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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Fixed Android segfault on mysterious udp reception callback.
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26660d75d2
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@ -43,30 +43,27 @@ window.onUdpMessage = (args) => {
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}
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cc.log(`#1 Js called back by CPP: onUdpMessage: args=${args}, typeof(args)=${typeof (args)}, argslen=${args.length}, ui8Arr=${ui8Arr}`);
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if (6 == len) {
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cc.log(`#2 Js called back by CPP for peer hole punching`);
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} else {
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const req = window.pb.protos.WsReq.decode(ui8Arr);
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if (req) {
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cc.log(`#2 Js called back by CPP for upsync: onUdpMessage: ${JSON.stringify(req)}`);
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if (req.act && window.UPSYNC_MSG_ACT_PLAYER_CMD == req.act) {
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const renderedInputFrameIdUpper = gopkgs.ConvertToDelayedInputFrameId(self.renderFrameId);
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const peerJoinIndex = req.joinIndex;
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const batch = req.inputFrameUpsyncBatch;
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for (let k in batch) {
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const inputFrameUpsync = batch[k];
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if (inputFrameUpsync.inputFrameId < renderedInputFrameIdUpper) {
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// Avoid obfuscating already rendered history
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continue;
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}
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if (inputFrameUpsync.inputFrameId <= self.lastAllConfirmedInputFrameId) {
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continue;
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}
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self.getOrPrefabInputFrameUpsync(inputFrameUpsync.inputFrameId); // Make sure that inputFrame exists locally
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const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameUpsync.inputFrameId);
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existingInputFrame.InputList[inputFrameUpsync.joinIndex - 1] = inputFrameUpsync.encoded; // No need to change "confirmedList", leave it to "onInputFrameDownsyncBatch" -- we're just helping prediction here
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self.recentInputCache.SetByFrameId(existingInputFrame, inputFrameUpsync.inputFrameId);
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cc.log(`#2 Js called back by CPP for upsync: trying to decode by WsReq...`);
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const req = window.pb.protos.WsReq.decode(ui8Arr);
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if (req) {
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cc.log(`#2 Js called back by CPP for upsync: onUdpMessage: ${JSON.stringify(req)}`);
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if (req.act && window.UPSYNC_MSG_ACT_PLAYER_CMD == req.act) {
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const renderedInputFrameIdUpper = gopkgs.ConvertToDelayedInputFrameId(self.renderFrameId);
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const peerJoinIndex = req.joinIndex;
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const batch = req.inputFrameUpsyncBatch;
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for (let k in batch) {
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const inputFrameUpsync = batch[k];
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if (inputFrameUpsync.inputFrameId < renderedInputFrameIdUpper) {
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// Avoid obfuscating already rendered history
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continue;
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}
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if (inputFrameUpsync.inputFrameId <= self.lastAllConfirmedInputFrameId) {
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continue;
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}
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self.getOrPrefabInputFrameUpsync(inputFrameUpsync.inputFrameId); // Make sure that inputFrame exists locally
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const existingInputFrame = self.recentInputCache.GetByFrameId(inputFrameUpsync.inputFrameId);
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existingInputFrame.InputList[inputFrameUpsync.joinIndex - 1] = inputFrameUpsync.encoded; // No need to change "confirmedList", leave it to "onInputFrameDownsyncBatch" -- we're just helping prediction here
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self.recentInputCache.SetByFrameId(existingInputFrame, inputFrameUpsync.inputFrameId);
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}
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}
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}
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@ -14,30 +14,37 @@ struct PeerAddr peerAddrList[maxPeerCnt];
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char SRV_IP[256];
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int SRV_PORT = 0;
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void _onRead(uv_udp_t* req, ssize_t nread, const uv_buf_t* buf, const struct sockaddr* addr, unsigned flags) {
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void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr const* addr, unsigned flags) {
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if (nread < 0) {
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CCLOGERROR("Read error %s", uv_err_name(nread));
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uv_close((uv_handle_t*)req, NULL);
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free(buf->base);
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return;
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}
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struct sockaddr_in* sockAddr = (struct sockaddr_in*)addr;
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char ip[17] = { 0 };
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uv_ip4_name(sockAddr, ip, sizeof ip);
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int port = ntohs(sockAddr->sin_port);
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int const gameThreadMsgSize = 256;
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char* const gameThreadMsg = (char* const)malloc(gameThreadMsgSize);
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memset(gameThreadMsg, 0, gameThreadMsgSize);
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memcpy(gameThreadMsg, buf->base, nread);
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free(buf->base);
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//uv_udp_recv_stop(req);
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if (NULL != addr) {
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// The null check for "addr" is necessary, on Android there'd be such mysterious call to "_onRead"!
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switch (addr->sa_family) {
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case AF_INET: {
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struct sockaddr_in const* sockAddr = (struct sockaddr_in const*)addr;
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char ip[INET_ADDRSTRLEN];
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memset(ip, 0, sizeof ip);
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//uv_ip4_name(sockAddr, ip, 16);
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uv_inet_ntop(sockAddr->sin_family, &(sockAddr->sin_addr), ip, INET_ADDRSTRLEN);
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int port = ntohs(sockAddr->sin_port);
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CCLOG("UDP received %d 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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}
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if (6 != nread) {
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// Non-holepunching
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CCLOG("UDP received %d bytes from %s:%d, converted to %d bytes for the JS callback", nread, ip, port, strlen(gameThreadMsg));
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int const gameThreadMsgSize = 256;
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char* const gameThreadMsg = (char* const)malloc(gameThreadMsgSize);
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memset(gameThreadMsg, 0, gameThreadMsgSize);
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memcpy(gameThreadMsg, buf->base, nread);
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cocos2d::Application::getInstance()->getScheduler()->performFunctionInCocosThread([=]() {
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// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
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se::Value onUdpMessageCb;
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@ -55,8 +62,11 @@ void _onRead(uv_udp_t* req, ssize_t nread, const uv_buf_t* buf, const struct soc
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free(gameThreadMsg);
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});
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} else {
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CCLOG("UDP received hole punching from %s:%d", ip, port);
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CCLOG("UDP received hole punching");
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}
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free(buf->base);
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//uv_udp_recv_stop(req);
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uv_close((uv_handle_t*)req, NULL);
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}
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static void _allocBuffer(uv_handle_t* handle, size_t suggested_size, uv_buf_t* buf) {
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