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// 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"
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# include "SocketThreads.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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 ( ) ;
}
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bool cSocketThreads : : AddClient ( const cSocket & a_Socket , cCallback * a_Client )
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{
// 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:
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LOGD ( " Creating a new cSocketThread (currently have %d) " , m_Threads . size ( ) ) ;
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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 ;
}
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/*
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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");
}
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*/
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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");
}
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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 ) ;
for ( cSocketThreadList : : iterator itr = m_Threads . begin ( ) ; itr ! = m_Threads . end ( ) ; + + itr )
{
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if ( ( * itr ) - > Write ( a_Client , a_Data ) )
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{
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
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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 ) ;
for ( cSocketThreadList : : iterator itr = m_Threads . begin ( ) ; itr ! = m_Threads . end ( ) ; + + itr )
{
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if ( ( * itr ) - > QueueClose ( a_Client ) )
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{
return ;
}
} // for itr - m_Threads[]
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ASSERT ( ! " Queueing close of an unknown client " ) ;
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}
////////////////////////////////////////////////////////////////////////////////
// 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 ( ) ;
}
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void cSocketThreads : : cSocketThread : : AddClient ( const cSocket & a_Socket , cCallback * a_Client )
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{
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 ( ) ;
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m_Slots [ m_NumSlots ] . m_ShouldClose = false ;
m_Slots [ m_NumSlots ] . m_ShouldCallClient = true ;
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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 )
{
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if ( m_Slots [ i ] . m_Socket ! = * a_Socket )
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{
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 )
{
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if ( m_Slots [ i ] . m_Socket = = * a_Socket )
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{
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 ;
}
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bool cSocketThreads : : cSocketThread : : Write ( const cCallback * a_Client , const AString & a_Data )
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{
// Returns true if socket handled by this thread
for ( int i = m_NumSlots - 1 ; i > = 0 ; - - i )
{
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if ( m_Slots [ i ] . m_Client = = a_Client )
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{
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 )
{
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m_Slots [ i ] . m_ShouldCallClient = false ;
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return true ;
}
} // for i - m_Slots[]
return false ;
}
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bool cSocketThreads : : cSocketThread : : QueueClose ( const cCallback * a_Client )
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{
// Returns true if socket handled by this thread
for ( int i = m_NumSlots - 1 ; i > = 0 ; - - i )
{
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if ( m_Slots [ i ] . m_Client = = a_Client )
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{
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
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m_ControlSocket2 = cSocket : : CreateSocket ( cSocket : : IPv4 ) ;
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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 ;
}
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if ( ! m_ControlSocket2 . BindToLocalhostIPv4 ( cSocket : : ANY_PORT ) )
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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 ( ) ) ;
m_ControlSocket2 . CloseSocket ( ) ;
return false ;
}
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if ( ! m_ControlSocket2 . Listen ( 1 ) )
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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 ( ) ) ;
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
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cSocket tmp = m_ControlSocket2 . AcceptIPv4 ( ) ;
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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:
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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 ( ) ) )
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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 ( ) ) ;
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 )
{
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if ( ! m_Slots [ i ] . m_Socket . IsValid ( ) )
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{
continue ;
}
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cSocket : : xSocket s = m_Slots [ i ] . m_Socket . GetSocket ( ) ;
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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 )
{
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cSocket : : xSocket Socket = m_Slots [ i ] . m_Socket . GetSocket ( ) ;
if ( ! cSocket : : IsValidSocket ( Socket ) | | ! FD_ISSET ( Socket , a_Read ) )
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{
continue ;
}
char Buffer [ 1024 ] ;
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int Received = m_Slots [ i ] . m_Socket . Receive ( Buffer , ARRAYCOUNT ( Buffer ) , 0 ) ;
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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
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m_Slots [ i ] . m_Socket . CloseSocket ( ) ;
if ( m_Slots [ i ] . m_ShouldCallClient )
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{
m_Slots [ i ] . m_Client - > SocketClosed ( ) ;
}
}
else if ( Received > 0 )
{
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if ( m_Slots [ i ] . m_ShouldCallClient )
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{
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
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m_Slots [ i ] . m_Socket . CloseSocket ( ) ;
if ( m_Slots [ i ] . m_ShouldCallClient )
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{
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 )
{
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cSocket : : xSocket Socket = m_Slots [ i ] . m_Socket . GetSocket ( ) ;
if ( ! cSocket : : IsValidSocket ( Socket ) | | ! FD_ISSET ( Socket , a_Write ) )
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{
continue ;
}
if ( m_Slots [ i ] . m_Outgoing . empty ( ) )
{
// Request another chunk of outgoing data:
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if ( m_Slots [ i ] . m_ShouldCallClient )
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{
m_Slots [ i ] . m_Client - > GetOutgoingData ( m_Slots [ i ] . m_Outgoing ) ;
}
if ( m_Slots [ i ] . m_Outgoing . empty ( ) )
{
// Nothing ready
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if ( m_Slots [ i ] . m_ShouldClose )
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{
// Socket was queued for closing and there's no more data to send, close it now:
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// 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()
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}
continue ;
}
} // if (outgoing data is empty)
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int Sent = m_Slots [ i ] . m_Socket . Send ( m_Slots [ i ] . m_Outgoing . data ( ) , m_Slots [ i ] . m_Outgoing . size ( ) ) ;
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if ( Sent < 0 )
{
int Err = cSocket : : GetLastError ( ) ;
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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 )
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{
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]
}