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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Fixed build for Android.
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70a86c27b0
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@ -229,7 +229,11 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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const peerJoinIndex = resp.peerJoinIndex;
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const peerAddrList = resp.rdf.peerUdpAddrList;
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console.log(`Got DOWNSYNC_MSG_ACT_PEER_UDP_ADDR peerAddrList=${JSON.stringify(peerAddrList)}; boundRoomCapacity=${window.boundRoomCapacity}`);
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DelayNoMore.UdpSession.upsertPeerUdpAddr(peerAddrList, window.boundRoomCapacity, window.mapIns.selfPlayerInfo.JoinIndex); // In C++ impl it actually broadcasts the peer-punching message to all known peers within "window.boundRoomCapacity"
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for (let j = 0; j < 3; ++j) {
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setTimeout(()=> {
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DelayNoMore.UdpSession.upsertPeerUdpAddr(peerAddrList, window.boundRoomCapacity, window.mapIns.selfPlayerInfo.JoinIndex); // In C++ impl it actually broadcasts the peer-punching message to all known peers within "window.boundRoomCapacity"
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}, j*500);
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}
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}
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break;
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default:
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@ -20,6 +20,9 @@
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}, {
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"from": "frameworks/runtime-src/Classes/send_ring_buff.hpp",
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"to": "frameworks/runtime-src/Classes/send_ring_buff.hpp"
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}, {
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"from": "frameworks/runtime-src/Classes/send_ring_buff.cpp",
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"to": "frameworks/runtime-src/Classes/send_ring_buff.cpp"
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}, {
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"from": "frameworks/runtime-src/Classes/udp_session.hpp",
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"to": "frameworks/runtime-src/Classes/udp_session.hpp"
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@ -0,0 +1,31 @@
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#include <string.h>
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#include "send_ring_buff.hpp"
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void SendRingBuff::put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr) {
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while (0 < cnt && cnt >= n) {
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// Make room for the new element
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this->pop();
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}
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eles[ed].bytesLen = newBytesLen;
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memset(eles[ed].bytes, 0, sizeof eles[ed].bytes);
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memcpy(eles[ed].bytes, newBytes, newBytesLen);
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eles[ed].peerAddr = *(pNewPeerAddr);
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ed++;
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cnt++;
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if (ed >= n) {
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ed -= n; // Deliberately not using "%" operator for performance concern
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}
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}
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SendWork* SendRingBuff::pop() {
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if (0 == cnt) {
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return NULL;
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}
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SendWork* ret = &(eles[st]);
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cnt--;
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st++;
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if (st >= n) {
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st -= n;
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}
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return ret;
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}
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@ -26,44 +26,19 @@ public:
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};
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// [WARNING] This class is specific to "SendWork", designed and implemented only to use in multithreading env and save heap alloc/dealloc timecomplexity, it's by no means comparable to the Golang or JavaScript versions!
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class SendRingBuffer {
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class SendRingBuff {
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public:
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int ed, st, n, cnt;
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SendWork eles[maxBuffedMsgs]; // preallocated on stack to save heap alloc/dealloc time
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SendRingBuffer(int newN) {
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SendRingBuff(int newN) {
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this->n = newN;
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this->st = this->ed = this->cnt = 0;
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}
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void put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr) {
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while (0 < cnt && cnt >= n) {
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// Make room for the new element
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this->pop();
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}
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eles[ed].bytesLen = newBytesLen;
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memset(eles[ed].bytes, 0, sizeof eles[ed].bytes);
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memcpy(eles[ed].bytes, newBytes, newBytesLen);
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eles[ed].peerAddr = *(pNewPeerAddr);
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ed++;
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cnt++;
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if (ed >= n) {
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ed -= n; // Deliberately not using "%" operator for performance concern
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}
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}
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void put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr);
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// Sending is always sequential in UvSendThread, no need to return a copy of "SendWork" instance
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SendWork* pop() {
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if (0 == cnt) {
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return NULL;
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}
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SendWork* ret = &(eles[st]);
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cnt--;
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st++;
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if (st >= n) {
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st -= n;
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}
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return ret;
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}
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SendWork* pop();
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};
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#endif
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#endif
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@ -6,7 +6,7 @@
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int const punchServerCnt = 3;
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int const punchPeerCnt = 3;
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int const broadcastUpsyncCnt = 3;
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int const broadcastUpsyncCnt = 1;
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uv_udp_t *udpRecvSocket = NULL, *udpSendSocket = NULL;
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uv_thread_t recvTid, sendTid;
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@ -14,7 +14,7 @@ uv_async_t uvRecvLoopStopSig, uvSendLoopStopSig, uvSendLoopTriggerSig;
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uv_loop_t *recvLoop = NULL, *sendLoop = NULL;
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uv_mutex_t sendRingBuffLock; // used along with "uvSendLoopTriggerSig" as a "uv_cond_t"
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SendRingBuffer* sendRingBuff = NULL;
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SendRingBuff* sendRingBuff = NULL;
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char SRV_IP[256];
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int SRV_PORT = 0;
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@ -41,14 +41,14 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
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struct sockaddr_in const* sockAddr = (struct sockaddr_in const*)addr;
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uv_inet_ntop(sockAddr->sin_family, &(sockAddr->sin_addr), ip, INET_ADDRSTRLEN);
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port = ntohs(sockAddr->sin_port);
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CCLOG("UDP received %d bytes from %s:%d", nread, ip, port);
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CCLOG("UDP received %u bytes from %s:%d", nread, ip, port);
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break;
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}
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default:
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break;
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}
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} else {
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CCLOG("UDP received %d bytes from unknown sender", nread);
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CCLOG("UDP received %u bytes from unknown sender", nread);
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}
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#endif
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@ -57,7 +57,7 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
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} else if (0 < nread) {
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// Non-holepunching; it might be more effective in RAM usage to use a threadsafe RingBuff to pass msg to GameThread here, but as long as it's not a performance blocker don't bother optimize here...
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uint8_t* const ui8Arr = (uint8_t*)malloc(maxUdpPayloadBytes*sizeof(uint8_t));
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memset(ui8Arr, 0, sizeof ui8Arr);
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memset(ui8Arr, 0, sizeof(ui8Arr));
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for (int i = 0; i < nread; i++) {
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*(ui8Arr+i) = *(buf->base + i);
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}
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@ -133,16 +133,15 @@ void _onUvSthNewToSend(uv_async_t* handle) {
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*/
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uv_mutex_unlock(&sendRingBuffLock);
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if (NULL != work) {
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/*
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// [WARNING] If "uv_udp_send" is to be used instead of "uv_udp_try_send", as UvSendThread will always be terminated from GameThread, it's a MUST to use the following heap-alloc form to initialize "uv_udp_send_t* req" such that "_afterSend" is guaranteed to be called, otherwise "int uvRunRet2 = uv_run(l, UV_RUN_DEFAULT);" for UvSendThread would block forever due to residual active handles.
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uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof uv_udp_send_t);
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uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
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uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
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uv_udp_send(req, udpSendSocket, &sendBuffer, 1, (struct sockaddr const*)&(work->peerAddr.sockAddrIn), _afterSend);
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*/
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uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
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uv_udp_try_send(udpSendSocket, &sendBuffer, 1, (struct sockaddr const*)&(work->peerAddr.sockAddrIn));
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//uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
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//uv_udp_try_send(udpSendSocket, &sendBuffer, 1, (struct sockaddr const*)&(work->peerAddr.sockAddrIn));
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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char ip[INET_ADDRSTRLEN];
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memset(ip, 0, sizeof ip);
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@ -213,7 +212,7 @@ bool DelayNoMore::UdpSession::openUdpSession(int port) {
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uv_async_init(recvLoop, &uvRecvLoopStopSig, _onUvStopSig);
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uv_mutex_init(&sendRingBuffLock);
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sendRingBuff = new SendRingBuffer(maxBuffedMsgs);
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sendRingBuff = new SendRingBuff(maxBuffedMsgs);
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uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
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uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
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@ -15,6 +15,7 @@ LOCAL_SRC_FILES := hellojavascript/main.cpp \
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../../../Classes/jsb_module_register.cpp \
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../../../Classes/udp_session.cpp \
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../../../Classes/udp_session_bridge.cpp \
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../../../Classes/send_ring_buff.cpp
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LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
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@ -190,6 +190,7 @@ copy "$(ProjectDir)..\..\..\project.json" "$(OutDir)\" /Y</Command>
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<ClCompile Include="..\Classes\AppDelegate.cpp" />
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<ClCompile Include="..\Classes\udp_session.cpp" />
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<ClCompile Include="..\Classes\udp_session_bridge.cpp" />
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<ClCompile Include="..\Classes\send_ring_buff.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="main.h" />
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@ -22,6 +22,9 @@
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<ClCompile Include="..\Classes\jsb_module_register.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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<ClCompile Include="..\Classes\send_ring_buff.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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<ClCompile Include="..\Classes\udp_session.cpp">
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<Filter>Classes</Filter>
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</ClCompile>
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