Fixed issue where players were not disconnecting correctly

This commit is contained in:
Ziek 2015-02-05 22:16:34 -08:00
parent 074d688884
commit 1dea3780a7
4 changed files with 29 additions and 21 deletions

View File

@ -354,16 +354,6 @@ void ReleaseTraversalClient()
if (!g_TraversalClient) if (!g_TraversalClient)
return; return;
if (g_OldPort != 0) g_TraversalClient.release();
{ g_MainNetHost.release();
// If we were listening at a specific port, kill the }
// TraversalClient to avoid hanging on to the port.
g_TraversalClient.reset();
g_MainNetHost.reset();
}
else
{
// Reset any pending connection attempts.
g_TraversalClient->Reset();
}
}

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@ -52,7 +52,6 @@ NetPlayClient::~NetPlayClient()
{ {
ReleaseTraversalClient(); ReleaseTraversalClient();
} }
} }
// called from ---GUI--- thread // called from ---GUI--- thread

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@ -150,7 +150,11 @@ void NetPlayServer::ThreadFunc()
// don't need to lock, this client isn't in the client map // don't need to lock, this client isn't in the client map
std::lock_guard<std::recursive_mutex> lks(m_crit.send); std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(accept_peer, spac); Send(accept_peer, spac);
if (netEvent.peer->data)
{
delete (PlayerId *) netEvent.peer->data;
netEvent.peer->data = nullptr;
}
enet_peer_disconnect(accept_peer, 0); enet_peer_disconnect(accept_peer, 0);
} }
} }
@ -160,13 +164,19 @@ void NetPlayServer::ThreadFunc()
sf::Packet rpac; sf::Packet rpac;
rpac.append(netEvent.packet->data, netEvent.packet->dataLength); rpac.append(netEvent.packet->data, netEvent.packet->dataLength);
auto it = m_players.find(netEvent.peer->connectID); auto it = m_players.find(*(PlayerId *)netEvent.peer->data);
Client& client = it->second; Client& client = it->second;
if (OnData(rpac, client) != 0) if (OnData(rpac, client) != 0)
{ {
// if a bad packet is received, disconnect the client // if a bad packet is received, disconnect the client
std::lock_guard<std::recursive_mutex> lkg(m_crit.game); std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(client); OnDisconnect(client);
if (netEvent.peer->data)
{
delete (PlayerId *)netEvent.peer->data;
netEvent.peer->data = nullptr;
}
} }
enet_packet_destroy(netEvent.packet); enet_packet_destroy(netEvent.packet);
} }
@ -174,13 +184,17 @@ void NetPlayServer::ThreadFunc()
case ENET_EVENT_TYPE_DISCONNECT: case ENET_EVENT_TYPE_DISCONNECT:
{ {
std::lock_guard<std::recursive_mutex> lkg(m_crit.game); std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
auto it = m_players.find(netEvent.peer->connectID); auto it = m_players.find(*(PlayerId *)netEvent.peer->data);
if (it != m_players.end()) if (it != m_players.end())
{ {
Client& client = it->second; Client& client = it->second;
OnDisconnect(client); OnDisconnect(client);
netEvent.peer->data = nullptr; if (netEvent.peer->data)
{
delete (PlayerId *)netEvent.peer->data;
netEvent.peer->data = nullptr;
}
} }
} }
break; break;
@ -192,7 +206,11 @@ void NetPlayServer::ThreadFunc()
// close listening socket and client sockets // close listening socket and client sockets
for (auto& player_entry : m_players) for (auto& player_entry : m_players)
{
delete (PlayerId *)player_entry.second.socket->data;
player_entry.second.socket->data = nullptr;
enet_peer_disconnect(player_entry.second.socket, 0); enet_peer_disconnect(player_entry.second.socket, 0);
}
} }
// called from ---NETPLAY--- thread // called from ---NETPLAY--- thread
@ -241,6 +259,7 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
} }
} }
player.pid = pid; player.pid = pid;
socket->data = new PlayerId(pid);
// try to automatically assign new user a pad // try to automatically assign new user a pad
for (PadMapping& mapping : m_pad_map) for (PadMapping& mapping : m_pad_map)
@ -296,7 +315,7 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
// add client to the player list // add client to the player list
{ {
std::lock_guard<std::recursive_mutex> lkp(m_crit.players); std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
m_players.insert(std::pair<u32, Client>(player.socket->connectID, player)); m_players.insert(std::pair<PlayerId, Client>(*(PlayerId *)player.socket->data, player));
std::lock_guard<std::recursive_mutex> lks(m_crit.send); std::lock_guard<std::recursive_mutex> lks(m_crit.send);
UpdatePadMapping(); // sync pad mappings with everyone UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping(); UpdateWiimoteMapping();

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@ -95,7 +95,7 @@ private:
PadMapping m_pad_map[4]; PadMapping m_pad_map[4];
PadMapping m_wiimote_map[4]; PadMapping m_wiimote_map[4];
std::map<u32, Client> m_players; std::map<PlayerId, Client> m_players;
struct struct
{ {
@ -126,4 +126,4 @@ private:
static bool m_upnp_error; static bool m_upnp_error;
static std::thread m_upnp_thread; static std::thread m_upnp_thread;
#endif #endif
}; };