1
0

cSocketThreads initial commit. Not yet tested and not yet integrated

git-svn-id: http://mc-server.googlecode.com/svn/trunk@239 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-02-07 07:49:00 +00:00
parent 92981dcb3c
commit 16feb0924e
6 changed files with 643 additions and 1 deletions

View File

@ -451,6 +451,10 @@
RelativePath="..\source\cSimulatorManager.h"
>
</File>
<File
RelativePath="..\source\cSocketThreads.h"
>
</File>
<File
RelativePath="..\source\cTracer.cpp"
>
@ -1450,6 +1454,10 @@
RelativePath="..\source\cSocket.h"
>
</File>
<File
RelativePath="..\source\cSocketThreads.cpp"
>
</File>
<File
RelativePath="..\source\cTCPLink.cpp"
>
@ -1572,6 +1580,10 @@
</File>
</Filter>
</Filter>
<File
RelativePath="..\makefile"
>
</File>
</Files>
<Globals>
</Globals>

View File

@ -370,6 +370,7 @@
<ClCompile Include="..\source\cSleep.cpp" />
<ClCompile Include="..\source\cSlime.cpp" />
<ClCompile Include="..\source\cSocket.cpp" />
<ClCompile Include="..\source\cSocketThreads.cpp" />
<ClCompile Include="..\source\cSpider.cpp" />
<ClCompile Include="..\source\cSquid.cpp" />
<ClCompile Include="..\source\cStringMap.cpp" />
@ -530,6 +531,7 @@
<ClInclude Include="..\source\cSleep.h" />
<ClInclude Include="..\source\cSlime.h" />
<ClInclude Include="..\source\cSocket.h" />
<ClInclude Include="..\source\cSocketThreads.h" />
<ClInclude Include="..\source\cSpider.h" />
<ClInclude Include="..\source\cSquid.h" />
<ClInclude Include="..\source\cStairs.h" />

View File

@ -911,6 +911,7 @@
<ClCompile Include="..\source\cFile.cpp" />
<ClCompile Include="..\source\StringUtils.cpp" />
<ClCompile Include="..\source\cIsThread.cpp" />
<ClCompile Include="..\source\cSocketThreads.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\source\cServer.h">
@ -1403,6 +1404,7 @@
<ClInclude Include="..\source\cFile.h" />
<ClInclude Include="..\source\StringUtils.h" />
<ClInclude Include="..\source\cIsThread.h" />
<ClInclude Include="..\source\cSocketThreads.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\source\AllToLua.pkg">

View File

@ -259,7 +259,8 @@ MCServer : \
build/cPlugin_NewLua.o\
build/cWebPlugin_Lua.o\
build/StringUtils.o\
build/cIsThread.o
build/cIsThread.o\
build/cSocketThreads.o
$(CC) $(LNK_OPTIONS) \
build/json_reader.o\
build/json_value.o\
@ -472,6 +473,7 @@ MCServer : \
build/cWebPlugin_Lua.o\
build/StringUtils.o\
build/cIsThread.o\
build/cSocketThreads.o\
-o MCServer
clean :
@ -686,6 +688,8 @@ clean :
build/cPlugin_NewLua.o\
build/cWebPlugin_Lua.o\
build/StringUtils.o\
build/cIsThread.o\
build/cSocketThreads.o\
MCServer
install : MCServer
@ -1549,4 +1553,7 @@ build/StringUtils.o : source/StringUtils.cpp
build/cIsThread.o : source/cIsThread.cpp
$(CC) $(CC_OPTIONS) source/cIsThread.cpp -c $(INCLUDE) -o build/cIsThread.o
build/cSocketThreads.o : source/cSocketThreads.cpp
$(CC) $(CC_OPTIONS) source/cSocketThreads.cpp -c $(INCLUDE) -o build/cSocketThreads.o
##### END RUN ####

472
source/cSocketThreads.cpp Normal file
View File

@ -0,0 +1,472 @@
// 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)
{
}
cSocketThreads::~cSocketThreads()
{
for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
{
delete *itr;
} // for itr - m_Threads[]
m_Threads.clear();
}
void 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)->HasEmptySlot())
{
(*itr)->AddClient(a_Socket, a_Client);
return;
}
}
// No thread has free space, create a new one:
cSocketThread * Thread = new cSocketThread(this);
Thread->Start();
Thread->AddClient(a_Socket, a_Client);
m_Threads.push_back(Thread);
}
void cSocketThreads::RemoveClient(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;
}
}
}
void cSocketThreads::RemoveClient(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;
}
}
}
void cSocketThreads::NotifyWrite(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;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cSocketThreads::cSocketThread:
cSocketThreads::cSocketThread::cSocketThread(cSocketThreads * a_Parent) :
cIsThread("cSocketThread"),
m_Parent(a_Parent),
m_NumSlots(0)
{
// Nothing needed yet
}
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(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 - 1];
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(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)
{
continue;
}
// Found, remove it:
m_Slots[i] = m_Slots[m_NumSlots - 1];
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::NotifyWrite(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(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(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::Start(void)
{
// Create the control socket listener
m_ControlSocket1 = cSocket::CreateSocket();
if (!m_ControlSocket1.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_ControlSocket1.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_ControlSocket1.CloseSocket();
return false;
}
if (m_ControlSocket1.GetPort() == 0)
{
LOGERROR("Cannot determine Control socket port (\"%s\"); conitnuing, but the server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
m_ControlSocket1.CloseSocket();
return false;
}
// Start the thread
if (!super::Start())
{
m_ControlSocket1.CloseSocket();
return false;
}
// Finish connecting the control socket by accepting connection from the thread's socket
cSocket tmp = m_ControlSocket1.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_ControlSocket1.CloseSocket();
return false;
}
m_ControlSocket1.CloseSocket();
m_ControlSocket1 = tmp;
return true;
}
void cSocketThreads::cSocketThread::Execute(void)
{
// Connect the "client" part of the Control socket:
cSocket::SockAddr_In Addr;
Addr.Family = cSocket::ADDRESS_FAMILY_INTERNET;
Addr.Address = cSocket::INTERNET_ADDRESS_LOCALHOST;
Addr.Port = m_ControlSocket1.GetPort();
assert(Addr.Port != 0); // We checked in the Start() method, but let's be sure
if (m_ControlSocket2.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_ControlSocket1.CloseSocket();
return;
}
// The main thread loop:
while (!mShouldTerminate)
{
// Put all sockets into the Read set:
fd_set fdRead;
cSocket::xSocket Highest = 0;
PrepareSet(&fdRead, Highest);
// Wait for the sockets:
if (select(Highest + 1, &fdRead, NULL, NULL, NULL) == -1)
{
LOGWARNING("select(R) call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str());
break;
}
ReadFromSockets(&fdRead);
// Test sockets for writing:
fd_set fdWrite;
Highest = 0;
PrepareSet(&fdWrite, Highest);
timeval Timeout;
Timeout.tv_sec = 0;
Timeout.tv_usec = 0;
if (select(Highest + 1, NULL, &fdWrite, NULL, &Timeout) == -1)
{
LOGWARNING("select(W) call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str());
break;
}
WriteToSockets(&fdWrite);
} // while (!mShouldTerminate)
LOG("cSocketThread %p is terminating", this);
}
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:
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();
m_Slots[i].m_Client->SocketClosed();
}
else if (Received > 0)
{
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();
}
} // for i - m_Slots[]
}
void cSocketThreads::cSocketThread::WriteToSockets(fd_set * a_Write)
{
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:
m_Slots[i].m_Client->GetOutgoingData(m_Slots[i].m_Outgoing);
if (m_Slots[i].m_Outgoing.empty())
{
// Nothing ready yet
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)
{
LOGWARNING("Error while writing to client \"%s\", disconnecting", m_Slots[i].m_Socket->GetIPString().c_str());
m_Slots[i].m_Socket->CloseSocket();
m_Slots[i].m_Client->SocketClosed();
return;
}
m_Slots[i].m_Outgoing.erase(0, Sent);
}
}

147
source/cSocketThreads.h Normal file
View File

@ -0,0 +1,147 @@
// cSocketThreads.h
// Interfaces to 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
/// How many clients should one thread handle? (must be less than FD_SETSIZE - 1 for your platform)
#define MAX_SLOTS 1
#pragma once
#ifndef CSOCKETTHREADS_H_INCLUDED
#define CSOCKETTHREADS_H_INCLUDED
#include "packets/cPacket.h"
#include "cIsThread.h"
// Check MAX_SLOTS:
#if MAX_SLOTS >= FD_SETSIZE
#error "MAX_SLOTS must be less than FD_SETSIZE - 1 for your platform! (otherwise select() won't work)"
#endif
// fwd:
class cSocket;
class cClientHandle;
class cSocketThreads
{
public:
// Clients of cSocketThreads must implement this interface to be able to communicate
class cCallback
{
public:
/// Called when data is received from the remote party
virtual void DataReceived(const char * a_Data, int a_Size) = 0;
/// Called when data can be sent to remote party; the function is supposed to append outgoing data to a_Data
virtual void GetOutgoingData(AString & a_Data) = 0;
/// Called when the socket has been closed for any reason
virtual void SocketClosed(void) = 0;
} ;
cSocketThreads(void);
~cSocketThreads();
/// Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client
void AddClient(cSocket * a_Socket, cCallback * a_Client);
/// Remove the socket (and associated client) from processing
void RemoveClient(cSocket * a_Socket);
/// Remove the associated socket and the client from processing
void RemoveClient(cCallback * a_Client);
/// Notify the thread responsible for a_Client that the client has something to write
void NotifyWrite(cCallback * a_Client);
private:
class cSocketThread :
public cIsThread
{
typedef cIsThread super;
public:
cSocketThread(cSocketThreads * a_Parent);
// All these methods assume parent's m_CS is locked
bool HasEmptySlot(void) const {return m_NumSlots < MAX_SLOTS; }
bool IsEmpty (void) const {return m_NumSlots == 0; }
void AddClient (cSocket * a_Socket, cCallback * a_Client);
bool RemoveClient(cCallback * a_Client); // Returns true if removed, false if not found
bool RemoveSocket(cSocket * a_Socket); // Returns true if removed, false if not found
bool HasClient (cCallback * a_Client) const;
bool HasSocket (cSocket * a_Socket) const;
bool NotifyWrite (cCallback * a_Client); // Returns true if client 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
private:
cSocketThreads * m_Parent;
// Two ends of the control socket, the first is select()-ed, the second is written to for notifications
cSocket m_ControlSocket1;
cSocket m_ControlSocket2;
// Socket-client-packetqueues triplets.
// Manipulation with these assumes that the parent's m_CS is locked
struct sSlot
{
cSocket * m_Socket;
cCallback * m_Client;
AString m_Outgoing; // If sending writes only partial data, the rest is stored here for another send
} ;
sSlot m_Slots[MAX_SLOTS];
int m_NumSlots; // Number of slots actually used
virtual void Execute(void) override;
void AddOrUpdatePacket(int a_Slot, cPacket * a_Packet); // Adds the packet to the specified slot, or updates an existing packet in that queue (EntityMoveLook filtering)
void PrepareSet (fd_set * a_Set, cSocket::xSocket & a_Highest); // Puts all sockets into the set, along with m_ControlSocket1
void ReadFromSockets(fd_set * a_Read); // Reads from sockets indicated in a_Read
void WriteToSockets (fd_set * a_Write); // Writes to sockets indicated in a_Write
} ;
typedef std::list<cSocketThread *> cSocketThreadList;
cCriticalSection m_CS;
cSocketThreadList m_Threads;
} ;
#endif // CSOCKETTHREADS_H_INCLUDED