mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-02-14 00:09:24 +01:00
NetPlay: Remove RunOnThread and add SendAsync methods
Add std::unique_ptr<sf::Packet> objects to a queue instead of functions, makes things easier to read, and avoids headaches while checking the lifetime of the concerned objects.
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44d7207a1c
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@ -479,11 +479,11 @@ void NetPlayClient::Disconnect()
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m_server = nullptr;
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}
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void NetPlayClient::RunOnThread(std::function<void()> func)
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void NetPlayClient::SendAsync(sf::Packet* packet)
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{
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{
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std::lock_guard<std::recursive_mutex> lkq(m_crit.run_queue_write);
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m_run_queue.Push(func);
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std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
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m_async_queue.Push(std::unique_ptr<sf::Packet>(packet));
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}
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ENetUtil::WakeupThread(m_client);
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}
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@ -498,10 +498,10 @@ void NetPlayClient::ThreadFunc()
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if (m_traversal_client)
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m_traversal_client->HandleResends();
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net = enet_host_service(m_client, &netEvent, 4);
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while (!m_run_queue.Empty())
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while (!m_async_queue.Empty())
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{
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m_run_queue.Front()();
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m_run_queue.Pop();
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Send(*(m_async_queue.Front().get()));
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m_async_queue.Pop();
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}
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if (net > 0)
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{
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@ -586,57 +586,47 @@ void NetPlayClient::GetPlayers(std::vector<const Player *> &player_list)
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// called from ---GUI--- thread
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void NetPlayClient::SendChatMessage(const std::string& msg)
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{
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RunOnThread([msg, this]() {
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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spac << msg;
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Send(spac);
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});
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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*spac << msg;
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SendAsync(spac);
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}
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// called from ---CPU--- thread
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void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus& pad)
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_DATA;
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spac << in_game_pad;
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spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_PAD_DATA;
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*spac << in_game_pad;
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*spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
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RunOnThread([spac, this]() mutable {
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// send to server
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Send(spac);
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});
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SendAsync(spac);
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}
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// called from ---CPU--- thread
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void NetPlayClient::SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw)
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{
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RunOnThread([=]() {
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// send to server
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sf::Packet spac;
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spac << (MessageId)NP_MSG_WIIMOTE_DATA;
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spac << in_game_pad;
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spac << (u8)nw.size();
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for (auto it : nw)
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{
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spac << it;
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}
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Send(spac);
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});
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_WIIMOTE_DATA;
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*spac << in_game_pad;
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*spac << (u8)nw.size();
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for (auto it : nw)
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{
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*spac << it;
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}
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SendAsync(spac);
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}
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// called from ---GUI--- thread
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bool NetPlayClient::StartGame(const std::string &path)
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{
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RunOnThread([this](){
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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// tell server i started the game
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sf::Packet spac;
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spac << (MessageId)NP_MSG_START_GAME;
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spac << m_current_game;
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spac << (char *)&g_NetPlaySettings;
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Send(spac);
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});
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std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
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// tell server i started the game
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_START_GAME;
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*spac << m_current_game;
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*spac << (char *)&g_NetPlaySettings;
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SendAsync(spac);
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if (m_is_running)
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{
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@ -986,11 +976,9 @@ void NetPlayClient::Stop()
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// tell the server to stop if we have a pad mapped in game.
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if (isPadMapped)
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{
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RunOnThread([this](){
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sf::Packet spac;
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spac << (MessageId)NP_MSG_STOP_GAME;
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Send(spac);
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});
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_STOP_GAME;
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SendAsync(spac);
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}
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}
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@ -48,7 +48,7 @@ class NetPlayClient : public TraversalClientClient
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{
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public:
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void ThreadFunc();
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void RunOnThread(std::function<void()> func);
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void SendAsync(sf::Packet* packet);
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NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name, bool traversal, std::string centralServer, u16 centralPort);
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~NetPlayClient();
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@ -95,10 +95,10 @@ protected:
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std::recursive_mutex game;
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// lock order
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std::recursive_mutex players;
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std::recursive_mutex run_queue_write;
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std::recursive_mutex async_queue_write;
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} m_crit;
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Common::FifoQueue<std::function<void()>, false> m_run_queue;
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Common::FifoQueue<std::unique_ptr<sf::Packet>, false> m_async_queue;
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Common::FifoQueue<GCPadStatus> m_pad_buffer[4];
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Common::FifoQueue<NetWiimote> m_wiimote_buffer[4];
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@ -126,10 +126,13 @@ void NetPlayServer::ThreadFunc()
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if (m_traversal_client)
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m_traversal_client->HandleResends();
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net = enet_host_service(m_server, &netEvent, 1000);
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while (!m_run_queue.Empty())
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while (!m_async_queue.Empty())
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{
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m_run_queue.Front()();
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m_run_queue.Pop();
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{
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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SendToClients(*(m_async_queue.Front().get()));
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}
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m_async_queue.Pop();
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}
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if (net > 0)
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{
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@ -438,21 +441,18 @@ void NetPlayServer::AdjustPadBufferSize(unsigned int size)
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m_target_buffer_size = size;
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// tell clients to change buffer size
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sf::Packet spac;
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spac << (MessageId)NP_MSG_PAD_BUFFER;
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spac << (u32)m_target_buffer_size;
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_PAD_BUFFER;
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*spac << (u32)m_target_buffer_size;
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RunOnThread([spac, this]() mutable {
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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SendToClients(spac);
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});
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SendAsyncToClients(spac);
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}
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void NetPlayServer::RunOnThread(std::function<void()> func)
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void NetPlayServer::SendAsyncToClients(sf::Packet* packet)
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{
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{
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std::lock_guard<std::recursive_mutex> lkq(m_crit.run_queue_write);
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m_run_queue.Push(func);
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std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
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m_async_queue.Push(std::unique_ptr<sf::Packet>(packet));
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}
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ENetUtil::WakeupThread(m_server);
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}
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@ -598,15 +598,12 @@ void NetPlayServer::OnTraversalStateChanged()
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// called from ---GUI--- thread
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void NetPlayServer::SendChatMessage(const std::string& msg)
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{
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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spac << (PlayerId)0; // server id always 0
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spac << msg;
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_CHAT_MESSAGE;
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*spac << (PlayerId)0; // server id always 0
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*spac << msg;
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RunOnThread([spac, this]() mutable {
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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SendToClients(spac);
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});
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SendAsyncToClients(spac);
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}
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// called from ---GUI--- thread
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@ -617,14 +614,11 @@ bool NetPlayServer::ChangeGame(const std::string &game)
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m_selected_game = game;
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// send changed game to clients
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sf::Packet spac;
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spac << (MessageId)NP_MSG_CHANGE_GAME;
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spac << game;
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_CHANGE_GAME;
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*spac << game;
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RunOnThread([spac, this]() mutable {
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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SendToClients(spac);
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});
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SendAsyncToClients(spac);
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return true;
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}
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@ -647,25 +641,22 @@ bool NetPlayServer::StartGame()
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g_netplay_initial_gctime = Common::Timer::GetLocalTimeSinceJan1970();
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// tell clients to start game
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sf::Packet spac;
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spac << (MessageId)NP_MSG_START_GAME;
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spac << m_current_game;
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spac << m_settings.m_CPUthread;
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spac << m_settings.m_CPUcore;
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spac << m_settings.m_DSPEnableJIT;
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spac << m_settings.m_DSPHLE;
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spac << m_settings.m_WriteToMemcard;
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spac << m_settings.m_OCEnable;
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spac << m_settings.m_OCFactor;
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spac << m_settings.m_EXIDevice[0];
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spac << m_settings.m_EXIDevice[1];
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spac << (u32)g_netplay_initial_gctime;
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spac << (u32)g_netplay_initial_gctime << 32;
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sf::Packet* spac = new sf::Packet;
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*spac << (MessageId)NP_MSG_START_GAME;
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*spac << m_current_game;
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*spac << m_settings.m_CPUthread;
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*spac << m_settings.m_CPUcore;
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*spac << m_settings.m_DSPEnableJIT;
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*spac << m_settings.m_DSPHLE;
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*spac << m_settings.m_WriteToMemcard;
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*spac << m_settings.m_OCEnable;
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*spac << m_settings.m_OCFactor;
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*spac << m_settings.m_EXIDevice[0];
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*spac << m_settings.m_EXIDevice[1];
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*spac << (u32)g_netplay_initial_gctime;
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*spac << (u32)g_netplay_initial_gctime << 32;
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RunOnThread([spac, this]() mutable {
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std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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SendToClients(spac);
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});
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SendAsyncToClients(spac);
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m_is_running = true;
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@ -21,7 +21,7 @@ class NetPlayServer : public TraversalClientClient
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{
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public:
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void ThreadFunc();
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void RunOnThread(std::function<void()> func);
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void SendAsyncToClients(sf::Packet* packet);
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NetPlayServer(const u16 port, bool traversal, std::string centralServer, u16 centralPort);
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~NetPlayServer();
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@ -104,12 +104,12 @@ private:
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std::recursive_mutex game;
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// lock order
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std::recursive_mutex players;
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std::recursive_mutex run_queue_write;
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std::recursive_mutex async_queue_write;
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} m_crit;
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std::string m_selected_game;
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std::thread m_thread;
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Common::FifoQueue<std::function<void()>, false> m_run_queue;
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Common::FifoQueue<std::unique_ptr<sf::Packet>, false> m_async_queue;
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ENetHost* m_server;
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TraversalClient* m_traversal_client;
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