本文整理汇总了C++中PolledTimer::MSecsElapsed方法的典型用法代码示例。如果您正苦于以下问题:C++ PolledTimer::MSecsElapsed方法的具体用法?C++ PolledTimer::MSecsElapsed怎么用?C++ PolledTimer::MSecsElapsed使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PolledTimer
的用法示例。
在下文中一共展示了PolledTimer::MSecsElapsed方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ProcessNewUDPConnectionAttempt
bool NetworkServer::ProcessNewUDPConnectionAttempt(Socket *listenSocket, const EndPoint &endPoint, const char *data, size_t numBytes)
{
LOG(LogInfo, "New inbound connection attempt from %s with datagram of size %d.", endPoint.ToString().c_str(), (int)numBytes);
if (!acceptNewConnections)
{
LOG(LogError, "Ignored a new connection attempt since server is set not to accept new connections.");
return false;
}
// Pass the datagram contents to a callback that decides whether this connection is allowed.
if (networkServerListener)
{
bool connectionAccepted = networkServerListener->NewConnectionAttempt(endPoint, data, numBytes);
if (!connectionAccepted)
{
LOG(LogError, "Server listener did not accept the new connection.");
return false;
}
}
///\todo Check IP banlist.
///\todo Check that the maximum number of active concurrent connections is not exceeded.
std::string remoteHostName = endPoint.IPToString();
// Accept the connection and create a new UDP socket that communicates to that endpoint.
Socket *socket = owner->CreateUDPSlaveSocket(listenSocket, endPoint, remoteHostName.c_str());
if (!socket)
{
LOG(LogError, "Network::ConnectUDP failed! Cannot accept new UDP connection.");
return false;
}
UDPMessageConnection *udpConnection = new UDPMessageConnection(owner, this, socket, ConnectionOK);
Ptr(MessageConnection) connection(udpConnection);
{
PolledTimer timer;
Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
(*clientsLock)[endPoint] = connection;
LOG(LogWaits, "NetworkServer::ProcessNewUDPConnectionAttempt: Accessing the connection list took %f msecs.",
timer.MSecsElapsed());
}
// Pass the MessageConnection to the main application so it can hook the inbound packet stream.
if (networkServerListener)
networkServerListener->NewConnectionEstablished(connection);
connection->SendPingRequestMessage(false);
owner->AssignConnectionToWorkerThread(connection);
owner->NewMessageConnectionCreated(connection);
LOG(LogInfo, "Accepted new UDP connection.");
return true;
}
示例2: Process
void NetworkServer::Process()
{
CleanupDeadConnections();
for(size_t i = 0; i < listenSockets.size(); ++i)
{
Socket *listen = listenSockets[i];
if (listen->TransportLayer() == SocketOverTCP)
{
// Accept the first inbound connection.
Socket *client = AcceptConnections(listen);
if (client)
{
if (!client->Connected())
LOG(LogError, "Warning: Accepted an already closed connection!");
LOG(LogInfo, "Client connected from %s.", client->ToString().c_str());
// Build a MessageConnection on top of the raw socket.
assert(listen->TransportLayer() == SocketOverTCP);
Ptr(MessageConnection) clientConnection = new TCPMessageConnection(owner, this, client, ConnectionOK);
assert(owner);
owner->AssignConnectionToWorkerThread(clientConnection);
if (networkServerListener)
networkServerListener->NewConnectionEstablished(clientConnection);
{
PolledTimer timer;
Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
(*clientsLock)[clientConnection->RemoteEndPoint()] = clientConnection;
LOG(LogWaits, "NetworkServer::Process: Adding new accepted TCP connection to connection list took %f msecs.",
timer.MSecsElapsed());
}
owner->NewMessageConnectionCreated(clientConnection);
}
}
}
// Note that the above loop will only accept one new connection/socket/iteration, so if there are multiple
// pending new connections, they will only get accepted at a rate of one per each frame.
// Process a new UDP connection attempt.
ConnectionAttemptDescriptor *desc = udpConnectionAttempts.Front();
if (desc)
{
ProcessNewUDPConnectionAttempt(desc->listenSocket, desc->peer, (const char *)desc->data.data, desc->data.size);
udpConnectionAttempts.PopFront();
}
// Process all new inbound data for each connection handled by this server.
ConnectionMap clientMap = *clients.Acquire();
for(ConnectionMap::iterator iter = clientMap.begin(); iter != clientMap.end(); ++iter)
iter->second->Process();
}
示例3: BroadcastMessage
void NetworkServer::BroadcastMessage(const NetworkMessage &msg, MessageConnection *exclude)
{
PolledTimer timer;
Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
if (timer.MSecsElapsed() >= 50.f)
{
LOG(LogWaits, "NetworkServer::BroadcastMessage: Accessing the connection list took %f msecs.",
timer.MSecsElapsed());
}
for(ConnectionMap::iterator iter = clientsLock->begin(); iter != clientsLock->end(); ++iter)
{
MessageConnection *connection = iter->second;
if (connection == exclude)
continue;
SendMessage(msg, *connection);
}
}
示例4: DisconnectAllClients
void NetworkServer::DisconnectAllClients()
{
SetAcceptNewConnections(false);
PolledTimer timer;
Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
LOG(LogWaits, "NetworkServer::DisconnectAllClients: Accessing the connection list took %f msecs.",
timer.MSecsElapsed());
for(ConnectionMap::iterator iter = clientsLock->begin(); iter != clientsLock->end(); ++iter)
iter->second->Disconnect(0); // Do not wait for any client.
}
示例5: WaitForMessage
void MessageConnection::WaitForMessage(int maxMSecsToWait) // [main thread]
{
AssertInMainThreadContext();
// If we have a message to process, no need to wait.
if (inboundMessageQueue.Size() > 0)
return;
// Check the status of the connection worker thread.
if (connectionState == ConnectionClosed)
{
if (socket)
Close();
return;
}
// Wait indefinitely until we get a new message, or the connection is torn down.
if (maxMSecsToWait == 0)
{
///\todo Log out warning if this takes AGES. Or rather, perhaps remove support for this altogether
/// to avoid deadlocks.
while(inboundMessageQueue.Size() == 0 && GetConnectionState() == ConnectionOK)
Clock::Sleep(1); ///\todo Instead of waiting multiple 1msec slices, should wait for proper event.
}
else
{
PolledTimer timer;
timer.StartMSecs((float)maxMSecsToWait);
while(inboundMessageQueue.Size() == 0 && GetConnectionState() == ConnectionOK && !timer.Test())
Clock::Sleep(1); ///\todo Instead of waiting multiple 1msec slices, should wait for proper event.
if (timer.MSecsElapsed() >= 1000.f)
{
LOG(LogWaits, "MessageConnection::WaitForMessage: Waited %f msecs for a new message. ConnectionState: %s. %d messages in queue.",
timer.MSecsElapsed(), ConnectionStateToString(GetConnectionState()).c_str(), (int)inboundMessageQueue.Size());
}
}
}
示例6: CheckHold
void Thread::CheckHold()
{
if (threadHoldEvent.Test())
{
LOG(LogVerbose, "Thread::CheckHold(): suspending thread. this: %p.", this);
PolledTimer timer;
while(!ShouldQuit())
{
threadHoldEventAcked.Set();
bool success = threadResumeEvent.Wait(1000);
if (success)
break;
}
LOG(LogWaits, "Thread::CheckHold: Slept for %f msecs.", timer.MSecsElapsed());
threadHoldEventAcked.Reset();
}
}
示例7: Close
void NetworkServer::Close(int disconnectWaitMilliseconds)
{
DisconnectAllClients();
///\todo Re-implement this function to remove the monolithic Sleep here. Instead of this,
/// wait for the individual connections to finish.
if (GetConnections().size() > 0)
{
Clock::Sleep(disconnectWaitMilliseconds);
LOG(LogVerbose, "NetworkServer::Close: Waited a fixed period of %d msecs for all connections to disconnect.",
disconnectWaitMilliseconds);
}
PolledTimer timer;
Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
LOG(LogWaits, "NetworkServer::Close: Accessing the connection list took %f msecs.",
timer.MSecsElapsed());
for(ConnectionMap::iterator iter = clientsLock->begin(); iter != clientsLock->end(); ++iter)
iter->second->Close(0); // Do not wait for any client.
}
示例8: Hold
/// Suspends the thread until 'Resume()' is called. Call this function from the main thread.
void Thread::Hold()
{
if (threadHoldEvent.Test())
return;
threadResumeEvent.Reset();
threadHoldEvent.Reset();
threadHoldEventAcked.Reset();
threadHoldEvent.Set();
PolledTimer timer;
while(IsRunning())
{
bool success = threadHoldEventAcked.Wait(1000);
if (success)
break;
}
LOG(LogWaits, "Thread::Hold: Took %f msecs.", timer.MSecsElapsed());
}
示例9: DeInit
void Network::DeInit()
{
KNET_LOG(LogVerbose, "Network::DeInit: Closing down.");
PolledTimer timer;
// Kill all connections.
while(!connections.empty())
{
MessageConnection *connection = *connections.begin();
CloseConnection(connection); // CloseConnection erases connection from the connections list, so this loop terminates.
}
// Kill the server, if it's running.
StopServer();
// Kill all worker threads.
while(!workerThreads.empty())
CloseWorkerThread(workerThreads.front()); // Erases the item from workerThreads, so this loop terminates.
// Clean up any sockets that might be remaining.
while(!sockets.empty())
{
sockets.front().Close();
sockets.pop_front();
}
// Deinitialize network subsystem.
#ifdef WIN32
WSACleanup();
#endif
KNET_LOG(LogWaits, "Network::DeInit: Deinitialized kNet Network object, took %f msecs.", timer.MSecsElapsed());
}