UNTESTED! Switch to ke::LinkedList<ke::AString> for PrintfBuffer.

Switch from OnGameFrame to FramAction.
Fix compiling on Episode1 by essentially disabling the feature.
This commit is contained in:
BotoX 2019-09-03 11:42:02 +02:00
parent 68e5c00f48
commit f1ca3e8c7f
2 changed files with 58 additions and 146 deletions

View File

@ -95,9 +95,10 @@ SH_DECL_EXTERN0_void(ConCommand, Dispatch, SH_NOATTRIB, false);
#endif
SH_DECL_HOOK2_void(IVEngineServer, ClientPrintf, SH_NOATTRIB, 0, edict_t *, const char *);
static void FrameHook(bool simulating)
static void PrintfBuffer_FrameAction(void *data)
{
g_Players.OnGameFrame();
int client = (int)(intptr_t)data;
g_Players.OnPrintfFrameAction(client);
}
ConCommand *maxplayersCmd = NULL;
@ -212,12 +213,10 @@ void PlayerManager::OnSourceModAllInitialized()
SH_ADD_HOOK(ConCommand, Dispatch, pCmd, SH_STATIC(CmdMaxplayersCallback), true);
maxplayersCmd = pCmd;
}
g_SourceMod.AddGameFrameHook(&FrameHook);
}
void PlayerManager::OnSourceModShutdown()
{
g_SourceMod.RemoveGameFrameHook(&FrameHook);
SH_REMOVE_HOOK(IServerGameClients, ClientConnect, serverClients, SH_MEMBER(this, &PlayerManager::OnClientConnect), false);
SH_REMOVE_HOOK(IServerGameClients, ClientConnect, serverClients, SH_MEMBER(this, &PlayerManager::OnClientConnect_Post), true);
SH_REMOVE_HOOK(IServerGameClients, ClientPutInServer, serverClients, SH_MEMBER(this, &PlayerManager::OnClientPutInServer), true);
@ -857,143 +856,80 @@ void PlayerManager::OnClientDisconnect_Post(edict_t *pEntity)
}
}
/* CPrintfBuffer */
CPrintfBuffer::CPrintfBuffer(size_t MaxLength)
{
m_pFirstChunk = NULL;
m_pLastChunk = NULL;
m_MaxLength = MaxLength;
m_Length = 0;
}
bool CPrintfBuffer::Append(const char *pString, size_t Length)
{
if(Length <= 0 || Length >= 1023)
return false;
if(m_Length >= m_MaxLength)
return false;
CChunk *pChunk = new CChunk();
pChunk->m_pMessage = strdup(pString);
pChunk->m_pMem = pChunk->m_pMessage;
pChunk->m_Length = Length;
pChunk->m_pNext = NULL;
if(m_pLastChunk)
m_pLastChunk->m_pNext = pChunk;
else
m_pFirstChunk = m_pLastChunk = pChunk;
m_pLastChunk = pChunk;
m_Length += Length;
return true;
}
const CPrintfBuffer::CChunk *CPrintfBuffer::Get()
{
return m_pFirstChunk;
}
void CPrintfBuffer::Consumed(size_t Length)
{
if(Length <= 0 || !m_pFirstChunk)
return;
if(Length > m_pFirstChunk->m_Length)
Length = m_pFirstChunk->m_Length;
m_pFirstChunk->m_Length -= Length;
if(m_pFirstChunk->m_Length == 0)
{
free(m_pFirstChunk->m_pMem);
if(m_pFirstChunk == m_pLastChunk)
{
delete m_pFirstChunk;
m_pFirstChunk = m_pLastChunk = NULL;
}
else
{
CChunk *pTmp = m_pFirstChunk;
m_pFirstChunk = m_pFirstChunk->m_pNext;
delete pTmp;
}
}
else
{
m_pFirstChunk->m_pMessage += Length;
}
m_Length -= Length;
}
/* CPrintfBuffer */
void PlayerManager::OnClientPrintf(edict_t *pEdict, const char *szMsg)
{
int client = IndexOfEdict(pEdict);
INetChannel *pNetChan = static_cast<INetChannel *>(engine->GetPlayerNetInfo(client));
if(pNetChan == NULL)
return;
CPrintfBuffer *pPrintfBuffer = &m_Players[client].m_PrintfBuffer;
if (pNetChan == NULL)
RETURN_META(MRES_IGNORED);
size_t nMsgLen = strlen(szMsg);
int nNumBitsWritten = pNetChan->GetNumBitsWritten(false);
#if SOURCE_ENGINE == SE_EPISODEONE
int nNumBitsWritten = 0;
#else
int nNumBitsWritten = pNetChan->GetNumBitsWritten(false); // SVC_Print uses unreliable netchan
#endif
// 2048 = SVC_Print buffersize (-1 for \0)
// 6 = NETMSG_TYPE_BITS, +1 for \0
if(pPrintfBuffer->m_StopSend || (nNumBitsWritten + 6) / 8 + nMsgLen + 1 >= 2048)
const int NETMSG_TYPE_BITS = 6; // SVC_Print overhead for netmsg type
const int SVC_Print_BufferSize = 2048 - 1; // -1 for terminating \0
// enqueue msgs if we'd overflow the SVC_Print buffer
if (m_Players[client].m_PrintfStop || (nNumBitsWritten + NETMSG_TYPE_BITS) / 8 + nMsgLen >= SVC_Print_BufferSize)
{
// Don't send any more messages for this player until the buffer is empty.
pPrintfBuffer->m_StopSend = true;
// Queue up a gameframe hook to empty the buffer (if we haven't already)
if(!m_Players[client].m_PrintfStop)
g_pSM->AddFrameAction(PrintfBuffer_FrameAction, (void *)(intptr_t)client);
m_Players[client].m_PrintfStop = true;
m_Players[client].m_PrintfBuffer.append(szMsg);
pPrintfBuffer->Append(szMsg, nMsgLen);
RETURN_META(MRES_SUPERCEDE);
return;
}
SH_CALL(engine, &IVEngineServer::ClientPrintf)(pEdict, szMsg);
RETURN_META(MRES_SUPERCEDE);
RETURN_META(MRES_IGNORED);
}
void PlayerManager::OnGameFrame()
void PlayerManager::OnPrintfFrameAction(int client)
{
for(int client = 1; client <= m_maxClients; client++)
CPlayer *pPlayer = &m_Players[client];
if (!pPlayer->IsInGame())
return;
INetChannel *pNetChan = static_cast<INetChannel *>(engine->GetPlayerNetInfo(client));
if (pNetChan == NULL)
return;
ke::LinkedList<ke::AString>::iterator iter = m_Players[client].m_PrintfBuffer.begin();
while (iter != m_Players[client].m_PrintfBuffer.end())
{
CPlayer *pPlayer = &m_Players[client];
if(!pPlayer->IsInGame())
continue;
int nMsgLen = (*iter).length();
#if SOURCE_ENGINE == SE_EPISODEONE
int nNumBitsWritten = 0;
#else
int nNumBitsWritten = pNetChan->GetNumBitsWritten(false); // SVC_Print uses unreliable netchan
#endif
INetChannel *pNetChan = static_cast<INetChannel *>(engine->GetPlayerNetInfo(client));
if(pNetChan == NULL)
continue;
const int NETMSG_TYPE_BITS = 6; // SVC_Print overhead for netmsg type
const int SVC_Print_BufferSize = 2048 - 1; // -1 for terminating \0
CPrintfBuffer *pPrintfBuffer = &pPlayer->m_PrintfBuffer;
// stop if we'd overflow the SVC_Print buffer
if((nNumBitsWritten + NETMSG_TYPE_BITS) / 8 + nMsgLen >= SVC_Print_BufferSize)
break;
const CPrintfBuffer::CChunk *pChunk;
while((pChunk = pPrintfBuffer->Get()))
{
int nMsgLen = pChunk->m_Length;
int nNumBitsWritten = pNetChan->GetNumBitsWritten(false);
SH_CALL(engine, &IVEngineServer::ClientPrintf)(pPlayer->m_pEdict, (*iter).chars());
// 2048 = SVC_Print buffersize (-1 for \0)
// 6 = NETMSG_TYPE_BITS, +1 for \0
if((nNumBitsWritten + 6) / 8 + nMsgLen + 1 >= 2048)
break;
iter = m_Players[client].m_PrintfBuffer.erase(iter);
}
SH_CALL(engine, &IVEngineServer::ClientPrintf)(pPlayer->m_pEdict, pChunk->m_pMessage);
pPrintfBuffer->Consumed(nMsgLen);
}
// Buffer is empty, send new messages without enqueing again.
if(pChunk == NULL)
pPrintfBuffer->m_StopSend = false;
// Buffer is empty, send new messages without enqueuing again.
if (iter == m_Players[client].m_PrintfBuffer.end())
m_Players[client].m_PrintfStop = false;
else
{ // buffer not empty yet, continue processing it on the next gameframe.
g_pSM->AddFrameAction(PrintfBuffer_FrameAction, (void *)(intptr_t)client);
}
}

View File

@ -43,6 +43,7 @@
#include <sh_list.h>
#include <sh_vector.h>
#include <am-string.h>
#include <am-linkedlist.h>
#include "ConVarManager.h"
#include <steam/steamclientpublic.h>
@ -67,32 +68,6 @@ union serial_t
} bits;
};
class CPrintfBuffer
{
public:
struct CChunk
{
void *m_pMem;
char *m_pMessage;
size_t m_Length;
struct CChunk *m_pNext;
};
bool m_StopSend;
private:
CChunk *m_pFirstChunk;
CChunk *m_pLastChunk;
size_t m_MaxLength;
size_t m_Length;
public:
CPrintfBuffer(size_t MaxLength=16384);
bool Append(const char *pString, size_t Length);
const CChunk *Get();
void Consumed(size_t Length);
};
class CPlayer : public IGamePlayer
{
friend class PlayerManager;
@ -178,7 +153,8 @@ private:
#if SOURCE_ENGINE == SE_CSGO
QueryCvarCookie_t m_LanguageCookie = InvalidQueryCvarCookie;
#endif
CPrintfBuffer m_PrintfBuffer;
ke::LinkedList<ke::AString> m_PrintfBuffer;
bool m_PrintfStop = false;
};
class PlayerManager :
@ -218,7 +194,7 @@ public:
//void OnClientSettingsChanged_Pre(edict_t *pEntity);
void OnServerHibernationUpdate(bool bHibernating);
void OnClientPrintf(edict_t *pEdict, const char *szMsg);
void OnGameFrame();
void OnPrintfFrameAction(int client);
public: //IPlayerManager
void AddClientListener(IClientListener *listener);
void RemoveClientListener(IClientListener *listener);