OpenTTD Source
1.11.2
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Writing a savegame directly to a number of packets. More...
Public Member Functions | |
PacketWriter (ServerNetworkGameSocketHandler *cs) | |
Create the packet writer. More... | |
~PacketWriter () | |
Make sure everything is cleaned up. | |
void | Destroy () |
Begin the destruction of this packet writer. More... | |
bool | HasPackets () |
Checks whether there are packets. More... | |
Packet * | PopPacket () |
Pop a single created packet from the queue with packets. | |
void | AppendQueue () |
Append the current packet to the queue. | |
void | PrependQueue () |
Prepend the current packet to the queue. | |
void | Write (byte *buf, size_t size) override |
Write a given number of bytes into the savegame. More... | |
void | Finish () override |
Prepare everything to finish writing the savegame. | |
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SaveFilter (SaveFilter *chain) | |
Initialise this filter. More... | |
virtual | ~SaveFilter () |
Make sure the writers are properly closed. | |
Data Fields | |
ServerNetworkGameSocketHandler * | cs |
Socket we are associated with. | |
Packet * | current |
The packet we're currently writing to. | |
size_t | total_size |
Total size of the compressed savegame. | |
Packet * | packets |
Packet queue of the savegame; send these "slowly" to the client. | |
std::mutex | mutex |
Mutex for making threaded saving safe. | |
std::condition_variable | exit_sig |
Signal for threaded destruction of this packet writer. | |
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SaveFilter * | chain |
Chained to the (savegame) filters. | |
Writing a savegame directly to a number of packets.
Definition at line 57 of file network_server.cpp.
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inline |
Create the packet writer.
cs | The socket handler we're making the packets for. |
Definition at line 69 of file network_server.cpp.
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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 nullptr, 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 101 of file network_server.cpp.
References lock.
Referenced by ServerNetworkGameSocketHandler::~ServerNetworkGameSocketHandler().
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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 124 of file network_server.cpp.
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inlineoverridevirtual |
Write a given number of bytes into the savegame.
buf | The bytes to write. |
len | The number of bytes to write. |
Implements SaveFilter.
Definition at line 167 of file network_server.cpp.
References Packet::buffer, lock, PACKET_SERVER_MAP_DATA, SEND_MTU, Packet::size, and SlError().