// 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); } }