[SOLVED]Opendungeons : SFML "not milling" the network

[SOLVED]Opendungeons : SFML "not milling" the network

Postby paul424 » 23 Mar 2020, 18:53

SOLVED VIA IRC -- thanks Rampoina[m]


Hi,


As you know I try to write a new game editor for Opendungeons, and our forum is empty ( well except Danimal, hello ! ) .... I was wondering why there was no load option in the old game editor - now I see how hard it is to implement one .... Problem is I need to restart the ODServer and ODClient of which code uses the SFML api. But to the point :

{l Code}: {l Select All Code}
    if(ODClient::getSingleton().isConnected())
        ODClient::getSingleton().disconnect(mKeepReplayAtDisconnect);
    if(ODServer::getSingleton().isConnected())
        ODServer::getSingleton().stopServer();

    // Now that the server is stopped, we can clear the client game map
    mGameMap->clearAll();
    ConfigManager& config = ConfigManager::getSingleton();   
    std::string nickname = config.getGameValue(Config::NICKNAME, std::string(), false);
    if(!ODServer::getSingleton().startServer(nickname, dialogFullPath, ServerMode::ModeEditor, false))
    {
        OD_LOG_ERR("Could not start server for editor !!!");
        return true;
    }

    int port = ODServer::getSingleton().getNetworkPort();
    uint32_t timeout = ConfigManager::getSingleton().getClientConnectionTimeout();
    std::string replayFilename = ResourceManager::getSingleton().getReplayDataPath()
        + ResourceManager::getSingleton().buildReplayFilename();
    // We connect ourself
    if(!ODClient::getSingleton().connect("localhost", port, timeout, replayFilename))
    {
        OD_LOG_ERR("Could not connect to server for editor !!!");
        return true;
    }
    ODClient::getSingleton().processClientSocketMessages();
    ODClient::getSingleton().processClientNotifications();


ODClient should send a message "hello" and ODServer should respond with "load_level" message and the packet with the map info , problem is that message gets lost .... I mean it does finally that message when the main loop of the game mills several times ... but I need that recived at the point I pasted here ( because I need to start minimap and object culling, and I don't imagine doing that afterwards, after several iterations of main game loop ) ....
I though
{l Code}: {l Select All Code}
    ODClient::getSingleton().processClientSocketMessages();
    ODClient::getSingleton().processClientNotifications();
would force the sfml - network part to mill the messages, but after gdbing I see that


{l Code}: {l Select All Code}
bool ODSocketClient::isDataAvailable()
{
    switch(mSource)
    {
        case ODSource::none:
        {
            return false;
        }
        case ODSource::network:
        {
            // There is only 1 socket in the selector so it should be ready if
            // wait returns true but it doesn't hurt to return isReady...
            if(!mSockSelector.wait(sf::milliseconds(5)))
                return false;
            return mSockSelector.isReady(mSockClient);
        }

{l Code}: {l Select All Code}
            if(!mSockSelector.wait(sf::milliseconds(5)))
                return false;
code section returns false....




Intuitively I need to force SFML library to flush out the packet which stands on the server side ....
So any SFML expert on board ?
https://github.com/tomluchowski/OpenDungeons/tree/new-editor
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paul424
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