// 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(); 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); } // 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_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) { if (!m_Slots[i].m_Socket.IsValid() || !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_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] }