Merge pull request #2198 from mathieui/netplay-threading-fix

Fix netplay threading issues
This commit is contained in:
Dolphin Bot 2015-03-18 11:36:08 +01:00
commit 486370829a
12 changed files with 204 additions and 138 deletions

View File

@ -1,6 +1,7 @@
set(SRCS BreakPoints.cpp
CDUtils.cpp
ColorUtil.cpp
ENetUtil.cpp
FileSearch.cpp
FileUtil.cpp
GekkoDisassembler.cpp

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@ -51,6 +51,7 @@
<ClInclude Include="CommonTypes.h" />
<ClInclude Include="CPUDetect.h" />
<ClInclude Include="DebugInterface.h" />
<ClInclude Include="ENetUtil.h" />
<ClInclude Include="Event.h" />
<ClInclude Include="FifoQueue.h" />
<ClInclude Include="FileSearch.h" />
@ -94,6 +95,7 @@
<ClCompile Include="BreakPoints.cpp" />
<ClCompile Include="CDUtils.cpp" />
<ClCompile Include="ColorUtil.cpp" />
<ClCompile Include="ENetUtil.cpp" />
<ClCompile Include="FileSearch.cpp" />
<ClCompile Include="FileUtil.cpp" />
<ClCompile Include="GekkoDisassembler.cpp" />
@ -146,4 +148,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

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@ -25,6 +25,7 @@
<ClInclude Include="CommonTypes.h" />
<ClInclude Include="CPUDetect.h" />
<ClInclude Include="DebugInterface.h" />
<ClInclude Include="ENetUtil.h" />
<ClInclude Include="FifoQueue.h" />
<ClInclude Include="FileSearch.h" />
<ClInclude Include="FileUtil.h" />
@ -78,6 +79,7 @@
<ClCompile Include="BreakPoints.cpp" />
<ClCompile Include="CDUtils.cpp" />
<ClCompile Include="ColorUtil.cpp" />
<ClCompile Include="ENetUtil.cpp" />
<ClCompile Include="FileSearch.cpp" />
<ClCompile Include="FileUtil.cpp" />
<ClCompile Include="Hash.cpp" />

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@ -0,0 +1,40 @@
// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "ENetUtil.h"
namespace ENetUtil
{
void WakeupThread(ENetHost* host)
{
// Send ourselves a spurious message. This is hackier than it should be.
// comex reported this as https://github.com/lsalzman/enet/issues/23, so
// hopefully there will be a better way to do it in the future.
ENetAddress address;
if (host->address.port != 0)
address.port = host->address.port;
else
enet_socket_get_address(host->socket, &address);
address.host = 0x0100007f; // localhost
u8 byte = 0;
ENetBuffer buf;
buf.data = &byte;
buf.dataLength = 1;
enet_socket_send(host->socket, &address, &buf, 1);
}
int ENET_CALLBACK InterceptCallback(ENetHost* host, ENetEvent* event)
{
// wakeup packet received
if (host->receivedDataLength == 1 && host->receivedData[0] == 0)
{
event->type = (ENetEventType) 42;
return 1;
}
return 0;
}
}

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@ -0,0 +1,16 @@
// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
//
#pragma once
#include <enet/enet.h>
#include "Common.h"
namespace ENetUtil
{
void WakeupThread(ENetHost* host);
int ENET_CALLBACK InterceptCallback(ENetHost* host, ENetEvent* event);
}

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@ -7,9 +7,10 @@ static void GetRandomishBytes(u8* buf, size_t size)
{
// We don't need high quality random numbers (which might not be available),
// just non-repeating numbers!
srand(enet_time_get());
static std::mt19937 prng(enet_time_get());
static std::uniform_int_distribution<unsigned int> u8_distribution(0, 255);
for (size_t i = 0; i < size; i++)
buf[i] = rand() & 0xff;
buf[i] = u8_distribution(prng);
}
TraversalClient::TraversalClient(ENetHost* netHost, const std::string& server, const u16 port)
@ -301,7 +302,8 @@ void TraversalClient::Reset()
int ENET_CALLBACK TraversalClient::InterceptCallback(ENetHost* host, ENetEvent* event)
{
auto traversalClient = g_TraversalClient.get();
if (traversalClient->TestPacket(host->receivedData, host->receivedDataLength, &host->receivedAddress))
if (traversalClient->TestPacket(host->receivedData, host->receivedDataLength, &host->receivedAddress)
|| (host->receivedDataLength == 1 && host->receivedData[0] == 0))
{
event->type = (ENetEventType)42;
return 1;

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@ -4,6 +4,7 @@
#include <functional>
#include <list>
#include <memory>
#include <random>
#include <enet/enet.h>
#include "Common/Common.h"
#include "Common/Thread.h"

View File

@ -103,7 +103,10 @@ NetPlayClient::NetPlayClient(const std::string& address, const u16 port, NetPlay
if (net > 0 && netEvent.type == ENET_EVENT_TYPE_CONNECT)
{
if (Connect())
{
m_client->intercept = ENetUtil::InterceptCallback;
m_thread = std::thread(&NetPlayClient::ThreadFunc, this);
}
}
else
{
@ -416,7 +419,6 @@ unsigned int NetPlayClient::OnData(sf::Packet& packet)
spac << (MessageId)NP_MSG_PONG;
spac << ping_key;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(spac);
}
break;
@ -480,6 +482,15 @@ void NetPlayClient::Disconnect()
m_server = nullptr;
}
void NetPlayClient::SendAsync(sf::Packet* packet)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(std::unique_ptr<sf::Packet>(packet));
}
ENetUtil::WakeupThread(m_client);
}
// called from ---NETPLAY--- thread
void NetPlayClient::ThreadFunc()
{
@ -487,11 +498,13 @@ void NetPlayClient::ThreadFunc()
{
ENetEvent netEvent;
int net;
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_client, &netEvent, 250);
while (!m_async_queue.Empty())
{
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_client, &netEvent, 4);
Send(*(m_async_queue.Front().get()));
m_async_queue.Pop();
}
if (net > 0)
{
@ -517,7 +530,6 @@ void NetPlayClient::ThreadFunc()
break;
}
}
}
Disconnect();
@ -577,57 +589,47 @@ void NetPlayClient::GetPlayers(std::vector<const Player *> &player_list)
// called from ---GUI--- thread
void NetPlayClient::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << msg;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(spac);
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_CHAT_MESSAGE;
*spac << msg;
SendAsync(spac);
}
// called from ---CPU--- thread
void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus& pad)
{
// send to server
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_DATA;
spac << in_game_pad;
spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_PAD_DATA;
*spac << in_game_pad;
*spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(spac);
SendAsync(spac);
}
// called from ---CPU--- thread
void NetPlayClient::SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw)
{
// send to server
sf::Packet spac;
spac << (MessageId)NP_MSG_WIIMOTE_DATA;
spac << in_game_pad;
spac << (u8)nw.size();
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_WIIMOTE_DATA;
*spac << in_game_pad;
*spac << (u8)nw.size();
for (auto it : nw)
{
spac << it;
*spac << it;
}
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(spac);
SendAsync(spac);
}
// called from ---GUI--- thread
bool NetPlayClient::StartGame(const std::string &path)
{
std::lock_guard<std::recursive_mutex> lkg(m_crit.game);
// tell server i started the game
sf::Packet spac;
spac << (MessageId)NP_MSG_START_GAME;
spac << m_current_game;
spac << (char *)&g_NetPlaySettings;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
Send(spac);
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_START_GAME;
*spac << m_current_game;
*spac << (char *)&g_NetPlaySettings;
SendAsync(spac);
if (m_is_running)
{
@ -954,6 +956,7 @@ bool NetPlayClient::StopGame()
return true;
}
// called from ---GUI--- thread
void NetPlayClient::Stop()
{
if (m_is_running == false)
@ -976,9 +979,9 @@ void NetPlayClient::Stop()
// tell the server to stop if we have a pad mapped in game.
if (isPadMapped)
{
sf::Packet spac;
spac << (MessageId)NP_MSG_STOP_GAME;
Send(spac);
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_STOP_GAME;
SendAsync(spac);
}
}

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@ -9,6 +9,7 @@
#include <sstream>
#include <SFML/Network/Packet.hpp>
#include "Common/CommonTypes.h"
#include "Common/ENetUtil.h"
#include "Common/FifoQueue.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
@ -47,6 +48,7 @@ class NetPlayClient : public TraversalClientClient
{
public:
void ThreadFunc();
void SendAsync(sf::Packet* packet);
NetPlayClient(const std::string& address, const u16 port, NetPlayUI* dialog, const std::string& name, bool traversal, std::string centralServer, u16 centralPort);
~NetPlayClient();
@ -92,9 +94,12 @@ protected:
{
std::recursive_mutex game;
// lock order
std::recursive_mutex players, send;
std::recursive_mutex players;
std::recursive_mutex async_queue_write;
} m_crit;
Common::FifoQueue<std::unique_ptr<sf::Packet>, false> m_async_queue;
Common::FifoQueue<GCPadStatus> m_pad_buffer[4];
Common::FifoQueue<NetWiimote> m_wiimote_buffer[4];

View File

@ -91,8 +91,9 @@ NetPlayServer::NetPlayServer(const u16 port, bool traversal, std::string central
serverAddr.host = ENET_HOST_ANY;
serverAddr.port = port;
m_server = enet_host_create(&serverAddr, 10, 3, 0, 0);
if (m_server != nullptr)
m_server->intercept = ENetUtil::InterceptCallback;
}
if (m_server != nullptr)
{
is_connected = true;
@ -117,7 +118,6 @@ void NetPlayServer::ThreadFunc()
spac << (MessageId)NP_MSG_PING;
spac << m_ping_key;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
m_ping_timer.Start();
SendToClients(spac);
m_update_pings = false;
@ -125,11 +125,16 @@ void NetPlayServer::ThreadFunc()
ENetEvent netEvent;
int net;
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_server, &netEvent, 1000);
while (!m_async_queue.Empty())
{
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
if (m_traversal_client)
m_traversal_client->HandleResends();
net = enet_host_service(m_server, &netEvent, 4);
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
SendToClients(*(m_async_queue.Front().get()));
}
m_async_queue.Pop();
}
if (net > 0)
{
@ -149,7 +154,6 @@ void NetPlayServer::ThreadFunc()
sf::Packet spac;
spac << (MessageId)error;
// 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)
{
@ -272,52 +276,46 @@ unsigned int NetPlayServer::OnConnect(ENetPeer* socket)
}
}
// send join message to already connected clients
sf::Packet spac;
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << player.pid << player.name << player.revision;
SendToClients(spac);
// send new client success message with their id
spac.clear();
spac << (MessageId)0;
spac << player.pid;
Send(player.socket, spac);
// send new client the selected game
if (m_selected_game != "")
{
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
spac.clear();
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << m_selected_game;
Send(player.socket, spac);
}
// send join message to already connected clients
sf::Packet spac;
// send the pad buffer value
spac.clear();
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
Send(player.socket, spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.clear();
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << player.pid << player.name << player.revision;
SendToClients(spac);
// send new client success message with their id
spac.clear();
spac << (MessageId)0;
spac << player.pid;
spac << p.second.pid << p.second.name << p.second.revision;
Send(player.socket, spac);
// send new client the selected game
if (m_selected_game != "")
{
spac.clear();
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << m_selected_game;
Send(player.socket, spac);
}
// send the pad buffer value
spac.clear();
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
Send(player.socket, spac);
// sync values with new client
for (const auto& p : m_players)
{
spac.clear();
spac << (MessageId)NP_MSG_PLAYER_JOIN;
spac << p.second.pid << p.second.name << p.second.revision;
Send(player.socket, spac);
}
} // unlock send
}
// add client to the player list
{
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
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();
}
@ -343,7 +341,6 @@ unsigned int NetPlayServer::OnDisconnect(Client& player)
sf::Packet spac;
spac << (MessageId)NP_MSG_DISABLE_GAME;
// this thread doesn't need players lock
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, 1);
break;
}
@ -362,7 +359,6 @@ unsigned int NetPlayServer::OnDisconnect(Client& player)
m_players.erase(it);
// alert other players of disconnect
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
for (PadMapping& mapping : m_pad_map)
@ -447,13 +443,20 @@ void NetPlayServer::AdjustPadBufferSize(unsigned int size)
m_target_buffer_size = size;
// tell clients to change buffer size
sf::Packet spac;
spac << (MessageId)NP_MSG_PAD_BUFFER;
spac << (u32)m_target_buffer_size;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_PAD_BUFFER;
*spac << (u32)m_target_buffer_size;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
SendAsyncToClients(spac);
}
void NetPlayServer::SendAsyncToClients(sf::Packet* packet)
{
{
std::lock_guard<std::recursive_mutex> lkq(m_crit.async_queue_write);
m_async_queue.Push(std::unique_ptr<sf::Packet>(packet));
}
ENetUtil::WakeupThread(m_server);
}
// called from ---NETPLAY--- thread
@ -478,10 +481,7 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
spac << player.pid;
spac << msg;
{
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, player.pid);
}
SendToClients(spac, player.pid);
}
break;
@ -505,7 +505,6 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
spac << (MessageId)NP_MSG_PAD_DATA;
spac << map << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX << pad.substickY << pad.triggerLeft << pad.triggerRight;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, player.pid);
}
break;
@ -538,7 +537,6 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
for (const u8& byte : data)
spac << byte;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac, player.pid);
}
break;
@ -559,7 +557,6 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
spac << player.pid;
spac << player.ping;
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
}
break;
@ -577,7 +574,6 @@ unsigned int NetPlayServer::OnData(sf::Packet& packet, Client& player)
spac << (MessageId)NP_MSG_STOP_GAME;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
m_is_running = false;
@ -601,17 +597,15 @@ void NetPlayServer::OnTraversalStateChanged()
m_dialog->Update();
}
// called from ---GUI--- thread / and ---NETPLAY--- thread
// called from ---GUI--- thread
void NetPlayServer::SendChatMessage(const std::string& msg)
{
sf::Packet spac;
spac << (MessageId)NP_MSG_CHAT_MESSAGE;
spac << (PlayerId)0; // server id always 0
spac << msg;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_CHAT_MESSAGE;
*spac << (PlayerId)0; // server id always 0
*spac << msg;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
SendAsyncToClients(spac);
}
// called from ---GUI--- thread
@ -622,13 +616,11 @@ bool NetPlayServer::ChangeGame(const std::string &game)
m_selected_game = game;
// send changed game to clients
sf::Packet spac;
spac << (MessageId)NP_MSG_CHANGE_GAME;
spac << game;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_CHANGE_GAME;
*spac << game;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
SendAsyncToClients(spac);
return true;
}
@ -651,24 +643,22 @@ bool NetPlayServer::StartGame()
g_netplay_initial_gctime = Common::Timer::GetLocalTimeSinceJan1970();
// tell clients to start game
sf::Packet spac;
spac << (MessageId)NP_MSG_START_GAME;
spac << m_current_game;
spac << m_settings.m_CPUthread;
spac << m_settings.m_CPUcore;
spac << m_settings.m_DSPEnableJIT;
spac << m_settings.m_DSPHLE;
spac << m_settings.m_WriteToMemcard;
spac << m_settings.m_OCEnable;
spac << m_settings.m_OCFactor;
spac << m_settings.m_EXIDevice[0];
spac << m_settings.m_EXIDevice[1];
spac << (u32)g_netplay_initial_gctime;
spac << (u32)g_netplay_initial_gctime << 32;
sf::Packet* spac = new sf::Packet;
*spac << (MessageId)NP_MSG_START_GAME;
*spac << m_current_game;
*spac << m_settings.m_CPUthread;
*spac << m_settings.m_CPUcore;
*spac << m_settings.m_DSPEnableJIT;
*spac << m_settings.m_DSPHLE;
*spac << m_settings.m_WriteToMemcard;
*spac << m_settings.m_OCEnable;
*spac << m_settings.m_OCFactor;
*spac << m_settings.m_EXIDevice[0];
*spac << m_settings.m_EXIDevice[1];
*spac << (u32)g_netplay_initial_gctime;
*spac << (u32)g_netplay_initial_gctime << 32;
std::lock_guard<std::recursive_mutex> lkp(m_crit.players);
std::lock_guard<std::recursive_mutex> lks(m_crit.send);
SendToClients(spac);
SendAsyncToClients(spac);
m_is_running = true;

View File

@ -9,6 +9,7 @@
#include <sstream>
#include <unordered_set>
#include <SFML/Network/Packet.hpp>
#include "Common/ENetUtil.h"
#include "Common/Thread.h"
#include "Common/Timer.h"
#include "Common/TraversalClient.h"
@ -20,6 +21,7 @@ class NetPlayServer : public TraversalClientClient
{
public:
void ThreadFunc();
void SendAsyncToClients(sf::Packet* packet);
NetPlayServer(const u16 port, bool traversal, std::string centralServer, u16 centralPort);
~NetPlayServer();
@ -101,11 +103,13 @@ private:
{
std::recursive_mutex game;
// lock order
std::recursive_mutex players, send;
std::recursive_mutex players;
std::recursive_mutex async_queue_write;
} m_crit;
std::string m_selected_game;
std::thread m_thread;
Common::FifoQueue<std::unique_ptr<sf::Packet>, false> m_async_queue;
ENetHost* m_server;
TraversalClient* m_traversal_client;

View File

@ -360,10 +360,10 @@ void NetPlaySetupDiag::OnHost(wxCommandEvent&)
unsigned long centralPort = 0;
m_traversal_port->GetValue().ToULong(&centralPort);
netplay_server = new NetPlayServer(u16(port), trav, WxStrToStr(m_traversal_server->GetValue()), u16(centralPort));
netplay_server->ChangeGame(game);
netplay_server->AdjustPadBufferSize(INITIAL_PAD_BUFFER_SIZE);
if (netplay_server->is_connected)
{
netplay_server->ChangeGame(game);
netplay_server->AdjustPadBufferSize(INITIAL_PAD_BUFFER_SIZE);
#ifdef USE_UPNP
if (m_upnp_chk->GetValue())
netplay_server->TryPortmapping(port);