mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Fixes for server shutdown logic, implemented connection aborting for
local server
This commit is contained in:
@@ -177,6 +177,7 @@ INetworkHandler & CServerHandler::getNetworkHandler()
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void CServerHandler::startLocalServerAndConnect(bool connectToLobby)
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{
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logNetwork->trace("\tLocal server startup has been requested");
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#ifdef VCMI_MOBILE
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// mobile apps can't spawn separate processes - only thread mode is available
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serverRunner.reset(new ServerThreadRunner());
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@@ -187,10 +188,11 @@ void CServerHandler::startLocalServerAndConnect(bool connectToLobby)
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serverRunner.reset(new ServerThreadRunner());
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#endif
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logNetwork->trace("\tStarting local server");
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serverRunner->start(getLocalPort(), connectToLobby);
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logNetwork->trace("\tConnecting to local server");
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connectToServer(getLocalHostname(), getLocalPort());
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logNetwork->trace("\tConnecting to the server: %d ms", th->getDiff());
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logNetwork->trace("\tWaiting for connection");
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}
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void CServerHandler::connectToServer(const std::string & addr, const ui16 port)
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@@ -238,6 +240,10 @@ void CServerHandler::onTimer()
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if(getState() == EClientState::CONNECTION_CANCELLED)
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{
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logNetwork->info("Connection aborted by player!");
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serverRunner->wait();
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serverRunner.reset();
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if (GH.windows().topWindow<CSimpleJoinScreen>() != nullptr)
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GH.windows().popWindows(1);
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return;
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}
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@@ -301,6 +307,9 @@ EClientState CServerHandler::getState() const
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void CServerHandler::setState(EClientState newState)
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{
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if (newState == EClientState::CONNECTION_CANCELLED && serverRunner != nullptr)
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serverRunner->shutdown();
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state = newState;
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}
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@@ -830,11 +839,7 @@ void CServerHandler::onPacketReceived(const std::shared_ptr<INetworkConnection>
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void CServerHandler::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
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{
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if (serverRunner)
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{
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serverRunner->wait();
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serverRunner.reset();
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}
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waitForServerShutdown();
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if(getState() == EClientState::DISCONNECTING)
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{
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@@ -865,6 +870,34 @@ void CServerHandler::onDisconnected(const std::shared_ptr<INetworkConnection> &
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networkConnection.reset();
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}
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void CServerHandler::waitForServerShutdown()
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{
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if (!serverRunner)
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return; // may not exist for guest in MP
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serverRunner->wait();
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int exitCode = serverRunner->exitCode();
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serverRunner.reset();
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if (exitCode == 0)
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{
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logNetwork->info("Server closed correctly");
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}
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else
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{
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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if (getState() == EClientState::CONNECTING)
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{
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showServerError(CGI->generaltexth->translate("vcmi.server.errors.existingProcess"));
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setState(EClientState::CONNECTION_CANCELLED); // stop attempts to reconnect
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}
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logNetwork->error("Error: server failed to close correctly or crashed!");
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logNetwork->error("Check log file for more info");
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}
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serverRunner.reset();
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}
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void CServerHandler::visitForLobby(CPackForLobby & lobbyPack)
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{
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if(applier->getApplier(CTypeList::getInstance().getTypeID(&lobbyPack))->applyOnLobbyHandler(this, lobbyPack))
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