Public Member Functions | Data Fields

PacketWriter Struct Reference

Writing a savegame directly to a number of packets. More...

Inheritance diagram for PacketWriter:
SaveFilter

Public Member Functions

 PacketWriter (ServerNetworkGameSocketHandler *cs)
 Create the packet writer.
 ~PacketWriter ()
 Make sure everything is cleaned up.
void Destroy ()
 Begin the destruction of this packet writer.
bool HasPackets ()
 Checks whether there are packets.
PacketPopPacket ()
 Pop a single created packet from the queue with packets.
void AppendQueue ()
 Append the current packet to the queue.
void Write (byte *buf, size_t size)
 Write a given number of bytes into the savegame.
void Finish ()
 Prepare everything to finish writing the savegame.

Data Fields

ServerNetworkGameSocketHandlercs
 Socket we are associated with.
Packetcurrent
 The packet we're currently writing to.
size_t total_size
 Total size of the compressed savegame.
Packetpackets
 Packet queue of the savegame; send these "slowly" to the client.
ThreadMutexmutex
 Mutex for making threaded saving safe.

Detailed Description

Writing a savegame directly to a number of packets.

Definition at line 56 of file network_server.cpp.


Constructor & Destructor Documentation

PacketWriter::PacketWriter ( ServerNetworkGameSocketHandler cs  )  [inline]

Create the packet writer.

Parameters:
cs The socket handler we're making the packets for.

Definition at line 67 of file network_server.cpp.

References ThreadMutex::New().

PacketWriter::~PacketWriter (  )  [inline]

Make sure everything is cleaned up.

Definition at line 73 of file network_server.cpp.

References ThreadMutex::BeginCritical(), ThreadMutex::EndCritical(), Packet::next, and ThreadMutex::WaitForSignal().


Member Function Documentation

void PacketWriter::AppendQueue (  )  [inline]

Append the current packet to the queue.

Definition at line 153 of file network_server.cpp.

References Packet::next.

void PacketWriter::Destroy (  )  [inline]

Begin the destruction of this packet writer.

It can happen in two ways: in the first case the client disconnected while saving the map. In this case the saving has not finished and killed this PacketWriter. In that case we simply set cs to NULL, triggering the appending to fail due to the connection problem and eventually triggering the destructor. In the second case the destructor is already called, and it is waiting for our signal which we will send. Only then the packets will be removed by the destructor.

Definition at line 107 of file network_server.cpp.

References ThreadMutex::BeginCritical(), ThreadMutex::EndCritical(), ProcessAsyncSaveFinish(), and ThreadMutex::SendSignal().

Referenced by ServerNetworkGameSocketHandler::SendMap(), and ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler().

bool PacketWriter::HasPackets (  )  [inline]

Checks whether there are packets.

It's not 100% threading safe, but this is only asked for when checking whether there still is something to send. Then another call will be made to actually get the Packet, which will be the only one popping packets and thus eventually setting this on false.

Definition at line 131 of file network_server.cpp.

Referenced by ServerNetworkGameSocketHandler::SendMap().

void PacketWriter::Write ( byte *  buf,
size_t  len 
) [inline, virtual]

Write a given number of bytes into the savegame.

Parameters:
buf The bytes to write.
len The number of bytes to write.

Implements SaveFilter.

Definition at line 166 of file network_server.cpp.

References ThreadMutex::BeginCritical(), Packet::buffer, ThreadMutex::EndCritical(), min(), PACKET_SERVER_MAP_DATA, SEND_MTU, Packet::size, and SlError().


The documentation for this struct was generated from the following file: