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Extended SocketThreads for writing support (unusable in cClientHandle due to too many deadlock possibilities)

Extended the range of ignored packets in pre-game client states (fixes connection issues with some mods installed)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@327 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-02-25 23:48:28 +00:00
parent bf19f7ae9c
commit a14e015354
4 changed files with 231 additions and 46 deletions

View File

@ -151,7 +151,7 @@ cClientHandle::~cClientHandle()
{
LOG("Deleting client \"%s\"", GetUsername().c_str());
// Remove from cSocketThreads, just in case
// Remove from cSocketThreads, we're not to be called anymore:
cRoot::Get()->GetServer()->ClientDestroying(this);
m_LoadedChunks.clear();
@ -225,14 +225,6 @@ void cClientHandle::Destroy()
{
RemoveFromAllChunks();
}
if (m_Socket.IsValid())
{
m_Socket.CloseSocket();
}
// Synchronize with the cSocketThreads (so that they don't call us anymore)
cRoot::Get()->GetServer()->ClientDestroying(this);
}
@ -489,6 +481,7 @@ void cClientHandle::HandlePacket(cPacket * a_Packet)
// Ignored packets:
case E_PLAYERLOOK:
case E_CHAT:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS:
case E_KEEP_ALIVE: break;
@ -504,6 +497,8 @@ void cClientHandle::HandlePacket(cPacket * a_Packet)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS: break;
@ -520,6 +515,8 @@ void cClientHandle::HandlePacket(cPacket * a_Packet)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS: break;
@ -535,6 +532,8 @@ void cClientHandle::HandlePacket(cPacket * a_Packet)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERPOS: break;

View File

@ -102,7 +102,7 @@ void cServer::ServerListenThread( void *a_Args )
void cServer::ClientDestroying(const cClientHandle * a_Client)
{
m_SocketThreads.RemoveClient(a_Client);
m_SocketThreads.StopReading(a_Client);
}

View File

@ -85,7 +85,9 @@ void cSocketThreads::RemoveClient(const cSocket * a_Socket)
{
return;
}
}
} // for itr - m_Threads[]
ASSERT(!"Removing an unknown socket");
}
@ -103,7 +105,9 @@ void cSocketThreads::RemoveClient(const cCallback * a_Client)
{
return;
}
}
} // for itr - m_Threads[]
ASSERT(!"Removing an unknown client");
}
@ -121,7 +125,81 @@ void cSocketThreads::NotifyWrite(const cCallback * 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[]
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");
}
@ -189,8 +267,7 @@ bool cSocketThreads::cSocketThread::RemoveClient(const cCallback * a_Client)
}
// Found, remove it:
m_Slots[i] = m_Slots[m_NumSlots - 1];
m_NumSlots--;
m_Slots[i] = m_Slots[--m_NumSlots];
// Notify the thread of the change:
ASSERT(m_ControlSocket2.IsValid());
@ -210,11 +287,6 @@ bool cSocketThreads::cSocketThread::RemoveSocket(const cSocket * a_Socket)
{
// 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_Socket != a_Socket)
@ -223,8 +295,7 @@ bool cSocketThreads::cSocketThread::RemoveSocket(const cSocket * a_Socket)
}
// Found, remove it:
m_Slots[i] = m_Slots[m_NumSlots - 1];
m_NumSlots--;
m_Slots[i] = m_Slots[--m_NumSlots];
// Notify the thread of the change:
ASSERT(m_ControlSocket2.IsValid());
@ -240,22 +311,6 @@ bool cSocketThreads::cSocketThread::RemoveSocket(const cSocket * a_Socket)
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::HasClient(const cCallback * a_Client) const
{
for (int i = m_NumSlots - 1; i >= 0; --i)
@ -288,6 +343,93 @@ bool cSocketThreads::cSocketThread::HasSocket(const cSocket * a_Socket) const
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
@ -453,17 +595,26 @@ void cSocketThreads::cSocketThread::ReadFromSockets(fd_set * a_Read)
{
// 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();
m_Slots[i].m_Client->SocketClosed();
if (m_Slots[i].m_Client != NULL)
{
m_Slots[i].m_Client->SocketClosed();
}
}
else if (Received > 0)
{
m_Slots[i].m_Client->DataReceived(Buffer, Received);
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();
m_Slots[i].m_Client->SocketClosed();
if (m_Slots[i].m_Client != NULL)
{
m_Slots[i].m_Client->SocketClosed();
}
}
} // for i - m_Slots[]
}
@ -485,10 +636,19 @@ void cSocketThreads::cSocketThread::WriteToSockets(fd_set * a_Write)
if (m_Slots[i].m_Outgoing.empty())
{
// Request another chunk of outgoing data:
m_Slots[i].m_Client->GetOutgoingData(m_Slots[i].m_Outgoing);
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 yet
// 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)
@ -496,9 +656,13 @@ void cSocketThreads::cSocketThread::WriteToSockets(fd_set * a_Write)
int Sent = m_Slots[i].m_Socket->Send(m_Slots[i].m_Outgoing.data(), m_Slots[i].m_Outgoing.size());
if (Sent < 0)
{
LOGWARNING("Error while writing to client \"%s\", disconnecting", m_Slots[i].m_Socket->GetIPString().c_str());
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();
m_Slots[i].m_Client->SocketClosed();
if (m_Slots[i].m_Client != NULL)
{
m_Slots[i].m_Client->SocketClosed();
}
return;
}
m_Slots[i].m_Outgoing.erase(0, Sent);
@ -531,8 +695,7 @@ void cSocketThreads::cSocketThread::RemoveClosedSockets(void)
{
continue;
}
m_Slots[i] = m_Slots[m_NumSlots - 1];
m_NumSlots--;
m_Slots[i] = m_Slots[--m_NumSlots];
} // for i - m_Slots[]
}

View File

@ -5,6 +5,16 @@
// This object takes care of network communication, groups sockets into threads and uses as little threads as possible for full read / write support
// For more detail, see http://forum.mc-server.org/showthread.php?tid=327
/*
Additional details:
When a client is terminating a connection:
- they call the StopReading() method to disable callbacks for the incoming data
- they call the Write() method to queue any outstanding outgoing data
- they call the QueueClose() method to queue the socket to close after outgoing data has been sent.
When a socket slot is marked as having no callback, it is kept alive until its outgoing data queue is empty and its m_ShouldClose flag is set.
This means that the socket can be written to several times before finally closing it via QueueClose()
*/
@ -76,6 +86,15 @@ public:
/// Notify the thread responsible for a_Client that the client has something to write
void NotifyWrite(const cCallback * a_Client);
/// Puts a_Data into outgoing data queue for a_Socket
void Write(const cSocket * a_Socket, const AString & a_Data);
/// Stops reading from the socket - when this call returns, no more calls to the callbacks are made
void StopReading(const cCallback * a_Client);
/// Queues the socket for closing, as soon as its outgoing data is sent
void QueueClose(const cSocket * a_Socket);
private:
@ -99,6 +118,9 @@ private:
bool HasClient (const cCallback * a_Client) const;
bool HasSocket (const cSocket * a_Socket) const;
bool NotifyWrite (const cCallback * a_Client); // Returns true if client handled by this thread
bool Write (const cSocket * a_Socket, const AString & a_Data); // Returns true if socket handled by this thread
bool StopReading (const cCallback * a_Client); // Returns true if client handled by this thread
bool QueueClose (const cSocket * a_Socket); // Returns true if socket handled by this thread
bool Start(void); // Hide the cIsThread's Start method, we need to provide our own startup to create the control socket
@ -119,6 +141,7 @@ private:
cSocket * m_Socket;
cCallback * m_Client;
AString m_Outgoing; // If sending writes only partial data, the rest is stored here for another send
bool m_ShouldClose; // If true, the socket is to be closed after sending all outgoing data
} ;
sSlot m_Slots[MAX_SLOTS];
int m_NumSlots; // Number of slots actually used