;
// OK, now send a packet.
{ SNPROF("NET_SendToImpl"); AUTO_LOCK( m_QueuedPacketsCS ); // We'll pull all packets we should have sent by now and send them out right away
uint32 msNow = Plat_MSTime();
bool bTrace = net_queue_trace.GetInt() == NET_QUEUED_PACKET_THREAD_DEBUG_VALUE;
while ( m_QueuedPackets.Count() > 0 ) { CQueuedPacket *pPacket = m_QueuedPackets.ElementAtHead(); if ( pPacket->m_unSendTime > msNow ) { // Sleep until next we need this packet
waitInterval = pPacket->m_unSendTime - msNow; if ( bTrace ) { Warning( "SQ: sleeping for %u msecs at %f\n", waitInterval, Plat_FloatTime() ); } break; }
// If it's a bot, don't do anything. Note: we DO want this code deep here because bots only
// try to send packets when sv_stressbots is set, in which case we want it to act as closely
// as a real player as possible.
if ( !pPacket->to.IsNull() ) { if ( bTrace ) { Warning( "SQ: sending %d bytes at %f\n", pPacket->buf.Count(), Plat_FloatTime() ); }
NET_SendToImpl ( pPacket->m_Socket, pPacket->buf.Base(), pPacket->buf.Count(), pPacket->to, -1 ); } delete pPacket; m_QueuedPackets.RemoveAtHead(); } } } }
|