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)
return;
if (g_OldPort != 0)
{
// 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();
}
g_TraversalClient.release();
g_MainNetHost.release();
}

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

View File

@ -150,7 +150,11 @@ void NetPlayServer::ThreadFunc()
// don't need to lock, this client isn't in the client map
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(accept_peer, spac);
if (netEvent.peer->data)
{
delete (PlayerId *) netEvent.peer->data;
netEvent.peer->data = nullptr;
}
enet_peer_disconnect(accept_peer, 0);
}
}
@ -160,13 +164,19 @@ void NetPlayServer::ThreadFunc()
sf::Packet rpac;
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;
if (OnData(rpac, client) != 0)
{
// if a bad packet is received, disconnect the client
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
OnDisconnect(client);
if (netEvent.peer->data)
{
delete (PlayerId *)netEvent.peer->data;
netEvent.peer->data = nullptr;
}
}
enet_packet_destroy(netEvent.packet);
}
@ -174,15 +184,19 @@ void NetPlayServer::ThreadFunc()
case ENET_EVENT_TYPE_DISCONNECT:
{
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())
{
Client& client = it->second;
OnDisconnect(client);
if (netEvent.peer->data)
{
delete (PlayerId *)netEvent.peer->data;
netEvent.peer->data = nullptr;
}
}
}
break;
default:
break;
@ -192,8 +206,12 @@ void NetPlayServer::ThreadFunc()
// close listening socket and client sockets
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);
}
}
// called from ---NETPLAY--- thread
unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
@ -241,6 +259,7 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
}
}
player.pid = pid;
socket->data = new PlayerId(pid);
// try to automatically assign new user a pad
for (PadMapping& mapping : m_pad_map)
@ -296,7 +315,7 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
// add client to the player list
{
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);
UpdatePadMapping(); // sync pad mappings with everyone
UpdateWiimoteMapping();

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@ -95,7 +95,7 @@ private:
PadMapping m_pad_map[4];
PadMapping m_wiimote_map[4];
std::map<u32, Client> m_players;
std::map<PlayerId, Client> m_players;
struct
{