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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-11-27 22:35:13 +0100 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-11-27 22:35:13 +0100 |
commit | a6630d32394120a78af56bc612fa3c3449283248 (patch) | |
tree | 2c791266b0f213cd56961299da8d2258b8f85d8e /src/OSSupport/SocketThreads.cpp | |
parent | Fixed spawn point being generally in an ocean (diff) | |
parent | Voronoi-related biomegens use the new cVoronoiMap class. (diff) | |
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Diffstat (limited to 'src/OSSupport/SocketThreads.cpp')
-rw-r--r-- | src/OSSupport/SocketThreads.cpp | 675 |
1 files changed, 675 insertions, 0 deletions
diff --git a/src/OSSupport/SocketThreads.cpp b/src/OSSupport/SocketThreads.cpp new file mode 100644 index 000000000..3e505616c --- /dev/null +++ b/src/OSSupport/SocketThreads.cpp @@ -0,0 +1,675 @@ + +// cSocketThreads.cpp + +// Implements 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 + +#include "Globals.h" +#include "SocketThreads.h" + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cSocketThreads: + +cSocketThreads::cSocketThreads(void) +{ +} + + + + + +cSocketThreads::~cSocketThreads() +{ + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + delete *itr; + } // for itr - m_Threads[] + m_Threads.clear(); +} + + + + + + +bool cSocketThreads::AddClient(const cSocket & a_Socket, cCallback * a_Client) +{ + // Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client + + // Try to add to existing threads: + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->IsValid() && (*itr)->HasEmptySlot()) + { + (*itr)->AddClient(a_Socket, a_Client); + return true; + } + } + + // No thread has free space, create a new one: + LOGD("Creating a new cSocketThread (currently have %d)", m_Threads.size()); + cSocketThread * Thread = new cSocketThread(this); + if (!Thread->Start()) + { + // There was an error launching the thread (but it was already logged along with the reason) + LOGERROR("A new cSocketThread failed to start"); + delete Thread; + return false; + } + Thread->AddClient(a_Socket, a_Client); + m_Threads.push_back(Thread); + return true; +} + + + + + +/* +void cSocketThreads::RemoveClient(const cSocket * a_Socket) +{ + // Remove the socket (and associated client) from processing + + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->RemoveSocket(a_Socket)) + { + return; + } + } // for itr - m_Threads[] + + // 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 + // ASSERT(!"Removing an unknown socket"); +} +*/ + + + + + +void cSocketThreads::RemoveClient(const cCallback * a_Client) +{ + // Remove the associated socket and the client from processing + + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->RemoveClient(a_Client)) + { + return; + } + } // for itr - m_Threads[] + + ASSERT(!"Removing an unknown client"); +} + + + + + +void cSocketThreads::NotifyWrite(const cCallback * a_Client) +{ + // Notifies the thread responsible for a_Client that the client has something to write + + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->NotifyWrite(a_Client)) + { + return; + } + } // for itr - m_Threads[] + + // Cannot assert - this normally happens if a client disconnects and has pending packets, the cServer::cNotifyWriteThread will call this on invalid clients too + // ASSERT(!"Notifying write to an unknown client"); +} + + + + + +void cSocketThreads::Write(const cCallback * a_Client, const AString & a_Data) +{ + // Puts a_Data into outgoing data queue for a_Client + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->Write(a_Client, a_Data)) + { + return; + } + } // for itr - m_Threads[] + + // This may be perfectly legal, if the socket has been destroyed and the client is finishing up + // ASSERT(!"Writing to an unknown socket"); +} + + + + + +/// Stops reading from the socket - when this call returns, no more calls to the callbacks are made +void cSocketThreads::StopReading(const cCallback * a_Client) +{ + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->StopReading(a_Client)) + { + return; + } + } // for itr - m_Threads[] + + // Cannot assert, this normally happens if the socket is closed before the client deinitializes + // ASSERT(!"Stopping reading on an unknown client"); +} + + + + + +/// Queues the socket for closing, as soon as its outgoing data is sent +void cSocketThreads::QueueClose(const cCallback * a_Client) +{ + LOGD("QueueClose(client %p)", a_Client); + + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->QueueClose(a_Client)) + { + return; + } + } // for itr - m_Threads[] + + ASSERT(!"Queueing close of an unknown client"); +} + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cSocketThreads::cSocketThread: + +cSocketThreads::cSocketThread::cSocketThread(cSocketThreads * a_Parent) : + cIsThread("cSocketThread"), + m_Parent(a_Parent), + m_NumSlots(0) +{ + // Nothing needed yet +} + + + + + +cSocketThreads::cSocketThread::~cSocketThread() +{ + m_ShouldTerminate = true; + + // Notify the thread: + ASSERT(m_ControlSocket2.IsValid()); + m_ControlSocket2.Send("a", 1); + + // Wait for the thread to finish: + Wait(); + + // Close the control sockets: + m_ControlSocket1.CloseSocket(); + m_ControlSocket2.CloseSocket(); +} + + + + + +void cSocketThreads::cSocketThread::AddClient(const cSocket & a_Socket, cCallback * a_Client) +{ + ASSERT(m_NumSlots < MAX_SLOTS); // Use HasEmptySlot() to check before adding + + m_Slots[m_NumSlots].m_Client = a_Client; + m_Slots[m_NumSlots].m_Socket = a_Socket; + m_Slots[m_NumSlots].m_Outgoing.clear(); + m_Slots[m_NumSlots].m_ShouldClose = false; + m_Slots[m_NumSlots].m_ShouldCallClient = true; + m_NumSlots++; + + // Notify the thread of the change: + ASSERT(m_ControlSocket2.IsValid()); + m_ControlSocket2.Send("a", 1); +} + + + + + +bool cSocketThreads::cSocketThread::RemoveClient(const cCallback * a_Client) +{ + // Returns true if removed, false if not found + + if (m_NumSlots == 0) + { + return false; + } + + for (int i = m_NumSlots - 1; i >= 0 ; --i) + { + if (m_Slots[i].m_Client != a_Client) + { + continue; + } + + // Found, remove it: + m_Slots[i] = m_Slots[--m_NumSlots]; + + // Notify the thread of the change: + ASSERT(m_ControlSocket2.IsValid()); + m_ControlSocket2.Send("r", 1); + return true; + } // for i - m_Slots[] + + // Not found + return false; +} + + + + + +bool cSocketThreads::cSocketThread::RemoveSocket(const cSocket * a_Socket) +{ + // Returns true if removed, false if not found + + for (int i = m_NumSlots - 1; i >= 0 ; --i) + { + if (m_Slots[i].m_Socket != *a_Socket) + { + continue; + } + + // Found, remove it: + m_Slots[i] = m_Slots[--m_NumSlots]; + + // Notify the thread of the change: + ASSERT(m_ControlSocket2.IsValid()); + m_ControlSocket2.Send("r", 1); + return true; + } // for i - m_Slots[] + + // Not found + return false; +} + + + + + +bool cSocketThreads::cSocketThread::HasClient(const cCallback * a_Client) const +{ + for (int i = m_NumSlots - 1; i >= 0; --i) + { + if (m_Slots[i].m_Client == a_Client) + { + return true; + } + } // for i - m_Slots[] + return false; +} + + + + + +bool cSocketThreads::cSocketThread::HasSocket(const cSocket * a_Socket) const +{ + for (int i = m_NumSlots - 1; i >= 0; --i) + { + if (m_Slots[i].m_Socket == *a_Socket) + { + return true; + } + } // for i - m_Slots[] + return false; +} + + + + + +bool cSocketThreads::cSocketThread::NotifyWrite(const cCallback * a_Client) +{ + if (HasClient(a_Client)) + { + // Notify the thread that there's another packet in the queue: + ASSERT(m_ControlSocket2.IsValid()); + m_ControlSocket2.Send("q", 1); + return true; + } + return false; +} + + + + + +bool cSocketThreads::cSocketThread::Write(const cCallback * a_Client, const AString & a_Data) +{ + // Returns true if socket handled by this thread + for (int i = m_NumSlots - 1; i >= 0; --i) + { + if (m_Slots[i].m_Client == a_Client) + { + m_Slots[i].m_Outgoing.append(a_Data); + + // Notify the thread that there's data in the queue: + ASSERT(m_ControlSocket2.IsValid()); + m_ControlSocket2.Send("q", 1); + + return true; + } + } // for i - m_Slots[] + return false; +} + + + + + +bool cSocketThreads::cSocketThread::StopReading (const cCallback * a_Client) +{ + // Returns true if client handled by this thread + for (int i = m_NumSlots - 1; i >= 0; --i) + { + if (m_Slots[i].m_Client == a_Client) + { + m_Slots[i].m_ShouldCallClient = false; + return true; + } + } // for i - m_Slots[] + return false; +} + + + + + +bool cSocketThreads::cSocketThread::QueueClose(const cCallback * a_Client) +{ + // Returns true if socket handled by this thread + for (int i = m_NumSlots - 1; i >= 0; --i) + { + if (m_Slots[i].m_Client == a_Client) + { + m_Slots[i].m_ShouldClose = true; + + // Notify the thread that there's a close queued (in case its conditions are already met): + ASSERT(m_ControlSocket2.IsValid()); + m_ControlSocket2.Send("c", 1); + + return true; + } + } // for i - m_Slots[] + return false; +} + + + + + +bool cSocketThreads::cSocketThread::Start(void) +{ + // Create the control socket listener + m_ControlSocket2 = cSocket::CreateSocket(cSocket::IPv4); + if (!m_ControlSocket2.IsValid()) + { + LOGERROR("Cannot create a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); + return false; + } + if (!m_ControlSocket2.BindToLocalhostIPv4(cSocket::ANY_PORT)) + { + LOGERROR("Cannot bind a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); + m_ControlSocket2.CloseSocket(); + return false; + } + if (!m_ControlSocket2.Listen(1)) + { + LOGERROR("Cannot listen on a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); + m_ControlSocket2.CloseSocket(); + return false; + } + if (m_ControlSocket2.GetPort() == 0) + { + LOGERROR("Cannot determine Control socket port (\"%s\"); conitnuing, but the server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); + m_ControlSocket2.CloseSocket(); + return false; + } + + // Start the thread + if (!super::Start()) + { + LOGERROR("Cannot start new cSocketThread"); + m_ControlSocket2.CloseSocket(); + return false; + } + + // Finish connecting the control socket by accepting connection from the thread's socket + cSocket tmp = m_ControlSocket2.AcceptIPv4(); + if (!tmp.IsValid()) + { + LOGERROR("Cannot link Control sockets for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); + m_ControlSocket2.CloseSocket(); + return false; + } + m_ControlSocket2.CloseSocket(); + m_ControlSocket2 = tmp; + + return true; +} + + + + + +void cSocketThreads::cSocketThread::Execute(void) +{ + // Connect the "client" part of the Control socket: + m_ControlSocket1 = cSocket::CreateSocket(cSocket::IPv4); + ASSERT(m_ControlSocket2.GetPort() != 0); // We checked in the Start() method, but let's be sure + if (!m_ControlSocket1.ConnectToLocalhostIPv4(m_ControlSocket2.GetPort())) + { + LOGERROR("Cannot connect Control sockets for a cSocketThread (\"%s\"); continuing, but the server may be unreachable from now on.", cSocket::GetLastErrorString().c_str()); + m_ControlSocket2.CloseSocket(); + return; + } + + // The main thread loop: + while (!m_ShouldTerminate) + { + // Put all sockets into the Read set: + fd_set fdRead; + cSocket::xSocket Highest = m_ControlSocket1.GetSocket(); + + PrepareSet(&fdRead, Highest); + + // Wait for the sockets: + if (select(Highest + 1, &fdRead, NULL, NULL, NULL) == -1) + { + LOG("select(R) call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str()); + continue; + } + + ReadFromSockets(&fdRead); + + // Test sockets for writing: + fd_set fdWrite; + Highest = m_ControlSocket1.GetSocket(); + PrepareSet(&fdWrite, Highest); + timeval Timeout; + Timeout.tv_sec = 0; + Timeout.tv_usec = 0; + if (select(Highest + 1, NULL, &fdWrite, NULL, &Timeout) == -1) + { + LOG("select(W) call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str()); + continue; + } + + WriteToSockets(&fdWrite); + } // while (!mShouldTerminate) +} + + + + + +void cSocketThreads::cSocketThread::PrepareSet(fd_set * a_Set, cSocket::xSocket & a_Highest) +{ + FD_ZERO(a_Set); + FD_SET(m_ControlSocket1.GetSocket(), a_Set); + + cCSLock Lock(m_Parent->m_CS); + for (int i = m_NumSlots - 1; i >= 0; --i) + { + if (!m_Slots[i].m_Socket.IsValid()) + { + continue; + } + cSocket::xSocket s = m_Slots[i].m_Socket.GetSocket(); + FD_SET(s, a_Set); + if (s > a_Highest) + { + a_Highest = s; + } + } // for i - m_Slots[] +} + + + + + +void cSocketThreads::cSocketThread::ReadFromSockets(fd_set * a_Read) +{ + // Read on available sockets: + + // Reset Control socket state: + if (FD_ISSET(m_ControlSocket1.GetSocket(), a_Read)) + { + char Dummy[128]; + m_ControlSocket1.Receive(Dummy, sizeof(Dummy), 0); + } + + // Read from clients: + cCSLock Lock(m_Parent->m_CS); + for (int i = m_NumSlots - 1; i >= 0; --i) + { + cSocket::xSocket Socket = m_Slots[i].m_Socket.GetSocket(); + if (!cSocket::IsValidSocket(Socket) || !FD_ISSET(Socket, a_Read)) + { + continue; + } + 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) + { + cSocket::xSocket Socket = m_Slots[i].m_Socket.GetSocket(); + if (!cSocket::IsValidSocket(Socket) || !FD_ISSET(Socket, 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] +} + + + + |