More fixes for network code (slaves don't block anymore)
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parent
36a55544f9
commit
9b60fa91f0
25
game.c
25
game.c
@ -836,7 +836,7 @@ static int getaction(void) {
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static int iterate(void) {
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int i;
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static int deathcount=0;
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static int deathcount = 0;
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mypause();
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scaninput();
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@ -845,9 +845,9 @@ static int iterate(void) {
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clearspritelist();
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gfxunlock();
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myaction=getaction();
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if(NETWORK_NONE == network && myaction==ACT_QUIT) return CODE_QUIT;
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i=networktraffic();
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myaction = getaction();
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if (NETWORK_NONE == network && myaction==ACT_QUIT) return CODE_QUIT;
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i = networktraffic();
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if(i<0)
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gountil=mycount+1;
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else
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@ -855,12 +855,12 @@ static int iterate(void) {
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while(mycount<gountil) {
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++mycount;
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if(NETWORK_NONE != network) {
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i=gountil-mycount;
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if(i>=ACTIONHIST) // too far behind
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return CODE_QUIT;
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memcpy(actions,actionblock+i*MAXNETNODES,MAXNETNODES);
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if(actions[myslot]==ACT_QUIT) return CODE_QUIT;
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if (NETWORK_NONE != network) {
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i = gountil - mycount;
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if(i >= ACTIONHIST) // too far behind
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goto leave_game;
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memcpy(actions, actionblock+i*MAXNETNODES, MAXNETNODES);
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if (actions[myslot] == ACT_QUIT) return CODE_QUIT;
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}
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processbombs();
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dodetonations();
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@ -907,6 +907,11 @@ static int iterate(void) {
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deathcount=0;
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}
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return CODE_CONT;
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leave_game: /* client disconnect/timeout: send ACT_QUIT to master */
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myaction = ACT_QUIT;
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networktraffic();
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return CODE_QUIT;
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}
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void set_game_options(GameOptions *options) {
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86
network.c
86
network.c
@ -291,66 +291,66 @@ int networktraffic(void) {
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case NETWORK_MASTER:
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memcpy(actions,latestactions,MAXNETNODES);
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actions[0]=myaction;
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if (myaction == ACT_QUIT) {
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for (i = 1; i < MAXNETNODES; ++i) {
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if (netnodes[i].used)
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actions[i]=ACT_QUIT;
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}
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} else {
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now=gtime();
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for(;;) {
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if(gtime()-now>15) break;
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length=getmsg(5);
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if(length>0 && *mesg!=PKT_MYDATA) fprintf(stderr, "Strange packet %d\n", (int) *mesg);
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// check for unexpected old packets...
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// for example JOIN on frame 0, respond with BEGIN if player already in game
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// respond with uninvite INVITE on JOIN from others
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if(length<10) continue;
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/* check for unexpected old packets...
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* for example JOIN on frame 0, respond with BEGIN if player already in game
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* respond with uninvite INVITE on JOIN from others
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*/
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if (length < 10) continue;
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whosent = isvalidmsg_from_slave();
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if(whosent<=0) continue;
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count=readuint32(mesg+5);
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if(count>latestcounts[whosent]) {
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latestcounts[whosent]=count;
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actions[whosent]=mesg[9];
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if (whosent <= 0) continue;
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count = readuint32(mesg+5);
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if (count > latestcounts[whosent]) {
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latestcounts[whosent] = count;
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actions[whosent] = mesg[9];
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}
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}
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if(myaction==ACT_QUIT) {
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for(i=1;i<MAXNETNODES;++i)
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if(netnodes[i].used)
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actions[i]=ACT_QUIT;
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}
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addactions();
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for(i=1;i<MAXNETNODES;++i)
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if(netnodes[i].used)
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sendactions(i);
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for(i=1;i<MAXNETNODES;++i)
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if(netnodes[i].used && actions[i]==ACT_QUIT)
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netnodes[i].used=0;
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addactions(); /* update action history block */
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for (i = 1; i < MAXNETNODES; ++i) {
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if(netnodes[i].used) {
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sendactions(i); /* send actions to every active node */
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if (actions[i]==ACT_QUIT)
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netnodes[i].used=0; /* remove disconnected clients */
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}
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}
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return actioncount;
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case NETWORK_SLAVE:
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{
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long latest=-1;
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long lastsent;
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count = -1; /* set to actioncount if we got at least one packet */
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now = gtime();
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lastsent=now=gtime();
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++mydatacount;
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sendmine(mydatacount);
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for(;;) {
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/*
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if(gtime()-lastsent>=1)
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{
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lastsent=gtime();
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sendmine(mydatacount);
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}
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*/
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if(latest>=0 && gtime()-now>3) break;
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length=getmsg(3);
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if(length==MAXNETNODES*ACTIONHIST+9 &&
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sender.sin_addr.s_addr==mastername.sin_addr.s_addr &&
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sender.sin_port==mastername.sin_port) {
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i=readuint32(mesg+5);
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if(i<latest) continue;
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latest=i;
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memmove(actionblock,mesg+9,MAXNETNODES*ACTIONHIST);
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}
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}
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return latest;
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/* if we got already one packet we only wait 3msec, otherwise 30msec */
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long cur = gtime();
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if (count >= 0 && cur - now > 3) break;
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if (exitflag || cur - now > 30) break;
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length = getmsg(count >= 0 ? 3 : 20);
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if (MAXNETNODES*ACTIONHIST+9 != length) continue;
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if (!isvalidmsg_from_master()) continue;
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i = readuint32(mesg+5);
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if (i < actioncount) continue;
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count = actioncount = i;
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memcpy(actionblock,mesg+9,MAXNETNODES*ACTIONHIST);
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}
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return actioncount;
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}
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return -1;
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}
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