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MinecraftPS3Edition/Minecraft.World/Connection.cpp
T
2026-03-08 15:26:08 -05:00

672 lines
17 KiB
C++

#include "stdafx.h"
#include "InputOutputStream.h"
#include "Socket.h"
#include "Connection.h"
#include "ThreadName.h"
#include "compression.h"
#include "..\Minecraft.Client\PS3\PS3Extras\ShutdownManager.h"
// This should always be enabled, except for debugging use
#ifndef _DEBUG
#define CONNECTION_ENABLE_TIMEOUT_DISCONNECT 1
#endif
int Connection::readThreads = 0;
int Connection::writeThreads = 0;
int Connection::readSizes[256];
int Connection::writeSizes[256];
void Connection::_init()
{
// printf("Con:0x%x init\n",this);
InitializeCriticalSection(&writeLock);
InitializeCriticalSection(&threadCounterLock);
InitializeCriticalSection(&incoming_cs);
running = true;
quitting = false;
disconnected = false;
disconnectReason = DisconnectPacket::eDisconnect_None;
noInputTicks = 0;
estimatedRemaining = 0;
fakeLag = 0;
slowWriteDelay = 50;
saqThreadID = 0;
closeThreadID = 0;
tickCount = 0;
}
// 4J Jev, need to delete the critical section.
Connection::~Connection()
{
// 4J Stu - Just to be sure, make sure the read and write threads terminate themselves before the connection object is destroyed
running = false;
if( dis ) dis->close(); // The input stream needs closed before the readThread, or the readThread
// may get stuck whilst blocking waiting on a read
readThread->WaitForCompletion(INFINITE);
writeThread->WaitForCompletion(INFINITE);
DeleteCriticalSection(&writeLock);
DeleteCriticalSection(&threadCounterLock);
DeleteCriticalSection(&incoming_cs);
delete m_hWakeReadThread;
delete m_hWakeWriteThread;
// These should all have been destroyed in close() but no harm in checking again
delete byteArrayDos;
byteArrayDos = NULL;
delete baos;
baos = NULL;
if( bufferedDos )
{
bufferedDos->deleteChildStream();
delete bufferedDos;
bufferedDos = NULL;
}
delete dis;
dis = NULL;
}
Connection::Connection(Socket *socket, const wstring& id, PacketListener *packetListener) // throws IOException
{
_init();
this->socket = socket;
address = socket->getRemoteSocketAddress();
this->packetListener = packetListener;
//try {
socket->setSoTimeout(30000);
socket->setTrafficClass(IPTOS_THROUGHPUT | IPTOS_LOWDELAY);
/* 4J JEV no catch
} catch (SocketException e) {
// catching this exception because it (apparently?) causes problems
// on OSX Tiger
System.err.println(e.getMessage());
}*/
dis = new DataInputStream(socket->getInputStream(packetListener->isServerPacketListener()));
sos = socket->getOutputStream(packetListener->isServerPacketListener());
bufferedDos = new DataOutputStream(new BufferedOutputStream(sos, SEND_BUFFER_SIZE));
baos = new ByteArrayOutputStream( SEND_BUFFER_SIZE );
byteArrayDos = new DataOutputStream(baos);
m_hWakeReadThread = new C4JThread::Event;
m_hWakeWriteThread = new C4JThread::Event;
const char *szId = wstringtofilename(id);
char readThreadName[256];
char writeThreadName[256];
sprintf(readThreadName,"%s read\n",szId);
sprintf(writeThreadName,"%s write\n",szId);
readThread = new C4JThread(runRead, (void*)this, readThreadName, READ_STACK_SIZE);
writeThread = new C4JThread(runWrite, this, writeThreadName, WRITE_STACK_SIZE);
readThread->SetProcessor(CPU_CORE_CONNECTIONS);
writeThread->SetProcessor(CPU_CORE_CONNECTIONS );
readThread->Run();
writeThread->Run();
/* 4J JEV, java:
new Thread(wstring(id).append(L" read thread")) {
};
writeThread = new Thread(id + " write thread") {
public void run() {
};
readThread->start();
writeThread->start();
*/
}
void Connection::setListener(PacketListener *packetListener)
{
this->packetListener = packetListener;
}
void Connection::send(shared_ptr<Packet> packet)
{
if (quitting) return;
MemSect(15);
// 4J Jev, synchronized (&writeLock)
EnterCriticalSection(&writeLock);
estimatedRemaining += packet->getEstimatedSize() + 1;
if (packet->shouldDelay)
{
// 4J We have delayed it enough by putting it in the slow queue, so don't delay when we actually send it
packet->shouldDelay = false;
outgoing_slow.push(packet);
}
else
{
outgoing.push(packet);
}
// 4J Jev, end synchronized.
LeaveCriticalSection(&writeLock);
MemSect(0);
}
void Connection::queueSend(shared_ptr<Packet> packet)
{
if (quitting) return;
estimatedRemaining += packet->getEstimatedSize() + 1;
outgoing_slow.push(packet);
}
bool Connection::writeTick()
{
bool didSomething = false;
// 4J Stu - If the connection is closed and the output stream has been deleted
if(bufferedDos==NULL || byteArrayDos==NULL)
return didSomething;
// try {
if (!outgoing.empty() && (fakeLag == 0 || System::currentTimeMillis() - outgoing.front()->createTime >= fakeLag))
{
shared_ptr<Packet> packet;
EnterCriticalSection(&writeLock);
packet = outgoing.front();
outgoing.pop();
estimatedRemaining -= packet->getEstimatedSize() + 1;
LeaveCriticalSection(&writeLock);
Packet::writePacket(packet, bufferedDos);
#ifndef _CONTENT_PACKAGE
// 4J Added for debugging
if( !socket->isLocal() )
Packet::recordOutgoingPacket(packet);
#endif
// 4J Stu - Changed this so that rather than writing to the network stream through a buffered stream we want to:
// a) Only push whole "game" packets to QNet, rather than amalgamated chunks of data that may include many packets, and partial packets
// b) To be able to change the priority and queue of a packet if required
//sos->writeWithFlags( baos->buf, 0, baos->size(), 0 );
//baos->reset();
writeSizes[packet->getId()] += packet->getEstimatedSize() + 1;
didSomething = true;
}
if ((slowWriteDelay-- <= 0) && !outgoing_slow.empty() && (fakeLag == 0 || System::currentTimeMillis() - outgoing_slow.front()->createTime >= fakeLag))
{
shared_ptr<Packet> packet;
//synchronized (writeLock) {
EnterCriticalSection(&writeLock);
packet = outgoing_slow.front();
outgoing_slow.pop();
estimatedRemaining -= packet->getEstimatedSize() + 1;
LeaveCriticalSection(&writeLock);
// If the shouldDelay flag is still set at this point then we want to write it to QNet as a single packet with priority flags
// Otherwise just buffer the packet with other outgoing packets as the java game did
if(packet->shouldDelay)
{
Packet::writePacket(packet, byteArrayDos);
// 4J Stu - Changed this so that rather than writing to the network stream through a buffered stream we want to:
// a) Only push whole "game" packets to QNet, rather than amalgamated chunks of data that may include many packets, and partial packets
// b) To be able to change the priority and queue of a packet if required
int flags = QNET_SENDDATA_LOW_PRIORITY | QNET_SENDDATA_SECONDARY;
sos->writeWithFlags( baos->buf, 0, baos->size(), flags );
baos->reset();
}
else
{
Packet::writePacket(packet, bufferedDos);
}
#ifndef _CONTENT_PACKAGE
// 4J Added for debugging
if( !socket->isLocal() )
Packet::recordOutgoingPacket(packet);
#endif
writeSizes[packet->getId()] += packet->getEstimatedSize() + 1;
slowWriteDelay = 0;
didSomething = true;
}
/* 4J JEV, removed try/catch
} catch (Exception e) {
if (!disconnected) handleException(e);
return false;
} */
return didSomething;
}
void Connection::flush()
{
// TODO 4J Stu - How to interrupt threads? Or do we need to change the multithreaded functions a bit more
//readThread.interrupt();
//writeThread.interrupt();
m_hWakeReadThread->Set();
m_hWakeWriteThread->Set();
}
bool Connection::readTick()
{
bool didSomething = false;
// 4J Stu - If the connection has closed and the input stream has been deleted
if(dis==NULL)
return didSomething;
//try {
shared_ptr<Packet> packet = Packet::readPacket(dis, packetListener->isServerPacketListener());
if (packet != NULL)
{
readSizes[packet->getId()] += packet->getEstimatedSize() + 1;
EnterCriticalSection(&incoming_cs);
if(!quitting)
{
incoming.push(packet);
}
LeaveCriticalSection(&incoming_cs);
didSomething = true;
}
else
{
// printf("Con:0x%x readTick close EOS\n",this);
// 4J Stu - Remove this line
// Fix for #10410 - UI: If the player is removed from a splitscreened host�s game, the next game that player joins will produce a message stating that the host has left.
//close(DisconnectPacket::eDisconnect_EndOfStream);
}
/* 4J JEV, removed try/catch
} catch (Exception e) {
if (!disconnected) handleException(e);
return false;
} */
return didSomething;
}
/* 4J JEV, removed try/catch
void handleException(Exception e)
{
e.printStackTrace();
close("disconnect.genericReason", "Internal exception: " + e.toString());
}*/
void Connection::close(DisconnectPacket::eDisconnectReason reason, ...)
{
// printf("Con:0x%x close\n",this);
if (!running) return;
// printf("Con:0x%x close doing something\n",this);
disconnected = true;
va_list input;
va_start( input, reason );
disconnectReason = reason;//va_arg( input, const wstring );
vector<void *> objs = vector<void *>();
void *i = NULL;
while (i != NULL)
{
i = va_arg( input, void* );
objs.push_back(i);
}
if( objs.size() )
{
disconnectReasonObjects = &objs[0];
}
else
{
disconnectReasonObjects = NULL;
}
// int count = 0, sum = 0, i = first;
// va_list marker;
//
// va_start( marker, first );
// while( i != -1 )
// {
// sum += i;
// count++;
// i = va_arg( marker, int);
// }
// va_end( marker );
// return( sum ? (sum / count) : 0 );
// CreateThread(NULL, 0, runClose, this, 0, &closeThreadID);
running = false;
if( dis ) dis->close(); // The input stream needs closed before the readThread, or the readThread
// may get stuck whilst blocking waiting on a read
// Make sure that the read & write threads are dead before we go and kill the streams that they depend on
readThread->WaitForCompletion(INFINITE);
writeThread->WaitForCompletion(INFINITE);
delete dis;
dis = NULL;
if( bufferedDos )
{
bufferedDos->close();
bufferedDos->deleteChildStream();
delete bufferedDos;
bufferedDos = NULL;
}
if( byteArrayDos )
{
byteArrayDos->close();
delete byteArrayDos;
byteArrayDos = NULL;
}
if( socket )
{
socket->close(packetListener->isServerPacketListener());
socket = NULL;
}
}
void Connection::tick()
{
if (estimatedRemaining > 1 * 1024 * 1024)
{
close(DisconnectPacket::eDisconnect_Overflow);
}
EnterCriticalSection(&incoming_cs);
bool empty = incoming.empty();
LeaveCriticalSection(&incoming_cs);
if (empty)
{
#if CONNECTION_ENABLE_TIMEOUT_DISCONNECT
if (noInputTicks++ == MAX_TICKS_WITHOUT_INPUT)
{
close(DisconnectPacket::eDisconnect_TimeOut);
}
#endif
}
// 4J Stu - Moved this a bit later in the function to stop the race condition of Disconnect packets not being processed when local client leaves
//else if( socket && socket->isClosing() )
//{
// close(DisconnectPacket::eDisconnect_Closed);
//}
else
{
noInputTicks = 0;
}
// 4J Added - Send a KeepAlivePacket every now and then to ensure that our read and write threads don't timeout
tickCount++;
if (tickCount % 20 == 0)
{
send( shared_ptr<KeepAlivePacket>( new KeepAlivePacket() ) );
}
// 4J Stu - 1.8.2 changed from 100 to 1000
int max = 1000;
// 4J-PB - NEEDS CHANGED!!!
// If we can call connection.close from within a packet->handle, then we can lockup because the loop below has locked incoming_cs, and the connection.close will flag the read and write threads for the connection to close.
// they are running on other threads, and will try to lock incoming_cs
// We got this with a pre-login packet of a player who wasn't allowed to play due to parental controls, so was kicked out
// This has been changed to use a eAppAction_ExitPlayerPreLogin which will run in the main loop, so the connection will not be ticked at that point
EnterCriticalSection(&incoming_cs);
// 4J Stu - If disconnected, then we shouldn't process incoming packets
std::vector< shared_ptr<Packet> > packetsToHandle;
while (!disconnected && !g_NetworkManager.IsLeavingGame() && g_NetworkManager.IsInSession() && !incoming.empty() && max-- >= 0)
{
shared_ptr<Packet> packet = incoming.front();
packetsToHandle.push_back(packet);
incoming.pop();
}
LeaveCriticalSection(&incoming_cs);
// MGH - moved the packet handling outside of the incoming_cs block, as it was locking up sometimes when disconnecting
for(int i=0; i<packetsToHandle.size();i++)
{
PIXBeginNamedEvent(0,"Handling packet %d\n",packetsToHandle[i]->getId());
packetsToHandle[i]->handle(packetListener);
PIXEndNamedEvent();
}
flush();
// 4J Stu - Moved this a bit later in the function to stop the race condition of Disconnect packets not being processed when local client leaves
if( socket && socket->isClosing() )
{
close(DisconnectPacket::eDisconnect_Closed);
}
// 4J - split the following condition (used to be disconnect && iscoming.empty()) so we can wrap the access in a critical section
if (disconnected)
{
EnterCriticalSection(&incoming_cs);
bool empty = incoming.empty();
LeaveCriticalSection(&incoming_cs);
if( empty )
{
packetListener->onDisconnect(disconnectReason, disconnectReasonObjects);
disconnected = false; // 4J added - don't keep sending this every tick
}
}
}
SocketAddress *Connection::getRemoteAddress()
{
return (SocketAddress *) address;
}
void Connection::sendAndQuit()
{
if (quitting)
{
return;
}
// printf("Con:0x%x send & quit\n",this);
flush();
quitting = true;
// TODO 4J Stu - How to interrupt threads? Or do we need to change the multithreaded functions a bit more
//readThread.interrupt();
#if 1
// 4J - this used to be in a thread but not sure why, and is causing trouble for us if we kill the connection
// whilst the thread is still expecting to be able to send a packet a couple of seconds after starting it
if (running)
{
// 4J TODO writeThread.interrupt();
close(DisconnectPacket::eDisconnect_Closed);
}
#else
CreateThread(NULL, 0, runSendAndQuit, this, 0, &saqThreadID);
#endif
}
int Connection::countDelayedPackets()
{
return (int)outgoing_slow.size();
}
int Connection::runRead(void* lpParam)
{
ShutdownManager::HasStarted(ShutdownManager::eConnectionReadThreads);
Connection *con = (Connection *)lpParam;
if (con == NULL)
{
#ifdef __PS3__
ShutdownManager::HasFinished(ShutdownManager::eConnectionReadThreads);
#endif
return 0;
}
Compression::UseDefaultThreadStorage();
CRITICAL_SECTION *cs = &con->threadCounterLock;
EnterCriticalSection(cs);
con->readThreads++;
LeaveCriticalSection(cs);
//try {
MemSect(19);
while (con->running && !con->quitting && ShutdownManager::ShouldRun(ShutdownManager::eConnectionReadThreads))
{
while (con->readTick())
;
// try {
//Sleep(100L);
// TODO - 4J Stu - 1.8.2 changes these sleeps to 2L, but not sure whether we should do that as well
con->m_hWakeReadThread->WaitForSignal(100L);
}
MemSect(0);
/* 4J JEV, removed try/catch
} catch (InterruptedException e) {
}
}
} finally {
synchronized (threadCounterLock) {
readThreads--;
}
} */
ShutdownManager::HasFinished(ShutdownManager::eConnectionReadThreads);
return 0;
}
int Connection::runWrite(void* lpParam)
{
ShutdownManager::HasStarted(ShutdownManager::eConnectionWriteThreads);
Connection *con = dynamic_cast<Connection *>((Connection *) lpParam);
if (con == NULL)
{
ShutdownManager::HasFinished(ShutdownManager::eConnectionWriteThreads);
return 0;
}
Compression::UseDefaultThreadStorage();
CRITICAL_SECTION *cs = &con->threadCounterLock;
EnterCriticalSection(cs);
con->writeThreads++;
LeaveCriticalSection(cs);
// 4J Stu - Adding this to force us to run through the writeTick at least once after the event is fired
// Otherwise there is a race between the calling thread setting the running flag and this loop checking the condition
DWORD waitResult = WAIT_TIMEOUT;
while ((con->running || waitResult == WAIT_OBJECT_0 ) && ShutdownManager::ShouldRun(ShutdownManager::eConnectionWriteThreads))
{
while (con->writeTick())
;
//Sleep(100L);
// TODO - 4J Stu - 1.8.2 changes these sleeps to 2L, but not sure whether we should do that as well
waitResult = con->m_hWakeWriteThread->WaitForSignal(100L);
if (con->bufferedDos != NULL) con->bufferedDos->flush();
//if (con->byteArrayDos != NULL) con->byteArrayDos->flush();
}
// 4J was in a finally block.
EnterCriticalSection(cs);
con->writeThreads--;
LeaveCriticalSection(cs);
ShutdownManager::HasFinished(ShutdownManager::eConnectionWriteThreads);
return 0;
}
int Connection::runClose(void* lpParam)
{
Connection *con = dynamic_cast<Connection *>((Connection *) lpParam);
if (con == NULL) return 0;
//try {
Sleep(2000);
if (con->running)
{
// 4J TODO writeThread.interrupt();
con->close(DisconnectPacket::eDisconnect_Closed);
}
/* 4J Jev, removed try/catch
} catch (Exception e) {
e.printStackTrace();
} */
return 1;
}
int Connection::runSendAndQuit(void* lpParam)
{
Connection *con = dynamic_cast<Connection *>((Connection *) lpParam);
// printf("Con:0x%x runSendAndQuit\n",con);
if (con == NULL) return 0;
//try {
Sleep(2000);
if (con->running)
{
// 4J TODO writeThread.interrupt();
con->close(DisconnectPacket::eDisconnect_Closed);
// printf("Con:0x%x runSendAndQuit close\n",con);
}
// printf("Con:0x%x runSendAndQuit end\n",con);
/* 4J Jev, removed try/catch
} catch (Exception e) {
e.printStackTrace();
} */
return 0;
}