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Codechange: do not pass the socket when the receiver already knows it
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3e625b5b1a
commit
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@ -116,10 +116,9 @@ struct PacketWriter : SaveFilter {
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/**
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/**
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* Transfer all packets from here to the network's queue while holding
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* Transfer all packets from here to the network's queue while holding
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* the lock on our mutex.
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* the lock on our mutex.
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* @param socket The network socket to write to.
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* @return True iff the last packet of the map has been sent.
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* @return True iff the last packet of the map has been sent.
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*/
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*/
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bool TransferToNetworkQueue(ServerNetworkGameSocketHandler *socket)
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bool TransferToNetworkQueue()
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{
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{
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/* Unsafe check for the queue being empty or not. */
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/* Unsafe check for the queue being empty or not. */
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if (this->packets.empty()) return false;
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if (this->packets.empty()) return false;
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@ -128,7 +127,7 @@ struct PacketWriter : SaveFilter {
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while (!this->packets.empty()) {
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while (!this->packets.empty()) {
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bool last_packet = this->packets.front()->GetPacketType() == PACKET_SERVER_MAP_DONE;
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bool last_packet = this->packets.front()->GetPacketType() == PACKET_SERVER_MAP_DONE;
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socket->SendPacket(std::move(this->packets.front()));
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this->cs->SendPacket(std::move(this->packets.front()));
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this->packets.pop_front();
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this->packets.pop_front();
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if (last_packet) return true;
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if (last_packet) return true;
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@ -577,7 +576,7 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::SendMap()
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}
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}
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if (this->status == STATUS_MAP) {
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if (this->status == STATUS_MAP) {
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bool last_packet = this->savegame->TransferToNetworkQueue(this);
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bool last_packet = this->savegame->TransferToNetworkQueue();
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if (last_packet) {
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if (last_packet) {
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Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
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Debug(net, 9, "client[{}] SendMap(): last_packet", this->client_id);
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