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2 Commits

Author SHA1 Message Date
genxium
7b878ff947 Fixes for backend Golang select-multi-channel implementation. 2023-02-21 22:07:48 +08:00
genxium
c78c480f99 Enhanced UDP session resource management. 2023-02-21 15:21:15 +08:00
3 changed files with 51 additions and 23 deletions

View File

@@ -25,9 +25,16 @@ import (
"go.uber.org/zap"
"net"
// _ "net/http/pprof"
)
func main() {
/*
// Only used for profiling
go func() {
http.ListenAndServe("0.0.0.0:6060", nil)
}()
*/
MustParseConfig()
MustParseConstants()
storage.Init()

View File

@@ -483,7 +483,7 @@ func (pR *Room) StartBattle() {
*/
totalElapsedNanos := utils.UnixtimeNano() - battleStartedAt
nextRenderFrameId := int32((totalElapsedNanos + pR.dilutedRollbackEstimatedDtNanos - 1) / pR.dilutedRollbackEstimatedDtNanos) // fast ceiling
toSleepNanos := int64(0)
toSleepNanos := int64(pR.dilutedRollbackEstimatedDtNanos >> 1) // Sleep half-frame time by default
if nextRenderFrameId > pR.RenderFrameId {
if 0 == pR.RenderFrameId {
// It's important to send kickoff frame iff "0 == pR.RenderFrameId && nextRenderFrameId > pR.RenderFrameId", otherwise it might send duplicate kickoff frames
@@ -515,7 +515,7 @@ func (pR *Room) StartBattle() {
pR.LastRenderFrameIdTriggeredAt = utils.UnixtimeNano()
elapsedInCalculation := (utils.UnixtimeNano() - stCalculation)
toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation // don't sleep if "nextRenderFrame == pR.RenderFrameId"
toSleepNanos = pR.dilutedRollbackEstimatedDtNanos - elapsedInCalculation
if elapsedInCalculation > pR.RollbackEstimatedDtNanos {
Logger.Warn(fmt.Sprintf("SLOW FRAME! Elapsed time statistics: roomId=%v, room.RenderFrameId=%v, elapsedInCalculation=%v ns, dynamicsDuration=%v ns, RollbackEstimatedDtNanos=%v, dilutedRollbackEstimatedDtNanos=%v", pR.Id, pR.RenderFrameId, elapsedInCalculation, dynamicsDuration, pR.RollbackEstimatedDtNanos, pR.dilutedRollbackEstimatedDtNanos))
}
@@ -544,13 +544,13 @@ func (pR *Room) StartBattle() {
}
select {
// [WARNING] DON'T put a "default" block here! Otherwise "for { select {... default: } }" pattern would NEVER block on empty channel and thus consume a lot of CPU time unnecessarily!
case inputsBufferSnapshot := <-playerDownsyncChan:
pR.downsyncToSinglePlayer(playerId, player, inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, inputsBufferSnapshot.ToSendInputFrameDownsyncs, inputsBufferSnapshot.ShouldForceResync)
//Logger.Info(fmt.Sprintf("Sent inputsBufferSnapshot(refRenderFrameId:%d, unconfirmedMask:%v) to for (roomId: %d, playerId:%d)#2", inputsBufferSnapshot.RefRenderFrameId, inputsBufferSnapshot.UnconfirmedMask, pR.Id, playerId))
case inputsBufferSnapshot2 := <-playerSecondaryDownsyncChan:
pR.downsyncPeerInputFrameUpsyncToSinglePlayer(playerId, player, inputsBufferSnapshot2.ToSendInputFrameDownsyncs, inputsBufferSnapshot2.PeerJoinIndex)
//Logger.Info(fmt.Sprintf("Sent secondary inputsBufferSnapshot to for (roomId: %d, playerId:%d)#2", pR.Id, playerId))
default:
}
}
}

View File

@@ -160,7 +160,6 @@ void startRecvLoop(void* arg) {
int uvCloseRet = uv_loop_close(l);
CCLOG("UDP recv loop is closed in UvRecvThread, uvCloseRet=%d", uvCloseRet);
uv_mutex_destroy(&recvRingBuffLock);
}
void startSendLoop(void* arg) {
@@ -174,7 +173,6 @@ void startSendLoop(void* arg) {
int uvCloseRet = uv_loop_close(l);
CCLOG("UDP send loop is closed in UvSendThread, uvCloseRet=%d", uvCloseRet);
uv_mutex_destroy(&sendRingBuffLock);
}
int initSendLoop(struct sockaddr const* pUdpAddr) {
@@ -189,9 +187,6 @@ int initSendLoop(struct sockaddr const* pUdpAddr) {
uv_mutex_init(&sendRingBuffLock);
sendRingBuff = new SendRingBuff(maxBuffedMsgs);
uv_mutex_init(&recvRingBuffLock);
recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
@@ -208,6 +203,9 @@ bool initRecvLoop(struct sockaddr const* pUdpAddr) {
CCLOGERROR("Failed to bind recv; recvSockInitRes=%d, recvbindRes=%d, reason=%s", recvSockInitRes, recvbindRes, uv_strerror(recvbindRes));
exit(-1);
}
uv_mutex_init(&recvRingBuffLock);
recvRingBuff = new RecvRingBuff(maxBuffedMsgs);
uv_udp_recv_start(udpRecvSocket, _allocBuffer, _onRead);
uv_async_init(recvLoop, &uvRecvLoopStopSig, _onUvStopSig);
@@ -249,6 +247,12 @@ bool DelayNoMore::UdpSession::openUdpSession(int port) {
bool DelayNoMore::UdpSession::closeUdpSession() {
CCLOG("About to close udp session and dealloc all resources...");
/*
[WARNING] It's possible that "closeUdpSession" is called when "openUdpSession" was NEVER CALLED, thus we have to avoid program crash in this case.
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.
*/
if (NULL != sendLoop) {
uv_async_send(&uvSendLoopStopSig);
CCLOG("Signaling UvSendThread to end in GameThread...");
uv_thread_join(&sendTid);
@@ -256,6 +260,14 @@ bool DelayNoMore::UdpSession::closeUdpSession() {
free(sendLoop);
delete sendRingBuff;
udpSendSocket = NULL;
sendLoop = NULL;
sendRingBuff = NULL;
uv_mutex_destroy(&sendRingBuffLock);
}
if (NULL != recvLoop) {
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
CCLOG("Signaling UvRecvThread to end in GameThread...");
uv_thread_join(&recvTid);
@@ -263,6 +275,13 @@ bool DelayNoMore::UdpSession::closeUdpSession() {
free(recvLoop);
delete recvRingBuff;
udpRecvSocket = NULL;
recvLoop = NULL;
recvRingBuff = NULL;
uv_mutex_destroy(&recvRingBuffLock);
}
CCLOG("Closed udp session and dealloc all resources in GameThread...");
return true;
@@ -356,8 +375,10 @@ bool DelayNoMore::UdpSession::pollUdpRecvRingBuff() {
while (true) {
RecvWork f;
bool res = recvRingBuff->pop(&f);
if (!res) return false;
if (!res) {
// Deliberately returning "true" here to prevent "jswrapper" from printing "Failed to invoke Xxx..." too frequently
return true;
}
// [WARNING] Declaring "AutoHandleScope" is critical here, otherwise "onUdpMessageCb.toObject()" wouldn't be recognized as a function of the ScriptEngine!
se::AutoHandleScope hs;
// [WARNING] Use of the "ScriptEngine" is only allowed in "GameThread a.k.a. CocosThread"!