engine(masterserver): Add sequence for requesting server info, implement StopRefresh and use it on timeout
This commit is contained in:
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a08b6ae7bf
commit
12716fd07f
@ -18,11 +18,14 @@
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#include "host.h"
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#include "eiface.h"
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#include "server.h"
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#include "utlmap.h"
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extern ConVar sv_tags;
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extern ConVar sv_lan;
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#define S2A_EXTRA_DATA_HAS_GAMETAG_DATA 0x01 // Next bytes are the game tag string
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#define RETRY_INFO_REQUEST_TIME 0.4 // seconds
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#define INFO_REQUEST_TIMEOUT 5.0 // seconds
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//-----------------------------------------------------------------------------
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// Purpose: List of master servers and some state info about them
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@ -62,6 +65,7 @@ public:
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void UseDefault ( void );
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void CheckHeartbeat (void);
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void RespondToHeartbeatChallenge( netadr_t &from, bf_read &msg );
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void PingServer( netadr_t &svadr );
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void ProcessConnectionlessPacket( netpacket_t *packet );
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@ -70,23 +74,35 @@ public:
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void RunFrame();
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void RequestServersInfo();
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void ReplyInfo( const netadr_t &adr );
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void ReplyInfo( const netadr_t &adr, uint sequence );
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newgameserver_t &ProcessInfo( bf_read &buf );
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// SeversInfo
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void RequestInternetServerList( const char *gamedir, IServerListResponse *response );
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void RequestLANServerList( const char *gamedir, IServerListResponse *response );
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void AddServerAddresses( netadr_t **adr, int count );
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void StopRefresh();
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private:
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// List of known master servers
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adrlist_t *m_pMasterAddresses;
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bool m_bInitialized;
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bool m_bWaitingForReplys;
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int m_iServersResponded;
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double m_flStartRequestTime;
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double m_flRetryRequestTime;
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uint m_iInfoSequence;
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// If nomaster is true, the server will not send heartbeats to the master server
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bool m_bNoMasters;
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CUtlLinkedList<netadr_t> m_serverAddresses;
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CUtlMap<netadr_t, bool> m_serverAddresses;
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CUtlMap<uint, double> m_serversRequestTime;
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IServerListResponse *m_serverListResponse;
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};
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@ -108,8 +124,13 @@ CMaster::CMaster( void )
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m_pMasterAddresses = NULL;
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m_bNoMasters = false;
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m_bInitialized = false;
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m_iServersResponded = 0;
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m_serverListResponse = NULL;
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SetDefLessFunc( m_serverAddresses );
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SetDefLessFunc( m_serversRequestTime );
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m_bWaitingForReplys = false;
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m_iInfoSequence = 0;
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Init();
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}
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@ -121,9 +142,34 @@ CMaster::~CMaster( void )
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void CMaster::RunFrame()
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{
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CheckHeartbeat();
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if( !m_bWaitingForReplys )
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return;
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if( m_serverListResponse &&
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m_flStartRequestTime < Plat_FloatTime()-INFO_REQUEST_TIMEOUT )
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{
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m_serverListResponse->RefreshComplete( NServerResponse::nServerFailedToRespond );
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m_bWaitingForReplys = false;
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}
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if( m_flRetryRequestTime < Plat_FloatTime() - RETRY_INFO_REQUEST_TIME )
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{
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m_flRetryRequestTime = Plat_FloatTime();
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if( m_iServersResponded < m_serverAddresses.Count() )
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RequestServersInfo();
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}
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}
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void CMaster::ReplyInfo( const netadr_t &adr )
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void CMaster::StopRefresh()
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{
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m_bWaitingForReplys = false;
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m_serverAddresses.RemoveAll();
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m_serversRequestTime.RemoveAll();
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}
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void CMaster::ReplyInfo( const netadr_t &adr, uint sequence )
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{
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static char gamedir[MAX_OSPATH];
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Q_FileBase( com_gamedir, gamedir, sizeof( gamedir ) );
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@ -134,6 +180,7 @@ void CMaster::ReplyInfo( const netadr_t &adr )
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buf.PutUnsignedInt( LittleDWord( CONNECTIONLESS_HEADER ) );
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buf.PutUnsignedChar( S2C_INFOREPLY );
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buf.PutUnsignedInt(sequence);
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buf.PutUnsignedChar( PROTOCOL_VERSION ); // Hardcoded protocol version number
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buf.PutString( sv.GetName() );
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buf.PutString( sv.GetMapName() );
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@ -217,8 +264,7 @@ void CMaster::ProcessConnectionlessPacket( netpacket_t *packet )
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}
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case M2C_QUERY:
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{
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if( m_serverAddresses.Count() > 0 )
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m_serverAddresses.RemoveAll();
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m_serverAddresses.RemoveAll();
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ip = msg.ReadLong();
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port = msg.ReadShort();
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@ -227,33 +273,48 @@ void CMaster::ProcessConnectionlessPacket( netpacket_t *packet )
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{
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netadr_t adr(ip, port);
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m_serverAddresses.AddToHead(adr);
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m_serverAddresses.Insert(adr, false);
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ip = msg.ReadLong();
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port = msg.ReadShort();
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}
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m_iServersResponded = 0;
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RequestServersInfo();
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m_flRetryRequestTime = m_flStartRequestTime = Plat_FloatTime();
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break;
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}
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case C2S_INFOREQUEST:
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{
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ReplyInfo(packet->from);
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ReplyInfo(packet->from, msg.ReadLong());
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break;
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}
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case S2C_INFOREPLY:
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{
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uint sequence = msg.ReadLong();
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newgameserver_t &s = ProcessInfo( msg );
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Msg("hostname = %s\nplayers: %d/%d\nbots: %d\n", s.m_szServerName, s.m_nPlayers, s.m_nMaxPlayers, s.m_nBotPlayers);
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unsigned short index = m_serverAddresses.Find(packet->from);
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unsigned short rindex = m_serversRequestTime.Find(sequence);
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if( index == m_serverAddresses.InvalidIndex() ||
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rindex == m_serversRequestTime.InvalidIndex() )
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break;
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double requestTime = m_serversRequestTime[rindex];
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m_serverAddresses[index] = true;
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s.m_nPing = (packet->received-requestTime)*1000.0;
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s.m_NetAdr = packet->from;
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m_serverListResponse->ServerResponded( s );
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break;
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}
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case A2A_PING:
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{
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const char p = A2A_ACK;
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NET_SendPacket( NULL, NS_SERVER, packet->from, (unsigned char*)&p, 1);
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m_iServersResponded++;
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if( m_iServersResponded >= m_serverAddresses.Count() )
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{
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StopRefresh();
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m_serverListResponse->RefreshComplete( NServerResponse::nServerResponded );
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}
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break;
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}
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}
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@ -265,17 +326,24 @@ void CMaster::RequestServersInfo()
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bf_write msg( string, sizeof(string) );
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FOR_EACH_LL( m_serverAddresses, i )
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FOR_EACH_MAP_FAST( m_serverAddresses, i )
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{
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const netadr_t adr = m_serverAddresses[i];
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bool bResponded = m_serverAddresses.Element(i);
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if( bResponded )
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continue;
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Msg("Request server info %s\n", adr.ToString());
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const netadr_t adr = m_serverAddresses.Key(i);
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msg.WriteLong( CONNECTIONLESS_HEADER );
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msg.WriteByte( C2S_INFOREQUEST );
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msg.WriteLong( m_iInfoSequence );
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m_serversRequestTime.Insert(m_iInfoSequence, net_time);
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m_iInfoSequence++;
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NET_SendPacket( NULL, NS_CLIENT, adr, msg.GetData(), msg.GetNumBytesWritten() );
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}
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m_bWaitingForReplys = true;
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}
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//-----------------------------------------------------------------------------
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@ -410,7 +478,7 @@ void CMaster::AddServer( netadr_t *adr )
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n = ( adrlist_t * ) malloc ( sizeof( adrlist_t ) );
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if ( !n )
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Sys_Error( "Error allocating %i bytes for master address.", sizeof( adrlist_t ) );
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Sys_Error( "Error allocating %zd bytes for master address.", sizeof( adrlist_t ) );
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memset( n, 0, sizeof( adrlist_t ) );
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@ -89,6 +89,7 @@ class IServersInfo
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public:
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virtual void RequestInternetServerList( const char *gamedir, IServerListResponse *response ) = 0;
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virtual void RequestLANServerList( const char *gamedir, IServerListResponse *response ) = 0;
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virtual void StopRefresh() = 0;
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//virtual HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse ) = 0;
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//virtual HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse ) = 0;
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@ -52,12 +52,6 @@
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#pragma once
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#pragma warning(push)
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#pragma warning(disable:4251)
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extern "C"
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{
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void __declspec(dllimport) __stdcall Sleep( unsigned long );
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}
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#endif
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#ifdef COMPILER_MSVC64
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@ -200,6 +194,8 @@ PLATFORM_INTERFACE bool ReleaseThreadHandle( ThreadHandle_t );
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//-----------------------------------------------------------------------------
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PLATFORM_INTERFACE void ThreadSleep(unsigned duration = 0);
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PLATFORM_INTERFACE void ThreadNanoSleep(unsigned ns);
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PLATFORM_INTERFACE ThreadId_t ThreadGetCurrentId();
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PLATFORM_INTERFACE ThreadHandle_t ThreadGetCurrentHandle();
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PLATFORM_INTERFACE int ThreadGetPriority( ThreadHandle_t hThread = NULL );
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@ -233,10 +229,10 @@ inline void ThreadPause()
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{
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#if defined( COMPILER_PS3 )
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__db16cyc();
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#elif defined( COMPILER_GCC ) && (defined( __i386__ ) || defined( __x86_64__ ))
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__asm __volatile( "pause" );
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#elif defined( POSIX )
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#elif defined(__arm__) || defined(__aarch64__)
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sched_yield();
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#elif defined( COMPILER_GCC )
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__asm __volatile( "pause" );
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#elif defined ( COMPILER_MSVC64 )
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_mm_pause();
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#elif defined( COMPILER_MSVC32 )
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@ -251,36 +247,6 @@ inline void ThreadPause()
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#endif
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}
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inline void ThreadSleep(unsigned nMilliseconds = 0)
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{
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if( nMilliseconds == 0 )
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{
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ThreadPause();
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return;
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}
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#ifdef _WIN32
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#ifdef _WIN32_PC
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static bool bInitialized = false;
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if ( !bInitialized )
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{
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bInitialized = true;
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// Set the timer resolution to 1 ms (default is 10.0, 15.6, 2.5, 1.0 or
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// some other value depending on hardware and software) so that we can
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// use Sleep( 1 ) to avoid wasting CPU time without missing our frame
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// rate.
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timeBeginPeriod( 1 );
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}
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#endif
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Sleep( nMilliseconds );
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#elif PS3
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sys_timer_usleep( nMilliseconds * 1000 );
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#elif defined(POSIX)
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usleep( nMilliseconds * 1000 );
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#endif
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}
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PLATFORM_INTERFACE bool ThreadJoin( ThreadHandle_t, unsigned timeout = TT_INFINITE );
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PLATFORM_INTERFACE void ThreadSetDebugName( ThreadHandle_t hThread, const char *pszName );
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@ -11,15 +11,21 @@ namespace memutils
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template<typename T>
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inline void copy( T *dest, const T *src, size_t n )
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{
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for(; n; n--)
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*(dest++) = *(src++);
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do
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{
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--n;
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*(dest+n) = *(src+n);
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} while( n );
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}
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template<typename T>
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inline void set( T *dest, const T& value, size_t n )
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inline void set( T *dest, T value, size_t n )
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{
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for(; n; n--)
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*(dest++) = value;
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do
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{
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--n;
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*(dest+n) = value;
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} while( n );
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}
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}
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@ -485,6 +485,59 @@ bool ReleaseThreadHandle( ThreadHandle_t hThread )
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//
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//-----------------------------------------------------------------------------
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void ThreadSleep(unsigned nMilliseconds)
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{
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#ifdef _WIN32
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#ifdef _WIN32_PC
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static bool bInitialized = false;
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if ( !bInitialized )
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{
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bInitialized = true;
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// Set the timer resolution to 1 ms (default is 10.0, 15.6, 2.5, 1.0 or
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// some other value depending on hardware and software) so that we can
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// use Sleep( 1 ) to avoid wasting CPU time without missing our frame
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// rate.
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timeBeginPeriod( 1 );
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}
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#endif
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Sleep( nMilliseconds );
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#elif PS3
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if( nMilliseconds == 0 )
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{
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// sys_ppu_thread_yield doesn't seem to function properly, so sleep instead.
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// sys_timer_usleep( 60 );
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sys_ppu_thread_yield();
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}
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else
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{
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sys_timer_usleep( nMilliseconds * 1000 );
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}
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#elif defined(POSIX)
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usleep( nMilliseconds * 1000 );
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#endif
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}
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//-----------------------------------------------------------------------------
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void ThreadNanoSleep(unsigned ns)
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{
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#ifdef _WIN32
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// ceil
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Sleep( ( ns + 999 ) / 1000 );
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#elif PS3
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sys_timer_usleep( ns );
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#elif defined(POSIX)
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struct timespec tm;
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tm.tv_sec = 0;
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tm.tv_nsec = ns;
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nanosleep( &tm, NULL );
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#endif
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}
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//-----------------------------------------------------------------------------
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#ifndef ThreadGetCurrentId
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ThreadId_t ThreadGetCurrentId()
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{
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@ -214,11 +214,7 @@ public:
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//-----------------------------------------------------
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virtual int YieldWait( CThreadEvent **pEvents, int nEvents, bool bWaitAll = true, unsigned timeout = TT_INFINITE );
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virtual int YieldWait( CJob **, int nJobs, bool bWaitAll = true, unsigned timeout = TT_INFINITE );
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inline void Yield( unsigned timeout )
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{
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Assert( ThreadInMainThread() );
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ThreadSleep( timeout );
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}
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void Yield( unsigned timeout );
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//-----------------------------------------------------
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// Add a native job to the queue (master thread)
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@ -660,6 +656,20 @@ int CThreadPool::YieldWait( CJob **ppJobs, int nJobs, bool bWaitAll, unsigned ti
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return YieldWait( handles.Base(), handles.Count(), bWaitAll, timeout);
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}
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//---------------------------------------------------------
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void CThreadPool::Yield( unsigned timeout )
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{
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// @MULTICORE (toml 10/24/2006): not implemented
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Assert( ThreadInMainThread() );
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if ( !ThreadInMainThread() )
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{
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ThreadSleep( timeout );
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return;
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}
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ThreadSleep( timeout );
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}
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//---------------------------------------------------------
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// Add a job to the queue
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//---------------------------------------------------------
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