Fixed threading issues in gamedata fetcher, new restart mechanism (bug 3351, r=pred).
This commit is contained in:
parent
e69ed4b0da
commit
d3c279fd05
@ -94,22 +94,29 @@
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*
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* The default value is "no". A value of "yes" will block the Auto Updater.
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*/
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"DisableAutoUpdate" "no"
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"DisableAutoUpdate" "no"
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/**
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* Enables or disables automatic restarting of the server after a successful update.
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*
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* The default value is "no". A value of "yes" will let the server automatically restart.
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* If set to yes, a successful gamedata update will attempt to restart SourceMod.
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* SourceMod is unloaded and reloaded, and the map is changed to the current map.
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* Since gamedata updates occur when the server loads, impact should be minimal.
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* But to be safe, this option is disabled by default.
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*/
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"ForceRestartAfterUpdate" "no"
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"ForceRestartAfterUpdate" "no"
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/**
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* Sets the server to connect to for auotmatic gamedata updates.
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*/
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"AutoUpdateServer" "smupdate.alliedmods.net"
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"AutoUpdateServer" "smupdate.alliedmods.net"
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/**
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* Sets the port to connect to on the AutoUpdateServer server
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*/
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"AutoUpdatePort" "6500"
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/**
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* Whether to show debug spew.
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* Currently this will log details about the gamedata updating process.
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*/
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"DebugSpew" "no"
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}
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@ -1,33 +1,33 @@
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/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#include "GameDataFetcher.h"
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#include "bitbuf.h"
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@ -63,19 +63,49 @@
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#include "compat_wrappers.h"
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#include "sm_stringutil.h"
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#include "md5.h"
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#include "frame_hooks.h"
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#define QUERY_MAX_LENGTH 1024
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BuildMD5ableBuffer g_MD5Builder;
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FetcherThread g_FetchThread;
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static BuildMD5ableBuffer g_MD5Builder;
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static FetcherThread g_FetchThread;
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FILE *logfile = NULL;
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static FILE *logfile = NULL;
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bool g_disableGameDataUpdate = false;
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/**
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* Note on this. If we issue a reload and changelevel, my srcds.exe will emit
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* Assertion Failed: !m_bServiceStarted
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* on quit. This seems like a non-issue, because before we just terminated the
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* server anyway. If anyone notices and files a bug, we can look into it further.
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*/
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bool g_restartAfterUpdate = false;
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int g_serverPort = 6500;
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char g_serverAddress[100] = "smupdate.alliedmods.net";
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static bool was_level_started = false;
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static int g_serverPort = 6500;
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static char g_serverAddress[100] = "smupdate.alliedmods.net";
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static void _ForceRestart(void *data)
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{
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char cmd[300];
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g_Logger.LogMessage("Automatically restarting SourceMod after a successful gamedata update.");
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UTIL_Format(cmd, sizeof(cmd), "meta unload %d\n", g_PLID);
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engine->ServerCommand(cmd);
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UTIL_Format(cmd, sizeof(cmd), "changelevel \"%s\"\n", STRING(gpGlobals->mapname));
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engine->ServerCommand(cmd);
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UTIL_Format(cmd, sizeof(cmd), "echo SourceMod restarted after gamedata update.\n");
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engine->ServerCommand(cmd);
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}
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static void ForceRestart()
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{
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FrameAction action;
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action.action = _ForceRestart;
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action.data = NULL;
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AddFrameAction(action);
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}
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void FetcherThread::RunThread(IThreadHandle *pHandle)
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{
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@ -173,6 +203,11 @@ void FetcherThread::OnTerminate(IThreadHandle *pHandle, bool cancel)
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{
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g_blockGameDataLoad = false;
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if (cancel)
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{
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return;
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}
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if (wasSuccess)
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{
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HandleUpdateStatus(updateStatus, build);
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@ -181,8 +216,10 @@ void FetcherThread::OnTerminate(IThreadHandle *pHandle, bool cancel)
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{
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if (g_restartAfterUpdate)
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{
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g_Logger.LogMessage("Automatically restarting server after a successful gamedata update!");
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engine->ServerCommand("quit\n");
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if (was_level_started)
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{
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ForceRestart();
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}
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}
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else
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{
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@ -642,6 +679,7 @@ void FetcherThread::HandleUpdateStatus(UpdateStatus status, short version[4])
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}
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bool g_blockGameDataLoad = false;
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static IThreadHandle *fetch_thread_hndl;
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class InitFetch : public SMGlobalClass
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{
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@ -660,7 +698,30 @@ public:
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ThreadParams fetchThreadParams = ThreadParams();
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fetchThreadParams.prio = ThreadPrio_Low;
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g_pThreader->MakeThread(&g_FetchThread, &fetchThreadParams);
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fetch_thread_hndl = g_pThreader->MakeThread(&g_FetchThread, &fetchThreadParams);
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}
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void OnSourceModShutdown()
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{
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fetch_thread_hndl->WaitForThread();
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fetch_thread_hndl->DestroyThis();
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}
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void OnSourceModLevelActivated()
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{
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was_level_started = true;
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if (g_restartAfterUpdate &&
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g_FetchThread.wasSuccess &&
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g_FetchThread.needsRestart)
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{
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ForceRestart();
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}
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}
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void OnSourceModLevelEnd()
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{
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was_level_started = false;
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}
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ConfigResult OnSourceModConfigChanged(const char *key,
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@ -820,7 +881,6 @@ CON_COMMAND(sm_gamedata_md5, "Checks the MD5 sum for a given gamedata file")
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FetcherThread::~FetcherThread()
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{
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//delete filenames;
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SourceHook::CVector<FileData *>::iterator iter = filenames.begin();
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FileData *curData;
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@ -838,5 +898,6 @@ FetcherThread::FetcherThread()
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{
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memtable = new BaseMemTable(4096);
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wasSuccess = false;
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needsRestart = false;
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}
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@ -1,33 +1,33 @@
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/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#ifndef _INCLUDE_SOURCEMOD_GAMEDATAFETCHER_H_
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#define _INCLUDE_SOURCEMOD_GAMEDATAFETCHER_H_
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@ -92,9 +92,9 @@ private:
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void HandleUpdateStatus(UpdateStatus status, short version[4]);
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public:
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SourceHook::CVector<FileData *> filenames;
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private:
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bool wasSuccess;
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bool needsRestart;
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bool wasSuccess;
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private:
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UpdateStatus updateStatus;
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BaseMemTable *memtable;
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short build[4];
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@ -272,6 +272,13 @@ void PlayerManager::OnServerActivate(edict_t *pEdictList, int edictCount, int cl
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g_OnMapStarted = true;
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SMGlobalClass *cls = SMGlobalClass::head;
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while (cls)
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{
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cls->OnSourceModLevelActivated();
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cls = cls->m_pGlobalClassNext;
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}
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SM_ExecuteAllConfigs();
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}
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@ -36,13 +36,64 @@
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#include "MenuStyle_Radio.h"
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#include "PlayerManager.h"
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#include "CoreConfig.h"
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#include <sm_queue.h>
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#include "ThreadSupport.h"
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float g_LastMenuTime = 0.0f;
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float g_LastAuthCheck = 0.0f;
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static IMutex *frame_mutex;
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static Queue<FrameAction> *frame_queue;
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static Queue<FrameAction> *frame_actions;
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static float g_LastMenuTime = 0.0f;
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static float g_LastAuthCheck = 0.0f;
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bool g_PendingInternalPush = false;
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class FrameActionInit : public SMGlobalClass
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{
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public:
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void OnSourceModAllInitialized()
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{
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frame_queue = new Queue<FrameAction>();
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frame_actions = new Queue<FrameAction>();
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frame_mutex = g_pThreader->MakeMutex();
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}
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void OnSourceModShutdown()
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{
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delete frame_queue;
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delete frame_actions;
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frame_mutex->DestroyThis();
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}
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} s_FrameActionInit;
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void AddFrameAction(const FrameAction & action)
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{
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frame_mutex->Lock();
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frame_queue->push(action);
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frame_mutex->Unlock();
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}
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void RunFrameHooks(bool simulating)
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{
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/* It's okay if this check races. */
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if (frame_queue->size())
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{
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Queue<FrameAction> *temp;
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/* Very quick lock to move queue/actions back and forth */
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frame_mutex->Lock();
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temp = frame_queue;
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frame_queue = frame_actions;
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frame_actions = temp;
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frame_mutex->Unlock();
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/* The server will now be adding to the other queue, so we can process events. */
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while (!frame_actions->empty())
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{
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FrameAction &item = frame_actions->first();
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frame_actions->pop();
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item.action(item.data);
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}
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}
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/* Frame based hooks */
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g_DBMan.RunFrame();
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g_HL2.ProcessFakeCliCmdQueue();
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@ -32,8 +32,17 @@
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#ifndef _INCLUDE_SOURCEMOD_FRAME_HOOKS_H_
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#define _INCLUDE_SOURCEMOD_FRAME_HOOKS_H_
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typedef void (*FRAMEACTION)(void *data);
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struct FrameAction
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{
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void *data;
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FRAMEACTION action;
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};
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extern bool g_PendingInternalPush;
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void AddFrameAction(const FrameAction & action);
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void RunFrameHooks(bool simulating);
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#endif //_INCLUDE_SOURCEMOD_FRAME_HOOKS_H_
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@ -134,6 +134,13 @@ public:
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{
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}
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/**
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* @brief Called when the level has activated.
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*/
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virtual void OnSourceModLevelActivated()
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{
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}
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/**
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* @brief Called when the level ends.
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*/
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Reference in New Issue
Block a user