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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Enhanced UDP session resource management.
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b50874f5c4
commit
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@ -160,7 +160,6 @@ void startRecvLoop(void* arg) {
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int uvCloseRet = uv_loop_close(l);
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int uvCloseRet = uv_loop_close(l);
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CCLOG("UDP recv loop is closed in UvRecvThread, uvCloseRet=%d", uvCloseRet);
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CCLOG("UDP recv loop is closed in UvRecvThread, uvCloseRet=%d", uvCloseRet);
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uv_mutex_destroy(&recvRingBuffLock);
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}
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}
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void startSendLoop(void* arg) {
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void startSendLoop(void* arg) {
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@ -174,7 +173,6 @@ void startSendLoop(void* arg) {
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int uvCloseRet = uv_loop_close(l);
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int uvCloseRet = uv_loop_close(l);
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CCLOG("UDP send loop is closed in UvSendThread, uvCloseRet=%d", uvCloseRet);
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CCLOG("UDP send loop is closed in UvSendThread, uvCloseRet=%d", uvCloseRet);
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uv_mutex_destroy(&sendRingBuffLock);
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}
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}
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int initSendLoop(struct sockaddr const* pUdpAddr) {
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int initSendLoop(struct sockaddr const* pUdpAddr) {
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@ -189,9 +187,6 @@ int initSendLoop(struct sockaddr const* pUdpAddr) {
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uv_mutex_init(&sendRingBuffLock);
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uv_mutex_init(&sendRingBuffLock);
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sendRingBuff = new SendRingBuff(maxBuffedMsgs);
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sendRingBuff = new SendRingBuff(maxBuffedMsgs);
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uv_mutex_init(&recvRingBuffLock);
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recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
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uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
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uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
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uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
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uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
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@ -208,6 +203,9 @@ bool initRecvLoop(struct sockaddr const* pUdpAddr) {
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CCLOGERROR("Failed to bind recv; recvSockInitRes=%d, recvbindRes=%d, reason=%s", recvSockInitRes, recvbindRes, uv_strerror(recvbindRes));
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CCLOGERROR("Failed to bind recv; recvSockInitRes=%d, recvbindRes=%d, reason=%s", recvSockInitRes, recvbindRes, uv_strerror(recvbindRes));
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exit(-1);
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exit(-1);
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}
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}
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uv_mutex_init(&recvRingBuffLock);
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recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
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uv_udp_recv_start(udpRecvSocket, _allocBuffer, _onRead);
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uv_udp_recv_start(udpRecvSocket, _allocBuffer, _onRead);
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uv_async_init(recvLoop, &uvRecvLoopStopSig, _onUvStopSig);
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uv_async_init(recvLoop, &uvRecvLoopStopSig, _onUvStopSig);
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@ -249,19 +247,40 @@ bool DelayNoMore::UdpSession::openUdpSession(int port) {
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bool DelayNoMore::UdpSession::closeUdpSession() {
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bool DelayNoMore::UdpSession::closeUdpSession() {
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CCLOG("About to close udp session and dealloc all resources...");
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CCLOG("About to close udp session and dealloc all resources...");
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uv_async_send(&uvSendLoopStopSig);
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/*
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CCLOG("Signaling UvSendThread to end in GameThread...");
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[WARNING] It's possible that "closeUdpSession" is called when "openUdpSession" was NEVER CALLED, thus we have to avoid program crash in this case.
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uv_thread_join(&sendTid);
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free(udpSendSocket);
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free(sendLoop);
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delete sendRingBuff;
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uv_async_send(&uvRecvLoopStopSig); // The few if not only guaranteed thread safe utility of libuv :) See http://docs.libuv.org/en/v1.x/async.html#c.uv_async_send
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In general one shouldn't just check the state of "sendTid" by whether or not "NULL == sendLoop", but in this particular game, both "openUdpSession" and "closeUdpSession" are only called from "GameThread", no thread-safety concern here, i.e. if "openUdpSession" was ever called earlier, then "sendLoop" wouldn't be NULL when "closeUdpSession" is later called.
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CCLOG("Signaling UvRecvThread to end in GameThread...");
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*/
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uv_thread_join(&recvTid);
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if (NULL != sendLoop) {
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free(udpRecvSocket);
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uv_async_send(&uvSendLoopStopSig);
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free(recvLoop);
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CCLOG("Signaling UvSendThread to end in GameThread...");
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delete recvRingBuff;
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uv_thread_join(&sendTid);
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free(udpSendSocket);
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free(sendLoop);
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delete sendRingBuff;
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udpSendSocket = NULL;
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sendLoop = NULL;
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sendRingBuff = NULL;
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uv_mutex_destroy(&sendRingBuffLock);
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}
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if (NULL != recvLoop) {
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uv_async_send(&uvRecvLoopStopSig); // The few if not only guaranteed thread safe utility of libuv :) See http://docs.libuv.org/en/v1.x/async.html#c.uv_async_send
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CCLOG("Signaling UvRecvThread to end in GameThread...");
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uv_thread_join(&recvTid);
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free(udpRecvSocket);
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free(recvLoop);
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delete recvRingBuff;
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udpRecvSocket = NULL;
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recvLoop = NULL;
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recvRingBuff = NULL;
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uv_mutex_destroy(&recvRingBuffLock);
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}
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CCLOG("Closed udp session and dealloc all resources in GameThread...");
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CCLOG("Closed udp session and dealloc all resources in GameThread...");
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@ -356,8 +375,10 @@ bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
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while (true) {
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while (true) {
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RecvWork f;
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RecvWork f;
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bool res = recvRingBuff->pop(&f);
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bool res = recvRingBuff->pop(&f);
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if (!res) return false;
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if (!res) {
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// Deliberately returning "true" here to prevent "jswrapper" from printing "Failed to invoke Xxx..." too frequently
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return true;
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}
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// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
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// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
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se::AutoHandleScope hs;
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se::AutoHandleScope hs;
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// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
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// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!
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