// 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 cSocketThreadList; cCriticalSection m_CS; cSocketThreadList m_Threads; } ; #endif // CSOCKETTHREADS_H_INCLUDED