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