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// SocketThreads.h
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// Interfaces to the cSocketThreads class representing the heart of MCS's client networking.
// This object takes care of network communication, groups sockets into threads and uses as little threads as possible for full read / write support
// For more detail, see http://forum.mc-server.org/showthread.php?tid=327
/*
Additional details :
When a client is terminating a connection :
- they call the StopReading ( ) method to disable callbacks for the incoming data
- they call the Write ( ) method to queue any outstanding outgoing data
- they call the QueueClose ( ) method to queue the socket to close after outgoing data has been sent .
When a socket slot is marked as having no callback , it is kept alive until its outgoing data queue is empty and its m_ShouldClose flag is set .
This means that the socket can be written to several times before finally closing it via QueueClose ( )
*/
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/// How many clients should one thread handle? (must be less than FD_SETSIZE for your platform)
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# define MAX_SLOTS 63
# pragma once
# ifndef CSOCKETTHREADS_H_INCLUDED
# define CSOCKETTHREADS_H_INCLUDED
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# include "Socket.h"
# include "IsThread.h"
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// Check MAX_SLOTS:
# if MAX_SLOTS >= FD_SETSIZE
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# error "MAX_SLOTS must be less than FD_SETSIZE for your platform! (otherwise select() won't work)"
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# endif
// fwd:
class cSocket ;
class cClientHandle ;
class cSocketThreads
{
public :
// Clients of cSocketThreads must implement this interface to be able to communicate
class cCallback
{
public :
/// Called when data is received from the remote party
virtual void DataReceived ( const char * a_Data , int a_Size ) = 0 ;
/// Called when data can be sent to remote party; the function is supposed to append outgoing data to a_Data
virtual void GetOutgoingData ( AString & a_Data ) = 0 ;
/// Called when the socket has been closed for any reason
virtual void SocketClosed ( void ) = 0 ;
} ;
cSocketThreads ( void ) ;
~ cSocketThreads ( ) ;
/// Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client; returns true if successful
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bool AddClient ( const cSocket & a_Socket , cCallback * a_Client ) ;
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/// Remove the associated socket and the client from processing. The socket is left to send its data and is removed only after all its m_OutgoingData is sent
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void RemoveClient ( const cCallback * a_Client ) ;
/// Notify the thread responsible for a_Client that the client has something to write
void NotifyWrite ( const cCallback * a_Client ) ;
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/// Puts a_Data into outgoing data queue for a_Client
void Write ( const cCallback * a_Client , const AString & a_Data ) ;
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/// Stops reading from the client - when this call returns, no more calls to the callbacks are made
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void StopReading ( const cCallback * a_Client ) ;
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/// Queues the client for closing, as soon as its outgoing data is sent
void QueueClose ( const cCallback * a_Client ) ;
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private :
class cSocketThread :
public cIsThread
{
typedef cIsThread super ;
public :
cSocketThread ( cSocketThreads * a_Parent ) ;
~ cSocketThread ( ) ;
// All these methods assume parent's m_CS is locked
bool HasEmptySlot ( void ) const { return m_NumSlots < MAX_SLOTS ; }
bool IsEmpty ( void ) const { return m_NumSlots = = 0 ; }
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void AddClient ( const cSocket & a_Socket , cCallback * a_Client ) ; // Takes ownership of the socket
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bool RemoveClient ( const cCallback * a_Client ) ; // Returns true if removed, false if not found
bool RemoveSocket ( const cSocket * a_Socket ) ; // Returns true if removed, false if not found
bool HasClient ( const cCallback * a_Client ) const ;
bool HasSocket ( const cSocket * a_Socket ) const ;
bool NotifyWrite ( const cCallback * a_Client ) ; // Returns true if client handled by this thread
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bool Write ( const cCallback * a_Client , const AString & a_Data ) ; // Returns true if client handled by this thread
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bool StopReading ( const cCallback * a_Client ) ; // Returns true if client handled by this thread
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bool QueueClose ( const cCallback * a_Client ) ; // Returns true if client handled by this thread
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bool Start ( void ) ; // Hide the cIsThread's Start method, we need to provide our own startup to create the control socket
bool IsValid ( void ) const { return m_ControlSocket2 . IsValid ( ) ; } // If the Control socket dies, the thread is not valid anymore
private :
cSocketThreads * m_Parent ;
// Two ends of the control socket, the first is select()-ed, the second is written to for notifications
cSocket m_ControlSocket1 ;
cSocket m_ControlSocket2 ;
// Socket-client-packetqueues triplets.
// Manipulation with these assumes that the parent's m_CS is locked
struct sSlot
{
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cSocket m_Socket ; // The socket is primarily owned by this
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cCallback * m_Client ;
AString m_Outgoing ; // If sending writes only partial data, the rest is stored here for another send
bool m_ShouldClose ; // If true, the socket is to be closed after sending all outgoing data
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bool m_ShouldCallClient ; // If true, the client callbacks are called. Set to false in StopReading()
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} ;
sSlot m_Slots [ MAX_SLOTS ] ;
int m_NumSlots ; // Number of slots actually used
virtual void Execute ( void ) override ;
void PrepareSet ( fd_set * a_Set , cSocket : : xSocket & a_Highest ) ; // Puts all sockets into the set, along with m_ControlSocket1
void ReadFromSockets ( fd_set * a_Read ) ; // Reads from sockets indicated in a_Read
void WriteToSockets ( fd_set * a_Write ) ; // Writes to sockets indicated in a_Write
} ;
typedef std : : list < cSocketThread * > cSocketThreadList ;
cCriticalSection m_CS ;
cSocketThreadList m_Threads ;
} ;
# endif // CSOCKETTHREADS_H_INCLUDED