694 lines
16 KiB
C++
694 lines
16 KiB
C++
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// cSocketThreads.cpp
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// Implements the cSocketThreads class representing the heart of MCS's client networking.
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// This object takes care of network communication, groups sockets into threads and uses as little threads as possible for full read / write support
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// For more detail, see http://forum.mc-server.org/showthread.php?tid=327
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#include "Globals.h"
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#include "SocketThreads.h"
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#include "Errors.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSocketThreads:
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cSocketThreads::cSocketThreads(void)
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{
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}
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cSocketThreads::~cSocketThreads()
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{
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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delete *itr;
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} // for itr - m_Threads[]
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m_Threads.clear();
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}
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bool cSocketThreads::AddClient(const cSocket & a_Socket, cCallback * a_Client)
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{
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// Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client
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// Try to add to existing threads:
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->IsValid() && (*itr)->HasEmptySlot())
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{
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(*itr)->AddClient(a_Socket, a_Client);
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return true;
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}
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}
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// 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);
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if (!Thread->Start())
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{
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// There was an error launching the thread (but it was already logged along with the reason)
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LOGERROR("A new cSocketThread failed to start");
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delete Thread;
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return false;
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}
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Thread->AddClient(a_Socket, a_Client);
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m_Threads.push_back(Thread);
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return true;
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}
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void cSocketThreads::RemoveClient(const cCallback * a_Client)
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{
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// Remove the associated socket and the client from processing
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->RemoveClient(a_Client))
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{
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return;
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}
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} // for itr - m_Threads[]
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ASSERT(!"Removing an unknown client");
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}
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void cSocketThreads::NotifyWrite(const cCallback * a_Client)
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{
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// Notifies the thread responsible for a_Client that the client has something to write
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cCSLock Lock(m_CS);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->NotifyWrite(a_Client))
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{
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return;
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}
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} // for itr - m_Threads[]
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// Cannot assert - this normally happens if a client disconnects and has pending packets, the cServer::cNotifyWriteThread will call this on invalid clients too
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// ASSERT(!"Notifying write to an unknown client");
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}
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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);
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for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
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{
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if ((*itr)->Write(a_Client, a_Data))
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{
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return;
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}
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} // for itr - m_Threads[]
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// This may be perfectly legal, if the socket has been destroyed and the client is finishing up
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// ASSERT(!"Writing to an unknown socket");
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}
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////////////////////////////////////////////////////////////////////////////////
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// cSocketThreads::cSocketThread:
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cSocketThreads::cSocketThread::cSocketThread(cSocketThreads * a_Parent) :
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cIsThread("cSocketThread"),
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m_Parent(a_Parent),
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m_NumSlots(0)
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{
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// Nothing needed yet
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}
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cSocketThreads::cSocketThread::~cSocketThread()
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{
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m_ShouldTerminate = true;
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// Notify the thread:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("a", 1);
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// Wait for the thread to finish:
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Wait();
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// Close the control sockets:
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m_ControlSocket1.CloseSocket();
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m_ControlSocket2.CloseSocket();
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}
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void cSocketThreads::cSocketThread::AddClient(const cSocket & a_Socket, cCallback * a_Client)
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{
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ASSERT(m_Parent->m_CS.IsLockedByCurrentThread());
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ASSERT(m_NumSlots < MAX_SLOTS); // Use HasEmptySlot() to check before adding
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m_Slots[m_NumSlots].m_Client = a_Client;
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m_Slots[m_NumSlots].m_Socket = a_Socket;
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m_Slots[m_NumSlots].m_Socket.SetNonBlocking();
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m_Slots[m_NumSlots].m_Outgoing.clear();
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m_Slots[m_NumSlots].m_State = sSlot::ssNormal;
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m_NumSlots++;
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// Notify the thread of the change:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("a", 1);
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}
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bool cSocketThreads::cSocketThread::RemoveClient(const cCallback * a_Client)
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{
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ASSERT(m_Parent->m_CS.IsLockedByCurrentThread());
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if (m_NumSlots == 0)
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{
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return false;
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}
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for (int i = m_NumSlots - 1; i >= 0 ; --i)
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{
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if (m_Slots[i].m_Client != a_Client)
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{
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continue;
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}
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// Found the slot:
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if (m_Slots[i].m_State == sSlot::ssRemoteClosed)
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{
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// The remote has already closed the socket, remove the slot altogether:
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if (m_Slots[i].m_Socket.IsValid())
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{
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m_Slots[i].m_Socket.CloseSocket();
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}
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m_Slots[i] = m_Slots[--m_NumSlots];
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}
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else
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{
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// Query and queue the last batch of outgoing data:
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AString Data;
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m_Slots[i].m_Client->GetOutgoingData(Data);
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m_Slots[i].m_Outgoing.append(Data);
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if (m_Slots[i].m_Outgoing.empty())
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{
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// No more outgoing data, shut the socket down immediately:
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m_Slots[i].m_Socket.ShutdownReadWrite();
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m_Slots[i].m_State = sSlot::ssShuttingDown;
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}
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else
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{
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// More data to send, shut down reading and wait for the rest to get sent:
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m_Slots[i].m_State = sSlot::ssWritingRestOut;
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}
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m_Slots[i].m_Client = NULL;
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}
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// Notify the thread of the change:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("r", 1);
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return true;
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} // for i - m_Slots[]
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// Not found
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return false;
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}
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bool cSocketThreads::cSocketThread::HasClient(const cCallback * a_Client) const
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{
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ASSERT(m_Parent->m_CS.IsLockedByCurrentThread());
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (m_Slots[i].m_Client == a_Client)
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{
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return true;
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}
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} // for i - m_Slots[]
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return false;
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}
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bool cSocketThreads::cSocketThread::HasSocket(const cSocket * a_Socket) const
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{
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (m_Slots[i].m_Socket == *a_Socket)
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{
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return true;
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}
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} // for i - m_Slots[]
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return false;
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}
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bool cSocketThreads::cSocketThread::NotifyWrite(const cCallback * a_Client)
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{
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ASSERT(m_Parent->m_CS.IsLockedByCurrentThread());
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if (HasClient(a_Client))
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{
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// Notify the thread that there's another packet in the queue:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("q", 1);
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return true;
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}
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return false;
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}
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bool cSocketThreads::cSocketThread::Write(const cCallback * a_Client, const AString & a_Data)
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{
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ASSERT(m_Parent->m_CS.IsLockedByCurrentThread());
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (m_Slots[i].m_Client == a_Client)
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{
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m_Slots[i].m_Outgoing.append(a_Data);
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// Notify the thread that there's data in the queue:
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ASSERT(m_ControlSocket2.IsValid());
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m_ControlSocket2.Send("q", 1);
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return true;
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}
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} // for i - m_Slots[]
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return false;
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}
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bool cSocketThreads::cSocketThread::Start(void)
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{
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// Create the control socket listener
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m_ControlSocket2 = cSocket::CreateSocket(cSocket::IPv4);
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if (!m_ControlSocket2.IsValid())
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{
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LOGERROR("Cannot create a Control socket for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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return false;
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}
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if (!m_ControlSocket2.BindToLocalhostIPv4(cSocket::ANY_PORT))
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{
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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());
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m_ControlSocket2.CloseSocket();
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return false;
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}
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if (!m_ControlSocket2.Listen(1))
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{
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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());
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m_ControlSocket2.CloseSocket();
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return false;
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}
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if (m_ControlSocket2.GetPort() == 0)
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{
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LOGERROR("Cannot determine Control socket port (\"%s\"); conitnuing, but the server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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m_ControlSocket2.CloseSocket();
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return false;
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}
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// Start the thread
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if (!super::Start())
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{
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LOGERROR("Cannot start new cSocketThread");
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m_ControlSocket2.CloseSocket();
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return false;
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}
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// 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())
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{
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LOGERROR("Cannot link Control sockets for a cSocketThread (\"%s\"); continuing, but server may be unreachable from now on.", cSocket::GetLastErrorString().c_str());
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m_ControlSocket2.CloseSocket();
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return false;
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}
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m_ControlSocket2.CloseSocket();
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m_ControlSocket2 = tmp;
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return true;
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}
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void cSocketThreads::cSocketThread::Execute(void)
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{
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// Connect the "client" part of the Control socket:
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m_ControlSocket1 = cSocket::CreateSocket(cSocket::IPv4);
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ASSERT(m_ControlSocket2.GetPort() != 0); // We checked in the Start() method, but let's be sure
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if (!m_ControlSocket1.ConnectToLocalhostIPv4(m_ControlSocket2.GetPort()))
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{
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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());
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m_ControlSocket2.CloseSocket();
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return;
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}
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// The main thread loop:
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while (!m_ShouldTerminate)
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{
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// Read outgoing data from the clients:
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QueueOutgoingData();
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// Put sockets into the sets
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fd_set fdRead;
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fd_set fdWrite;
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cSocket::xSocket Highest = m_ControlSocket1.GetSocket();
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PrepareSets(&fdRead, &fdWrite, Highest);
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// Wait for the sockets:
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timeval Timeout;
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Timeout.tv_sec = 5;
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Timeout.tv_usec = 0;
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if (select(Highest + 1, &fdRead, &fdWrite, NULL, &Timeout) == -1)
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{
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LOG("select() call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str());
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continue;
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}
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// Perform the IO:
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ReadFromSockets(&fdRead);
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WriteToSockets(&fdWrite);
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CleanUpShutSockets();
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} // while (!mShouldTerminate)
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}
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void cSocketThreads::cSocketThread::PrepareSets(fd_set * a_Read, fd_set * a_Write, cSocket::xSocket & a_Highest)
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{
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FD_ZERO(a_Read);
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FD_ZERO(a_Write);
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FD_SET(m_ControlSocket1.GetSocket(), a_Read);
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cCSLock Lock(m_Parent->m_CS);
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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if (!m_Slots[i].m_Socket.IsValid())
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{
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continue;
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}
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if (m_Slots[i].m_State == sSlot::ssRemoteClosed)
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{
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// This socket won't provide nor consume any data anymore, don't put it in the Set
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continue;
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}
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cSocket::xSocket s = m_Slots[i].m_Socket.GetSocket();
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FD_SET(s, a_Read);
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if (s > a_Highest)
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{
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a_Highest = s;
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}
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if (!m_Slots[i].m_Outgoing.empty())
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{
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// There's outgoing data for the socket, put it in the Write set
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FD_SET(s, a_Write);
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}
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} // for i - m_Slots[]
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}
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void cSocketThreads::cSocketThread::ReadFromSockets(fd_set * a_Read)
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{
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// Read on available sockets:
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// Reset Control socket state:
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if (FD_ISSET(m_ControlSocket1.GetSocket(), a_Read))
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{
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char Dummy[128];
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m_ControlSocket1.Receive(Dummy, sizeof(Dummy), 0);
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}
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// Read from clients:
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cCSLock Lock(m_Parent->m_CS);
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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cSocket::xSocket Socket = m_Slots[i].m_Socket.GetSocket();
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if (!cSocket::IsValidSocket(Socket) || !FD_ISSET(Socket, a_Read))
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{
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continue;
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}
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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)
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{
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if (cSocket::GetLastError() != cSocket::ErrWouldBlock)
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{
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// The socket has been closed by the remote party
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switch (m_Slots[i].m_State)
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{
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case sSlot::ssNormal:
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{
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// Notify the callback that the remote has closed the socket; keep the slot
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m_Slots[i].m_Client->SocketClosed();
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m_Slots[i].m_State = sSlot::ssRemoteClosed;
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m_Slots[i].m_Socket.CloseSocket();
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break;
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}
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case sSlot::ssWritingRestOut:
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case sSlot::ssShuttingDown:
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case sSlot::ssShuttingDown2:
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{
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// Force-close the socket and remove the slot:
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m_Slots[i].m_Socket.CloseSocket();
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m_Slots[i] = m_Slots[--m_NumSlots];
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break;
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}
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default:
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{
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LOG("%s: Unexpected socket state: %d (%s)",
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__FUNCTION__, m_Slots[i].m_Socket.GetSocket(), m_Slots[i].m_Socket.GetIPString().c_str()
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);
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ASSERT(!"Unexpected socket state");
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break;
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}
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} // switch (m_Slots[i].m_State)
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}
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}
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else
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{
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if (m_Slots[i].m_Client != NULL)
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{
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m_Slots[i].m_Client->DataReceived(Buffer, Received);
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}
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}
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} // for i - m_Slots[]
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}
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void cSocketThreads::cSocketThread::WriteToSockets(fd_set * a_Write)
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{
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// Write to available client sockets:
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cCSLock Lock(m_Parent->m_CS);
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for (int i = m_NumSlots - 1; i >= 0; --i)
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{
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cSocket::xSocket Socket = m_Slots[i].m_Socket.GetSocket();
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if (!cSocket::IsValidSocket(Socket) || !FD_ISSET(Socket, a_Write))
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{
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continue;
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}
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if (m_Slots[i].m_Outgoing.empty())
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{
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// Request another chunk of outgoing data:
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if (m_Slots[i].m_Client != NULL)
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{
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AString Data;
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m_Slots[i].m_Client->GetOutgoingData(Data);
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m_Slots[i].m_Outgoing.append(Data);
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}
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if (m_Slots[i].m_Outgoing.empty())
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{
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// No outgoing data is ready
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if (m_Slots[i].m_State == sSlot::ssWritingRestOut)
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{
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m_Slots[i].m_State = sSlot::ssShuttingDown;
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m_Slots[i].m_Socket.ShutdownReadWrite();
|
|
}
|
|
continue;
|
|
}
|
|
} // if (outgoing data is empty)
|
|
|
|
if (m_Slots[i].m_State == sSlot::ssRemoteClosed)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!SendDataThroughSocket(m_Slots[i].m_Socket, m_Slots[i].m_Outgoing))
|
|
{
|
|
int Err = cSocket::GetLastError();
|
|
LOGWARNING("Error %d while writing to client \"%s\", disconnecting. \"%s\"", Err, m_Slots[i].m_Socket.GetIPString().c_str(), GetOSErrorString(Err).c_str());
|
|
m_Slots[i].m_Socket.CloseSocket();
|
|
if (m_Slots[i].m_Client != NULL)
|
|
{
|
|
m_Slots[i].m_Client->SocketClosed();
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (m_Slots[i].m_Outgoing.empty() && (m_Slots[i].m_State == sSlot::ssWritingRestOut))
|
|
{
|
|
m_Slots[i].m_State = sSlot::ssShuttingDown;
|
|
m_Slots[i].m_Socket.ShutdownReadWrite();
|
|
}
|
|
|
|
// _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]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cSocketThreads::cSocketThread::SendDataThroughSocket(cSocket & a_Socket, AString & a_Data)
|
|
{
|
|
// Send data in smaller chunks, so that the OS send buffers aren't overflown easily
|
|
while (!a_Data.empty())
|
|
{
|
|
size_t NumToSend = std::min(a_Data.size(), (size_t)1024);
|
|
int Sent = a_Socket.Send(a_Data.data(), NumToSend);
|
|
if (Sent < 0)
|
|
{
|
|
int Err = cSocket::GetLastError();
|
|
if (Err == cSocket::ErrWouldBlock)
|
|
{
|
|
// The OS send buffer is full, leave the outgoing data for the next time
|
|
return true;
|
|
}
|
|
// An error has occured
|
|
return false;
|
|
}
|
|
if (Sent == 0)
|
|
{
|
|
a_Socket.CloseSocket();
|
|
return true;
|
|
}
|
|
a_Data.erase(0, Sent);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSocketThreads::cSocketThread::CleanUpShutSockets(void)
|
|
{
|
|
cCSLock Lock(m_Parent->m_CS);
|
|
for (int i = m_NumSlots - 1; i >= 0; i--)
|
|
{
|
|
switch (m_Slots[i].m_State)
|
|
{
|
|
case sSlot::ssShuttingDown2:
|
|
{
|
|
// The socket has reached the shutdown timeout, close it and clear its slot:
|
|
m_Slots[i].m_Socket.CloseSocket();
|
|
m_Slots[i] = m_Slots[--m_NumSlots];
|
|
break;
|
|
}
|
|
case sSlot::ssShuttingDown:
|
|
{
|
|
// The socket has been shut down for a single thread loop, let it loop once more before closing:
|
|
m_Slots[i].m_State = sSlot::ssShuttingDown2;
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
} // for i - m_Slots[]
|
|
}
|
|
|
|
|
|
|
|
|
|
void cSocketThreads::cSocketThread::QueueOutgoingData(void)
|
|
{
|
|
cCSLock Lock(m_Parent->m_CS);
|
|
for (int i = 0; i < m_NumSlots; i++)
|
|
{
|
|
if (m_Slots[i].m_Client != NULL)
|
|
{
|
|
AString Data;
|
|
m_Slots[i].m_Client->GetOutgoingData(Data);
|
|
m_Slots[i].m_Outgoing.append(Data);
|
|
}
|
|
if (m_Slots[i].m_Outgoing.empty())
|
|
{
|
|
// No outgoing data is ready
|
|
if (m_Slots[i].m_State == sSlot::ssWritingRestOut)
|
|
{
|
|
// The socket doesn't want to be kept alive anymore, and doesn't have any remaining data to send.
|
|
// Shut it down and then close it after a timeout, or when the other side agrees
|
|
m_Slots[i].m_State = sSlot::ssShuttingDown;
|
|
m_Slots[i].m_Socket.ShutdownReadWrite();
|
|
}
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|