Commit graph

90 commits

Author SHA1 Message Date
Eric House
bc65377cfd track device seeds in db. 2010-09-28 18:06:50 -07:00
Andy2
40e1d29243 use new methods to store undeliverable messages in a db rather than in
memory.  Confirmed that devices can hookup without ever being
connected at the same time and that the messages survive a relay
reboot.  No further testing yet.
2010-09-23 06:32:57 -07:00
Andy2
85b4f3f075 move hostid assignment and tracking into db so it survives reboots and
recycling of crefs between when devices in a game connect.  This plus
movement of messages into the DB will re-enable games played without
the two devices ever being connected at the same time.
2010-09-23 05:33:27 -07:00
Eric House
047f41b516 send cookieid as part of [RE]CONNECT_RESPONSE in addition to ALL_COND (where it's now redundant). 2010-09-20 22:06:35 -07:00
Andy2
ac8891016f work on detecting duplicate packets and devices that have reconnected
on a different socket; print all present seeds for debugging.
2010-09-20 05:35:09 -07:00
Andy2
1490b2def9 simplify state table, getting rid of a bunch of states: we never leave
ALLCOND until it's time to kill the cref.  When one device connects
and leaves the cref is recycled, so when a new device joins and is
assigned the same game and a new cref is initialized the number of
players already registered must be set from the db entry; do that.
2010-09-16 18:59:56 -07:00
Andy2
50c387d75e remove players from db as well as runtime when ack times out 2010-09-16 06:49:35 -07:00
Andy2
25c1824c45 fix broken assertion and add missing state transitions to fix crashes. 2010-09-16 05:39:25 -07:00
Andy2
b25579b893 greatly simplify state machine for connections. Now (with DEVACK=20
on conf file) newrelay.sh will complete running 50 4-device gtk games.
Haven't tested reconnect case which I almost certianly broke.
2010-09-16 01:53:43 -07:00
Andy2
06c8fdc67f stop tracking seeds separately until have a use for 'em separate from
HostRec.  This fixes failure to reconnect so that now a complete game
is possible (gtk version) without the two devices every being
connected at the same time.
2010-09-16 01:13:26 -07:00
Andy2
a870cac86d break connect and reconnect into separate paths to simplify. Be
consistent: nJoined in DB tracks players "ever seen and issued
connName" rather than "currently connected".  Next step: debug game
between two devices never connected at same time.
2010-09-15 14:05:51 -07:00
Andy2
821e4d9c39 add ACK to protocol, returned by device after gets connName on initial
connection.  Space is held for device on assumption ack will come
back, then given up if it fails.
2010-09-14 13:54:52 -07:00
Andy2
f8c1c016cc remove special-case states and handling of first connect; track number
of players sought in the cref itself, adding in constructor, and not
in HostRec instances.  This is cleanup with no behavior change.
2010-09-13 13:49:13 -07:00
Andy2
ded6e22180 do finding of open games using database rather than cref list, which
requires updating the number of players when new devices join.  Drop
requirement that cid be unique.
2010-09-12 04:49:03 -07:00
Andy2
e60495ff93 read, pass, store and display langCode. Not yet used to route
connections to crefs.
2010-09-10 01:59:37 -07:00
Andy2
20312144dd tons of changes, still rough, snapshoted here: a gtk device vs device
game works to completion with both signing up as guests (no -s) with
one local and one remote player (identical commandlines.)  Not yet
tested: if any signs up as a host, reconnecting rather than
connecting, etc.  This is just a snapshot.
2010-09-10 01:30:40 -07:00
Eric House
d7d2a7523b kill cref when in bad state. 2010-07-29 19:46:52 -07:00
Eric House
b170a04dec drop duplicate [re]connect packets before they enter the state
machine.  Fixes problems where crefs get stuck in the
XWS_CHK_ALLHERE_2 state.  Still should probably kill a cref where
there's no state table entry.
2010-07-28 22:21:01 -07:00
Eric House
f70b9e1d10 use constructor to save some code; no behavior change 2010-07-28 20:17:54 -07:00
Eric House
ad1be65236 Merge branch 'android_branch' of ssh://xwords.git.sourceforge.net/gitroot/xwords/xwords into android_branch 2010-07-27 20:47:42 -07:00
Eric House
b335151172 log when no event pushed while adding players -- this may be how state machine is getting screwed up 2010-07-27 20:47:04 -07:00
Andy2
f05bfcb3d8 log when dropping message that would mess up cref player counts 2010-07-16 06:23:20 -07:00
Eric House
a52fc5a4fd don't call removeSocket when none was added 2010-07-15 18:21:32 -07:00
Eric House
78f965b979 replace asserts that have been firing on integrating reconn events
with dropping the reconn messages; move log of state table lookup failure
into cref so cref id can be included
2010-07-14 21:32:19 -07:00
eehouse
8bb2fb9b09 track and display in web view the number of games actually joined
rather than the number attempted.
2010-05-28 02:31:27 +00:00
eehouse
3e83f50c84 use strcasecmp rather than strcmp on cookies (room names) to make
rooms case insensitive.
2010-05-01 02:49:19 +00:00
eehouse
f4b64fe97d add option, off by default, to stall each message forward by some time
to better simulate network conditions when testing against local relay.
2010-03-28 16:09:07 +00:00
ehouse
7ac98bfcfb Don't require a timeout waiting for a game to connect initially, and
make no timeout the default.
2009-12-27 18:17:24 +00:00
ehouse
fc17df2a7e When guest connects, check if providing too many players before
reponding to connection request so that we just deny the request (with
new error code) rather than revoking it later.
2009-12-14 04:10:23 +00:00
ehouse
26469d734c Modify state machine and return new error codes to force host to
connect first, guests second, with clear error messages if the order's
wrong.  This seems to make it simpler for users to get a connection
right.  Code holding multiple games worth of hosts and guests in a
cref is gone.
2009-12-04 08:03:27 +00:00
ehouse
2ecf415618 Remove on case where HandleEvents was being called recursively and
creating unexpected state transitions; add assert to catch any future
recursion.
2009-11-09 05:30:42 +00:00
ehouse
aae12428da Add limited support for store-and-forward (where limitations include
that all devices must be connected initially and that it's all memory
based so a crash wipes stored messages.)  Accept messages for
forwarding when in the MISSING state, not just the ALLHERE state.
Store messages that can't be sent now, and send any that have
accumulated when a host reconnects.  When a cref loses its last
connection, keep it around unless it has no messages stored (as will
be the case when a game ends.)
2009-11-08 21:35:39 +00:00
ehouse
ed52582ea4 get rid of states and code for checking numbers of players -- since
any number is allowed now.
2009-11-03 05:03:20 +00:00
ehouse
3bdfda6548 Make it possible for multiple games to connect using the same room
name.  All new connections are stored together, and after each
connection an attempt is made to build one complete game with a host
and however many guests.  All remaining devices are moved into a new
pending record in the same state, and the completed game is treated as
always.  Seems to work, though nearly 20% of linux instances are
failing to connect the relay run from the new test script samename.sh.
Need to figure out why.

Also added logging of seed and connname to comms.c since games
launched together can no longer be certain to connect on the relay.
This allows the test script to identify joined games from their logs
and detect success or failure.

This checkin changes the relay protocol, so relay and clients will
both need to be upgraded.
2009-11-02 01:01:47 +00:00
ehouse
7a71c4636b change varible names; remove instance variable than can be on the stack. 2009-11-01 01:38:03 +00:00
ehouse
0e43675abf Address problems matching [re]connections to games: first, go back to
setting connName when all in a game are present.  Second, have every
host include in connections a random number.  That number is made part
of the connName and in general used to test whether a host belongs in
a particular game.  Add this "seed" to web interface.  Means new
versions for relay protocol and game stream format.  Latter is handled
correctly so older games can be opened.
2009-09-26 14:37:49 +00:00
ehouse
b219e8b279 Send notification when device disconnnects without closing socket (in
addition to the existing one sent when a socket is closed).
2009-09-20 18:47:47 +00:00
ehouse
a9e8f5b493 shorten column headings; don't assign cid until game is full. 2009-09-17 03:42:12 +00:00
ehouse
18e9301e87 rename Cookie to Invite, a change that may change. Rename everywhere
in clients but not in relay where cookie is too pervasive.  (There are
no code changes in this checkin.)
2009-09-14 03:11:11 +00:00
ehouse
6603949b0e Fix bug where device quitting one game to start another with same
cookie winds up connecting to the old game -- by flagging a cref as
full and no longer accepting connections without connNames even when
in the MISSING state.  Required a protocol changes so that devices get
their connNames as early as possible.
2009-09-14 01:55:03 +00:00
ehouse
dbf9daf71b Fix problems reconnecting hosts where some but not all received the
ALLHERE message and connName: change relay protocol so cookie is
included in RECONNECT message, and hostIDs are not assigned until
ALLHERE, and change host-to-game matching to use connName first but
fall back to cookie.  This fixes nearly all cases failing to reconnect
after relay goes down.
2009-08-21 12:00:09 +00:00
ehouse
e96becb05f variable name change only (for clarity) 2009-08-13 12:59:55 +00:00
ehouse
f537169db5 Assign 0 not NULL to pthread variables. 2009-07-31 12:43:04 +00:00
ehouse
503db9cc6f up copyright 2009-07-30 12:54:17 +00:00
ehouse
4a5d74a0af rename state to take up less space in browser; add number of respawns
to status display.
2009-07-29 04:25:21 +00:00
ehouse
8be31357ad track per-cref lifetime and display it via http 2009-07-28 05:41:15 +00:00
ehouse
8284799abe Fix crashes resulting from deleting cref instances in one thread while
another wanted to operate on them.  The root problem is that you can't
dispose of a mutex while somebody's blocking on it.  So now the
locking mutexes live inside the cref class.  When the lock owner
realizes the cref needs to die, it sets a flag and it's moved to a
recycled list.  A thread blocking on the mutex will then get it, but
checks the flag and releases it immediately if it's being recycled.
(Also improve the http interface a bit.)  With these changes I've run
31K (and counting) games against the relay without a crash or deadlock
(using sim_real.sh.)  The main problem that remains is that sometimes
two games using the same cookie wind up with two crefs (and so never
connect.)
2009-07-28 05:15:26 +00:00
ehouse
2ef16d44ca Include number of games played in html output; don't report closed
sockets found while reporting closed sockets (to avoid deadlock);
remove sockets from crefmgr's map when closing them so new connections
using same (re-used) socket aren't treated as belonging to open games.
2009-07-06 01:50:51 +00:00
ehouse
4a308f4f8e Don't use unitialized variables (thanks valgrind :-) 2009-04-05 18:47:45 +00:00
ehouse
fbe95478ba rename now() as uptime(); drop NTHREADS to 1 for now; include time of
server boot in connName and keep counter in memory rather than a file.
2009-03-10 12:52:17 +00:00