diff options
Diffstat (limited to '')
-rw-r--r-- | source/cSocketThreads.cpp | 1430 |
1 files changed, 715 insertions, 715 deletions
diff --git a/source/cSocketThreads.cpp b/source/cSocketThreads.cpp index fbef2a2c3..b27523972 100644 --- a/source/cSocketThreads.cpp +++ b/source/cSocketThreads.cpp @@ -1,715 +1,715 @@ -
-// 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 "cSocketThreads.h"
-#include "cClientHandle.h"
-// #include "packets/cPacket_RelativeEntityMoveLook.h"
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cSocketThreads:
-
-cSocketThreads::cSocketThreads(void)
-{
- LOG("cSocketThreads startup");
-}
-
-
-
-
-
-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(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:
- LOG("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 cSocket * a_Socket, const AString & a_Data)
-{
- // Puts a_Data into outgoing data queue for a_Socket
-
- if (!a_Socket->IsValid())
- {
- // Socket already closed, ignore the request
- return;
- }
-
- cCSLock Lock(m_CS);
- for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
- {
- if ((*itr)->Write(a_Socket, 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 cSocket * a_Socket)
-{
- if (!a_Socket->IsValid())
- {
- // Already closed, ignore the request
- return;
- }
-
- cCSLock Lock(m_CS);
- for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
- {
- if ((*itr)->QueueClose(a_Socket))
- {
- return;
- }
- } // for itr - m_Threads[]
-
- ASSERT(!"Queueing close of an unknown socket");
-}
-
-
-
-
-
-////////////////////////////////////////////////////////////////////////////////
-// 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(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_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->GetSocket() == a_Socket->GetSocket())
- {
- 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 cSocket * a_Socket, 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_Socket == a_Socket)
- {
- 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_Client = NULL;
- m_Slots[i].m_ShouldClose = false;
-
- // Notify the thread that there's a stop reading request:
- ASSERT(m_ControlSocket2.IsValid());
- m_ControlSocket2.Send("s", 1);
-
- return true;
- }
- } // for i - m_Slots[]
- return false;
-}
-
-
-
-
-
-bool cSocketThreads::cSocketThread::QueueClose(const cSocket * a_Socket)
-{
- // Returns true if socket handled by this thread
- for (int i = m_NumSlots - 1; i >= 0; --i)
- {
- if (m_Slots[i].m_Socket == a_Socket)
- {
- ASSERT(m_Slots[i].m_Client == NULL); // Should have stopped reading first
- 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();
- 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;
- }
- cSocket::SockAddr_In Addr;
- Addr.Family = cSocket::ADDRESS_FAMILY_INTERNET;
- Addr.Address = cSocket::INTERNET_ADDRESS_LOCALHOST();
- Addr.Port = 0; // Any free port is okay
- if (m_ControlSocket2.Bind(Addr) != 0)
- {
- 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) != 0)
- {
- 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.Accept();
- 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::SockAddr_In Addr;
- Addr.Family = cSocket::ADDRESS_FAMILY_INTERNET;
- Addr.Address = cSocket::INTERNET_ADDRESS_LOCALHOST();
- Addr.Port = m_ControlSocket2.GetPort();
- ASSERT(Addr.Port != 0); // We checked in the Start() method, but let's be sure
- if (m_ControlSocket1.Connect(Addr) != 0)
- {
- 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);
-
- RemoveClosedSockets();
- } // 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)
- {
- if (!FD_ISSET(m_Slots[i].m_Socket->GetSocket(), 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_Client != NULL)
- {
- m_Slots[i].m_Client->SocketClosed();
- }
- }
- else if (Received > 0)
- {
- if (m_Slots[i].m_Client != NULL)
- {
- 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_Client != NULL)
- {
- 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 (!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_Client != NULL)
- {
- 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_Client == NULL) && m_Slots[i].m_ShouldClose)
- {
- // Socket was queued for closing and there's no more data to send, close it now:
- m_Slots[i].m_Socket->CloseSocket();
- m_Slots[i] = m_Slots[--m_NumSlots];
- }
- 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_Client != NULL)
- {
- 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]
-}
-
-
-
-
-
-void cSocketThreads::cSocketThread::RemoveClosedSockets(void)
-{
- // Removes sockets that have closed from m_Slots[]
-
- cCSLock Lock(m_Parent->m_CS);
- for (int i = m_NumSlots - 1; i >= 0; --i)
- {
- if (m_Slots[i].m_Socket->IsValid())
- {
- continue;
- }
- m_Slots[i] = m_Slots[--m_NumSlots];
- } // for i - m_Slots[]
-}
-
-
-
-
+ +// 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 "cSocketThreads.h" +#include "cClientHandle.h" +// #include "packets/cPacket_RelativeEntityMoveLook.h" + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cSocketThreads: + +cSocketThreads::cSocketThreads(void) +{ + LOG("cSocketThreads startup"); +} + + + + + +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(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: + LOG("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 cSocket * a_Socket, const AString & a_Data) +{ + // Puts a_Data into outgoing data queue for a_Socket + + if (!a_Socket->IsValid()) + { + // Socket already closed, ignore the request + return; + } + + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->Write(a_Socket, 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 cSocket * a_Socket) +{ + if (!a_Socket->IsValid()) + { + // Already closed, ignore the request + return; + } + + cCSLock Lock(m_CS); + for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr) + { + if ((*itr)->QueueClose(a_Socket)) + { + return; + } + } // for itr - m_Threads[] + + ASSERT(!"Queueing close of an unknown socket"); +} + + + + + +//////////////////////////////////////////////////////////////////////////////// +// 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(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_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->GetSocket() == a_Socket->GetSocket()) + { + 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 cSocket * a_Socket, 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_Socket == a_Socket) + { + 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_Client = NULL; + m_Slots[i].m_ShouldClose = false; + + // Notify the thread that there's a stop reading request: + ASSERT(m_ControlSocket2.IsValid()); + m_ControlSocket2.Send("s", 1); + + return true; + } + } // for i - m_Slots[] + return false; +} + + + + + +bool cSocketThreads::cSocketThread::QueueClose(const cSocket * a_Socket) +{ + // Returns true if socket handled by this thread + for (int i = m_NumSlots - 1; i >= 0; --i) + { + if (m_Slots[i].m_Socket == a_Socket) + { + ASSERT(m_Slots[i].m_Client == NULL); // Should have stopped reading first + 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(); + 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; + } + cSocket::SockAddr_In Addr; + Addr.Family = cSocket::ADDRESS_FAMILY_INTERNET; + Addr.Address = cSocket::INTERNET_ADDRESS_LOCALHOST(); + Addr.Port = 0; // Any free port is okay + if (m_ControlSocket2.Bind(Addr) != 0) + { + 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) != 0) + { + 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.Accept(); + 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::SockAddr_In Addr; + Addr.Family = cSocket::ADDRESS_FAMILY_INTERNET; + Addr.Address = cSocket::INTERNET_ADDRESS_LOCALHOST(); + Addr.Port = m_ControlSocket2.GetPort(); + ASSERT(Addr.Port != 0); // We checked in the Start() method, but let's be sure + if (m_ControlSocket1.Connect(Addr) != 0) + { + 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); + + RemoveClosedSockets(); + } // 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) + { + if (!FD_ISSET(m_Slots[i].m_Socket->GetSocket(), 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_Client != NULL) + { + m_Slots[i].m_Client->SocketClosed(); + } + } + else if (Received > 0) + { + if (m_Slots[i].m_Client != NULL) + { + 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_Client != NULL) + { + 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 (!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_Client != NULL) + { + 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_Client == NULL) && m_Slots[i].m_ShouldClose) + { + // Socket was queued for closing and there's no more data to send, close it now: + m_Slots[i].m_Socket->CloseSocket(); + m_Slots[i] = m_Slots[--m_NumSlots]; + } + 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_Client != NULL) + { + 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] +} + + + + + +void cSocketThreads::cSocketThread::RemoveClosedSockets(void) +{ + // Removes sockets that have closed from m_Slots[] + + cCSLock Lock(m_Parent->m_CS); + for (int i = m_NumSlots - 1; i >= 0; --i) + { + if (m_Slots[i].m_Socket->IsValid()) + { + continue; + } + m_Slots[i] = m_Slots[--m_NumSlots]; + } // for i - m_Slots[] +} + + + + |