Attempt at fixing crashes with disconnecting players

git-svn-id: http://mc-server.googlecode.com/svn/trunk@329 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2012-02-26 12:55:42 +00:00
parent 0e33c919dd
commit 7268a70902
6 changed files with 38 additions and 18 deletions

View File

@ -165,6 +165,10 @@ cClientHandle::~cClientHandle()
cPacket_Chat Left(m_Username + " left the game!");
World->Broadcast(Left, this);
}
if (World != NULL)
{
World->RemovePlayer(m_Player);
}
}
if (m_Socket.IsValid())
@ -209,6 +213,10 @@ cClientHandle::~cClientHandle()
// Queue the socket to close as soon as it sends all outgoing data:
cRoot::Get()->GetServer()->QueueClientClose(&m_Socket);
// We need to remove the socket from SocketThreads because we own it and it gets destroyed after this destructor finishes
// TODO: The socket needs to stay alive, someone else has to own it
cRoot::Get()->GetServer()->RemoveClient(&m_Socket);
LOG("ClientHandle at %p deleted", this);
}

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@ -169,14 +169,18 @@ void cEntity::MoveToCorrectChunk(bool a_bIgnoreOldChunk)
void cEntity::Destroy()
{
if( !m_bDestroyed )
if (m_bDestroyed)
{
m_bDestroyed = true;
if( !m_bRemovedFromChunk )
return;
}
if (!m_bRemovedFromChunk)
{
RemoveFromChunk();
}
}
m_World->BroadcastToChunk(m_ChunkX, m_ChunkY, m_ChunkZ, cPacket_DestroyEntity(this));
m_bDestroyed = true;
}

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@ -125,18 +125,14 @@ void cPlayer::Initialize( cWorld* a_World )
cPlayer::~cPlayer(void)
{
SaveToDisk();
m_ClientHandle = 0;
m_ClientHandle = NULL;
CloseWindow(-1);
if( m_Inventory )
{
delete m_Inventory;
m_Inventory = 0;
}
if(m_CreativeInventory)
{
m_Inventory = NULL;
delete m_CreativeInventory;
}
delete m_pState;
m_World->RemovePlayer( this );
}

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@ -134,6 +134,15 @@ void cServer::QueueClientClose(const cSocket * a_Socket)
void cServer::RemoveClient(const cSocket * a_Socket)
{
m_SocketThreads.RemoveClient(a_Socket);
}
bool cServer::InitServer( int a_Port )
{
if( m_bIsConnected )

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@ -58,7 +58,7 @@ public: //tolua_export
const AString & GetServerID(void) const;
void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); removes the client from m_SocketThreads
void ClientDestroying(const cClientHandle * a_Client); // Called by cClientHandle::Destroy(); stop m_SocketThreads from calling back into a_Client
void NotifyClientWrite(const cClientHandle * a_Client); // Notifies m_SocketThreads that client has something to be written
@ -66,6 +66,8 @@ public: //tolua_export
void QueueClientClose(const cSocket * a_Socket); // Queues the socket to close when all its outgoing data is sent
void RemoveClient(const cSocket * a_Socket); // Removes the socket from m_SocketThreads
private:
friend class cRoot; // so cRoot can create and destroy cServer

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@ -87,7 +87,8 @@ void cSocketThreads::RemoveClient(const cSocket * a_Socket)
}
} // for itr - m_Threads[]
ASSERT(!"Removing an unknown socket");
// Cannot assert here, this may actually happen legally, since cClientHandle has to clean up the socket and it may have already closed in the meantime
// ASSERT(!"Removing an unknown socket");
}