682 lines
16 KiB
C++
682 lines
16 KiB
C++
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// cSocketThreads.cpp
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// Implements the cSocketThreads class representing the heart of MCS's client networking.
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// This object takes care of network communication, groups sockets into threads and uses as little threads as possible for full read / write support
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// For more detail, see http://forum.mc-server.org/showthread.php?tid=327
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#include "Globals.h"
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#include "SocketThreads.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSocketThreads:
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cSocketThreads::cSocketThreads(void)
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{
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}
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cSocketThreads::~cSocketThreads()
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{
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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delete *itr;
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} // for itr - m_Threads[]
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m_Threads.clear();
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}
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bool cSocketThreads::AddClient(const cSocket & a_Socket, cCallback * a_Client)
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{
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// Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client
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// Try to add to existing threads:
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->IsValid() && (*itr)->HasEmptySlot())
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{
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(*itr)->AddClient(a_Socket, a_Client);
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return true;
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}
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}
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// No thread has free space, create a new one:
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LOGD("Creating a new cSocketThread (currently have %d)", m_Threads.size());
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cSocketThread * Thread = new cSocketThread(this);
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if (!Thread->Start())
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{
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// There was an error launching the thread (but it was already logged along with the reason)
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LOGERROR("A new cSocketThread failed to start");
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delete Thread;
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return false;
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}
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Thread->AddClient(a_Socket, a_Client);
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m_Threads.push_back(Thread);
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return true;
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}
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/*
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void cSocketThreads::RemoveClient(const cSocket * a_Socket)
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{
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// Remove the socket (and associated client) from processing
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->RemoveSocket(a_Socket))
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{
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return;
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}
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} // for itr - m_Threads[]
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// Cannot assert here, this may actually happen legally, since cClientHandle has to clean up the socket and it may have already closed in the meantime
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// ASSERT(!"Removing an unknown socket");
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}
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*/
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void cSocketThreads::RemoveClient(const cCallback * a_Client)
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{
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// Remove the associated socket and the client from processing
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->RemoveClient(a_Client))
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{
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return;
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}
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} // for itr - m_Threads[]
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ASSERT(!"Removing an unknown client");
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}
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void cSocketThreads::NotifyWrite(const cCallback * a_Client)
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{
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// Notifies the thread responsible for a_Client that the client has something to write
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->NotifyWrite(a_Client))
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{
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return;
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}
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} // for itr - m_Threads[]
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// Cannot assert - this normally happens if a client disconnects and has pending packets, the cServer::cNotifyWriteThread will call this on invalid clients too
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// ASSERT(!"Notifying write to an unknown client");
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}
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void cSocketThreads::Write(const cCallback * a_Client, const AString & a_Data)
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{
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// Puts a_Data into outgoing data queue for a_Client
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->Write(a_Client, a_Data))
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{
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return;
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}
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} // for itr - m_Threads[]
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// This may be perfectly legal, if the socket has been destroyed and the client is finishing up
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// ASSERT(!"Writing to an unknown socket");
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}
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/// Stops reading from the socket - when this call returns, no more calls to the callbacks are made
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void cSocketThreads::StopReading(const cCallback * a_Client)
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{
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->StopReading(a_Client))
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{
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return;
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}
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} // for itr - m_Threads[]
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// Cannot assert, this normally happens if the socket is closed before the client deinitializes
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// ASSERT(!"Stopping reading on an unknown client");
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}
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/// Queues the socket for closing, as soon as its outgoing data is sent
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void cSocketThreads::QueueClose(const cCallback * a_Client)
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{
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LOGD("QueueClose(client %p)", a_Client);
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->QueueClose(a_Client))
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{
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return;
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}
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} // for itr - m_Threads[]
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ASSERT(!"Queueing close of an unknown client");
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}
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////////////////////////////////////////////////////////////////////////////////
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// cSocketThreads::cSocketThread:
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cSocketThreads::cSocketThread::cSocketThread(cSocketThreads * a_Parent) :
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cIsThread("cSocketThread"),
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m_Parent(a_Parent),
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m_NumSlots(0)
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{
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// Nothing needed yet
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}
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cSocketThreads::cSocketThread::~cSocketThread()
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{
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m_ShouldTerminate = true;
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// Notify the thread:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("a", 1);
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// Wait for the thread to finish:
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Wait();
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// Close the control sockets:
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m_ControlSocket1.CloseSocket();
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m_ControlSocket2.CloseSocket();
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}
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void cSocketThreads::cSocketThread::AddClient(const cSocket & a_Socket, cCallback * a_Client)
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{
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ASSERT(m_NumSlots < MAX_SLOTS); // Use HasEmptySlot() to check before adding
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m_Slots[m_NumSlots].m_Client = a_Client;
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m_Slots[m_NumSlots].m_Socket = a_Socket;
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m_Slots[m_NumSlots].m_Outgoing.clear();
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m_Slots[m_NumSlots].m_ShouldClose = false;
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m_Slots[m_NumSlots].m_ShouldCallClient = true;
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m_NumSlots++;
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// Notify the thread of the change:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("a", 1);
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}
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bool cSocketThreads::cSocketThread::RemoveClient(const cCallback * a_Client)
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{
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// Returns true if removed, false if not found
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if (m_NumSlots == 0)
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{
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return false;
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}
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for (int i = m_NumSlots - 1; i >= 0 ; --i)
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{
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if (m_Slots[i].m_Client != a_Client)
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{
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continue;
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}
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// Found, remove it:
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m_Slots[i] = m_Slots[--m_NumSlots];
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// Notify the thread of the change:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("r", 1);
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return true;
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} // for i - m_Slots[]
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// Not found
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return false;
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}
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bool cSocketThreads::cSocketThread::RemoveSocket(const cSocket * a_Socket)
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{
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// Returns true if removed, false if not found
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for (int i = m_NumSlots - 1; i >= 0 ; --i)
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{
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if (m_Slots[i].m_Socket != *a_Socket)
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{
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continue;
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}
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// Found, remove it:
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m_Slots[i] = m_Slots[--m_NumSlots];
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// Notify the thread of the change:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("r", 1);
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return true;
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} // for i - m_Slots[]
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// Not found
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return false;
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}
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bool cSocketThreads::cSocketThread::HasClient(const cCallback * a_Client) const
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{
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (m_Slots[i].m_Client == a_Client)
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{
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return true;
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}
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} // for i - m_Slots[]
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return false;
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}
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bool cSocketThreads::cSocketThread::HasSocket(const cSocket * a_Socket) const
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{
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (m_Slots[i].m_Socket == *a_Socket)
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{
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return true;
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}
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} // for i - m_Slots[]
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return false;
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}
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bool cSocketThreads::cSocketThread::NotifyWrite(const cCallback * a_Client)
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{
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if (HasClient(a_Client))
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{
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// Notify the thread that there's another packet in the queue:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("q", 1);
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return true;
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}
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return false;
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}
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bool cSocketThreads::cSocketThread::Write(const cCallback * a_Client, const AString & a_Data)
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{
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// Returns true if socket handled by this thread
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (m_Slots[i].m_Client == a_Client)
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{
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m_Slots[i].m_Outgoing.append(a_Data);
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// Notify the thread that there's data in the queue:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("q", 1);
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return true;
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}
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} // for i - m_Slots[]
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return false;
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}
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bool cSocketThreads::cSocketThread::StopReading (const cCallback * a_Client)
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{
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// Returns true if client handled by this thread
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (m_Slots[i].m_Client == a_Client)
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{
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m_Slots[i].m_ShouldCallClient = false;
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return true;
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}
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} // for i - m_Slots[]
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return false;
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}
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bool cSocketThreads::cSocketThread::QueueClose(const cCallback * a_Client)
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{
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// Returns true if socket handled by this thread
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (m_Slots[i].m_Client == a_Client)
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{
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m_Slots[i].m_ShouldClose = true;
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// Notify the thread that there's a close queued (in case its conditions are already met):
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("c", 1);
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return true;
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}
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} // for i - m_Slots[]
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return false;
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}
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bool cSocketThreads::cSocketThread::Start(void)
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{
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// Create the control socket listener
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m_ControlSocket2 = cSocket::CreateSocket();
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if (!m_ControlSocket2.IsValid())
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{
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LOGERROR("Cannot create a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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return false;
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}
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cSocket::SockAddr_In Addr;
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Addr.Family = cSocket::ADDRESS_FAMILY_INTERNET;
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Addr.Address = cSocket::INTERNET_ADDRESS_LOCALHOST();
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Addr.Port = 0; // Any free port is okay
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if (m_ControlSocket2.Bind(Addr) != 0)
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{
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LOGERROR("Cannot bind a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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m_ControlSocket2.CloseSocket();
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return false;
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}
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if (m_ControlSocket2.Listen(1) != 0)
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{
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LOGERROR("Cannot listen on a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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m_ControlSocket2.CloseSocket();
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return false;
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}
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if (m_ControlSocket2.GetPort() == 0)
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{
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LOGERROR("Cannot determine Control socket port (\"%s\"); conitnuing, but the server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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m_ControlSocket2.CloseSocket();
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return false;
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}
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// Start the thread
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if (!super::Start())
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{
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LOGERROR("Cannot start new cSocketThread");
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m_ControlSocket2.CloseSocket();
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return false;
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}
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// Finish connecting the control socket by accepting connection from the thread's socket
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cSocket tmp = m_ControlSocket2.Accept();
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if (!tmp.IsValid())
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{
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LOGERROR("Cannot link Control sockets for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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m_ControlSocket2.CloseSocket();
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return false;
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}
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m_ControlSocket2.CloseSocket();
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m_ControlSocket2 = tmp;
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return true;
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}
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void cSocketThreads::cSocketThread::Execute(void)
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{
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// Connect the "client" part of the Control socket:
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m_ControlSocket1 = cSocket::CreateSocket();
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cSocket::SockAddr_In Addr;
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Addr.Family = cSocket::ADDRESS_FAMILY_INTERNET;
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Addr.Address = cSocket::INTERNET_ADDRESS_LOCALHOST();
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Addr.Port = m_ControlSocket2.GetPort();
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ASSERT(Addr.Port != 0); // We checked in the Start() method, but let's be sure
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if (m_ControlSocket1.Connect(Addr) != 0)
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{
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LOGERROR("Cannot connect Control sockets for a cSocketThread (\"%s\"); continuing, but the server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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m_ControlSocket2.CloseSocket();
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return;
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}
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// The main thread loop:
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while (!m_ShouldTerminate)
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{
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// Put all sockets into the Read set:
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fd_set fdRead;
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cSocket::xSocket Highest = m_ControlSocket1.GetSocket();
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PrepareSet(&fdRead, Highest);
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// Wait for the sockets:
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if (select(Highest + 1, &fdRead, NULL, NULL, NULL) == -1)
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{
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LOG("select(R) call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str());
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continue;
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}
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ReadFromSockets(&fdRead);
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// Test sockets for writing:
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fd_set fdWrite;
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Highest = m_ControlSocket1.GetSocket();
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PrepareSet(&fdWrite, Highest);
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timeval Timeout;
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Timeout.tv_sec = 0;
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Timeout.tv_usec = 0;
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if (select(Highest + 1, NULL, &fdWrite, NULL, &Timeout) == -1)
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{
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LOG("select(W) call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str());
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continue;
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}
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WriteToSockets(&fdWrite);
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} // while (!mShouldTerminate)
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}
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void cSocketThreads::cSocketThread::PrepareSet(fd_set * a_Set, cSocket::xSocket & a_Highest)
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{
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FD_ZERO(a_Set);
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FD_SET(m_ControlSocket1.GetSocket(), a_Set);
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cCSLock Lock(m_Parent->m_CS);
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (!m_Slots[i].m_Socket.IsValid())
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{
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continue;
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}
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cSocket::xSocket s = m_Slots[i].m_Socket.GetSocket();
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FD_SET(s, a_Set);
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if (s > a_Highest)
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{
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a_Highest = s;
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}
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} // for i - m_Slots[]
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}
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void cSocketThreads::cSocketThread::ReadFromSockets(fd_set * a_Read)
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{
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// Read on available sockets:
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// Reset Control socket state:
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if (FD_ISSET(m_ControlSocket1.GetSocket(), a_Read))
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{
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char Dummy[128];
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m_ControlSocket1.Receive(Dummy, sizeof(Dummy), 0);
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}
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// Read from clients:
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cCSLock Lock(m_Parent->m_CS);
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (!FD_ISSET(m_Slots[i].m_Socket.GetSocket(), a_Read))
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{
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continue;
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}
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char Buffer[1024];
|
|
int Received = m_Slots[i].m_Socket.Receive(Buffer, ARRAYCOUNT(Buffer), 0);
|
|
if (Received == 0)
|
|
{
|
|
// The socket has been closed by the remote party, close our socket and let it be removed after we process all reading
|
|
m_Slots[i].m_Socket.CloseSocket();
|
|
if (m_Slots[i].m_ShouldCallClient)
|
|
{
|
|
m_Slots[i].m_Client->SocketClosed();
|
|
}
|
|
}
|
|
else if (Received > 0)
|
|
{
|
|
if (m_Slots[i].m_ShouldCallClient)
|
|
{
|
|
m_Slots[i].m_Client->DataReceived(Buffer, Received);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The socket has encountered an error, close it and let it be removed after we process all reading
|
|
m_Slots[i].m_Socket.CloseSocket();
|
|
if (m_Slots[i].m_ShouldCallClient)
|
|
{
|
|
m_Slots[i].m_Client->SocketClosed();
|
|
}
|
|
}
|
|
} // for i - m_Slots[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSocketThreads::cSocketThread::WriteToSockets(fd_set * a_Write)
|
|
{
|
|
// Write to available client sockets:
|
|
cCSLock Lock(m_Parent->m_CS);
|
|
for (int i = m_NumSlots - 1; i >= 0; --i)
|
|
{
|
|
if (!m_Slots[i].m_Socket.IsValid() || !FD_ISSET(m_Slots[i].m_Socket.GetSocket(), a_Write))
|
|
{
|
|
continue;
|
|
}
|
|
if (m_Slots[i].m_Outgoing.empty())
|
|
{
|
|
// Request another chunk of outgoing data:
|
|
if (m_Slots[i].m_ShouldCallClient)
|
|
{
|
|
m_Slots[i].m_Client->GetOutgoingData(m_Slots[i].m_Outgoing);
|
|
}
|
|
if (m_Slots[i].m_Outgoing.empty())
|
|
{
|
|
// Nothing ready
|
|
if (m_Slots[i].m_ShouldClose)
|
|
{
|
|
// Socket was queued for closing and there's no more data to send, close it now:
|
|
|
|
// DEBUG
|
|
LOGD("Socket was queued for closing, closing now. Slot %d, client %p, socket %d", i, m_Slots[i].m_Client, m_Slots[i].m_Socket.GetSocket());
|
|
|
|
m_Slots[i].m_Socket.CloseSocket();
|
|
// The slot must be freed actively by the client, using RemoveClient()
|
|
}
|
|
continue;
|
|
}
|
|
} // if (outgoing data is empty)
|
|
|
|
int Sent = m_Slots[i].m_Socket.Send(m_Slots[i].m_Outgoing.data(), m_Slots[i].m_Outgoing.size());
|
|
if (Sent < 0)
|
|
{
|
|
int Err = cSocket::GetLastError();
|
|
LOGWARNING("Error %d while writing to client \"%s\", disconnecting. \"%s\"", Err, m_Slots[i].m_Socket.GetIPString().c_str(), cSocket::GetErrorString(Err).c_str());
|
|
m_Slots[i].m_Socket.CloseSocket();
|
|
if (m_Slots[i].m_ShouldCallClient)
|
|
{
|
|
m_Slots[i].m_Client->SocketClosed();
|
|
}
|
|
return;
|
|
}
|
|
m_Slots[i].m_Outgoing.erase(0, Sent);
|
|
|
|
// _X: If there's data left, it means the client is not reading fast enough, the server would unnecessarily spin in the main loop with zero actions taken; so signalling is disabled
|
|
// This means that if there's data left, it will be sent only when there's incoming data or someone queues another packet (for any socket handled by this thread)
|
|
/*
|
|
// If there's any data left, signalize the Control socket:
|
|
if (!m_Slots[i].m_Outgoing.empty())
|
|
{
|
|
ASSERT(m_ControlSocket2.IsValid());
|
|
m_ControlSocket2.Send("q", 1);
|
|
}
|
|
*/
|
|
} // for i - m_Slots[i]
|
|
}
|
|
|
|
|
|
|
|
|