cleanup: flatten dead branches in world io level network and stats

This commit is contained in:
MatthewBeshay
2026-03-26 20:53:52 +11:00
parent 12ff12a263
commit 8d3c504ee6
93 changed files with 274 additions and 3246 deletions

View File

@@ -7,7 +7,7 @@
#include "../../Minecraft.Client/Platform/Common/ShutdownManager.h"
// This should always be enabled, except for debugging use
#ifndef _DEBUG
#if !defined(_DEBUG)
#define CONNECTION_ENABLE_TIMEOUT_DISCONNECT 1
#endif
@@ -119,20 +119,6 @@ Connection::Connection(Socket* socket, const std::wstring& id,
new C4JThread(runWrite, this, writeThreadName, WRITE_STACK_SIZE);
readThread->SetProcessor(CPU_CORE_CONNECTIONS);
writeThread->SetProcessor(CPU_CORE_CONNECTIONS);
#if 0
readThread->SetPriority(
THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for
// Matching 2, and that priority of that
// seems to be always at default no
// matter what we set it to. Prioritise
// this below Matching 2.
writeThread->SetPriority(
THREAD_PRIORITY_BELOW_NORMAL); // On Orbis, this core is also used for
// Matching 2, and that priority of that
// seems to be always at default no
// matter what we set it to. Prioritise
// this below Matching 2.
#endif
readThread->Run();
writeThread->Run();
@@ -209,12 +195,12 @@ bool Connection::writeTick() {
LeaveCriticalSection(&writeLock);
Packet::writePacket(packet, bufferedDos);
#ifdef __linux__
#if defined(__linux__)
bufferedDos->flush(); // Ensure buffered data reaches socket before any
// other writes
#endif
#ifndef _CONTENT_PACKAGE
#if !defined(_CONTENT_PACKAGE)
// 4J Added for debugging
int playerId = 0;
if (!socket->isLocal()) {
@@ -261,7 +247,7 @@ bool Connection::writeTick() {
// write it to QNet as a single packet with priority flags Otherwise
// just buffer the packet with other outgoing packets as the java game
// did
#ifdef __linux__
#if defined(__linux__)
// Linux fix: For local connections, always use bufferedDos to avoid
// byte interleaving between the BufferedOutputStream buffer and direct
// sos writes. The shouldDelay/writeWithFlags path writes directly to
@@ -278,11 +264,7 @@ bool Connection::writeTick() {
// "game" packets to QNet, rather than amalgamated chunks of data
// that may include many packets, and partial packets b) To be able
// to change the priority and queue of a packet if required
#if 0
int flags = QNET_SENDDATA_LOW_PRIORITY | QNET_SENDDATA_SECONDARY;
#else
int flags = NON_QNET_SENDDATA_ACK_REQUIRED;
#endif
sos->writeWithFlags(baos->buf, 0, baos->size(), flags);
baos->reset();
} else {
@@ -291,7 +273,7 @@ bool Connection::writeTick() {
#endif
#ifndef _CONTENT_PACKAGE
#if !defined(_CONTENT_PACKAGE)
// 4J Added for debugging
if (!socket->isLocal()) {
int playerId = 0;
@@ -534,7 +516,6 @@ void Connection::sendAndQuit() {
// multithreaded functions a bit more
// readThread.interrupt();
#if 1
// 4J - this used to be in a thread but not sure why, and is causing trouble
// for us if we kill the connection whilst the thread is still expecting to
// be able to send a packet a couple of seconds after starting it
@@ -542,9 +523,6 @@ void Connection::sendAndQuit() {
// 4J TODO writeThread.interrupt();
close(DisconnectPacket::eDisconnect_Closed);
}
#else
CreateThread(NULL, 0, runSendAndQuit, this, 0, &saqThreadID);
#endif
}
int Connection::countDelayedPackets() { return (int)outgoing_slow.size(); }
@@ -554,9 +532,6 @@ int Connection::runRead(void* lpParam) {
Connection* con = (Connection*)lpParam;
if (con == NULL) {
#if 0
ShutdownManager::HasFinished(ShutdownManager::eConnectionReadThreads);
#endif
return 0;
}