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Refactor Pending Loads

Adam Johnson 12 years ago
parent
commit
e953c0c542
  1. 110
      Sources/Plasma/PubUtilLib/plNetClient/plNetClientMgr.cpp
  2. 4
      Sources/Plasma/PubUtilLib/plNetClient/plNetClientMgr.h

110
Sources/Plasma/PubUtilLib/plNetClient/plNetClientMgr.cpp

@ -559,94 +559,64 @@ int plNetClientMgr::Update(double secs)
//
void plNetClientMgr::ICheckPendingStateLoad(double secs)
{
if ((!fPendingLoads.empty() && GetFlagsBit(kPlayingGame)) || (GetFlagsBit(kLoadingInitialAgeState) && !GetFlagsBit(kNeedInitialAgeStateCount)))
{
PendingLoadsList::iterator it = fPendingLoads.begin();
while ( it!=fPendingLoads.end() )
// We only care if we're in an age or loading state
if (!(GetFlagsBit(kPlayingGame) || (GetFlagsBit(kLoadingInitialAgeState) && !GetFlagsBit(kNeedInitialAgeStateCount))))
return;
for (auto it = fPendingLoads.begin(); it != fPendingLoads.end();)
{
PendingLoad * pl = (*it);
PendingLoad* load = *it;
// cache rcvr key
if (!pl->fKey)
// If no key has been cached, we need to find it.
if (!load->fKey)
{
// check for existence of key in dataset, excluding clone info.
plUoid tmpUoid = pl->fUoid;
tmpUoid.SetClone(0,0);
if ( !hsgResMgr::ResMgr()->FindKey( tmpUoid ) )
load->fKey = hsgResMgr::ResMgr()->FindKey(load->fUoid);
// By this point, we should have all the age's keys downloaded from filesrv
// So, if fKey is null at this point, this state is garbage
if (!load->fKey)
{
// discard the state if object not found in dataset.
hsLogEntry( DebugMsg( "Failed to find object %s in dataset. Discarding pending state '%s'",
tmpUoid.StringIze().c_str(),
pl->fSDRec->GetDescriptor()->GetName().c_str() ) );
delete pl;
ErrorMsg("Key `%s` not found. Discarding state for `%s`",
load->fUoid.GetObjectName().c_str(),
load->fSDRec->GetDescriptor()->GetName().c_str());
it = fPendingLoads.erase(it);
delete load;
continue;
}
// find and cache the real key.
pl->fKey = hsgResMgr::ResMgr()->FindKey(pl->fUoid);
}
// deliver state if possible
plSynchedObject*so = pl->fKey ? plSynchedObject::ConvertNoRef(pl->fKey->ObjectIsLoaded()) : nil;
if (so && so->IsFinal())
// Time to deliver the state!
plSynchedObject* synchObj = plSynchedObject::ConvertNoRef(load->fKey->ObjectIsLoaded());
if (synchObj && synchObj->IsFinal())
{
plSDLModifierMsg* sdlMsg = new plSDLModifierMsg(pl->fSDRec->GetDescriptor()->GetName(),
plSDLModifierMsg::kRecv);
sdlMsg->SetState( pl->fSDRec, true/*delete pl->fSDRec for us*/ );
sdlMsg->SetPlayerID( pl->fPlayerID );
plSDLModifierMsg* msg = new plSDLModifierMsg(load->fSDRec->GetDescriptor()->GetName(), plSDLModifierMsg::kRecv);
msg->SetState(load->fSDRec, true);
load->fSDRec = nullptr;
msg->SetPlayerID(load->fPlayerID);
#ifdef HS_DEBUGGING
if (plNetObjectDebugger::GetInstance()->IsDebugObject(so))
if (plNetObjectDebugger::GetInstance()->IsDebugObject(synchObj))
{
hsLogEntry( DebugMsg( "Delivering SDL state %s:%s", pl->fKey->GetName().c_str(),
pl->fSDRec->GetDescriptor()->GetName().c_str() ) );
// hsLogEntry(plNetObjectDebugger::GetInstance()->LogMsg(plString::Format("Dispatching SDL state, type %s to object:%s, locallyOwned=%d, st=%.3f rt=%.3f",
// pl->fSDRec->GetDescriptor()->GetName().c_str(), pl->fKey->GetName().c_str(),
// so->IsLocallyOwned()==plSynchedObject::kYes, secs, hsTimer::GetSeconds()).c_str()));
// hsLogEntry( pl->fSDRec->DumpToObjectDebugger( "Delivering SDL state", false, 0 ) );
DebugMsg("Delivering SDL State '%s' to %s owned key %s",
msg->GetState()->GetDescriptor()->GetName().c_str(),
(synchObj->IsLocallyOwned() == plSynchedObject::kYes) ? "locally" : "remote",
load->fUoid.StringIze().c_str());
}
#endif
sdlMsg->Send(pl->fKey);
pl->fSDRec = nil; // so it won't be deleted in the PendingLoad dtor.
delete pl;
msg->Send(load->fKey);
it = fPendingLoads.erase(it);
delete load;
}
else
else if (GetFlagsBit(kPlayingGame))
{
// report old pending state
double rawSecs = hsTimer::GetSeconds();
if ((rawSecs - pl->fQueuedTime) > 60.f /*secs*/)
{
if (pl->fQueueTimeResets >= 5)
{
// if this is our fifth time in here then we've been queued
// for around 5 minutes and its time to go
WarningMsg( "Pending state '%s' for object [uoid:%s,key:%s] has been queued for about %f secs. Removing...",
pl->fSDRec && pl->fSDRec->GetDescriptor() ? pl->fSDRec->GetDescriptor()->GetName().c_str() : "?",
pl->fUoid.StringIze().c_str(), pl->fKey ? pl->fKey->GetUoid().StringIze().c_str() : "?",
( rawSecs - pl->fQueuedTime ) * pl->fQueueTimeResets);
delete pl;
// If we're playing the game and object isn't loaded/final, then this state is probably
// never going to be useful (it's from some paged in hack or something that's been deleted)
// Throw it away.
it = fPendingLoads.erase(it);
continue;
}
WarningMsg( "Pending state '%s' for object [uoid:%s,key:%s] has been queued for about %f secs. %s",
pl->fSDRec && pl->fSDRec->GetDescriptor() ? pl->fSDRec->GetDescriptor()->GetName().c_str() : "?",
pl->fUoid.StringIze().c_str(), pl->fKey ? pl->fKey->GetUoid().StringIze().c_str() : "?",
( rawSecs - pl->fQueuedTime ) * pl->fQueueTimeResets,
so ? "(not loaded)" : "(not final)" );
// reset queue time so we don't spew too many log msgs.
pl->fQueuedTime = rawSecs;
pl->fQueueTimeResets += 1;
}
it++;
}
delete load;
}
else
++it;
}
}
@ -1437,11 +1407,10 @@ plUoid plNetClientMgr::GetAgeSDLObjectUoid(const char* ageName) const
//
void plNetClientMgr::AddPendingLoad(PendingLoad *pl)
{
pl->fQueuedTime = hsTimer::GetSeconds(); // timestamp
// find corresponding key
pl->fKey = hsgResMgr::ResMgr()->FindKey(pl->fUoid);
#ifdef HS_DEBUGGING
// check for age SDL state
if (!pl->fUoid.GetObjectName().IsNull() && !pl->fUoid.GetObjectName().Compare(plSDL::kAgeSDLObjectName))
{
@ -1451,6 +1420,7 @@ void plNetClientMgr::AddPendingLoad(PendingLoad *pl)
else
DebugMsg("Found age hook object");
}
#endif
// check if object is ready
if (pl->fKey)

4
Sources/Plasma/PubUtilLib/plNetClient/plNetClientMgr.h

@ -128,10 +128,8 @@ public:
// set by NetClient
plKey fKey; // the key of the object it's meant for
double fQueuedTime;
int fQueueTimeResets;
PendingLoad() : fSDRec(nil),fPlayerID(0),fKey(nil),fQueuedTime(0.0),fQueueTimeResets(0) {}
PendingLoad() : fSDRec(nullptr), fPlayerID(0), fKey(nullptr) { }
~PendingLoad();
};

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