// 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" #include "Errors.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 " SIZE_T_FMT ")", 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; Thread = nullptr; return false; } Thread->AddClient(a_Socket, a_Client); m_Threads.push_back(Thread); return true; } 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"); } //////////////////////////////////////////////////////////////////////////////// // 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_Parent->m_CS.IsLockedByCurrentThread()); 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_Socket.SetNonBlocking(); m_Slots[m_NumSlots].m_Outgoing.clear(); m_Slots[m_NumSlots].m_State = sSlot::ssNormal; 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) { ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); 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 the slot: if (m_Slots[i].m_State == sSlot::ssRemoteClosed) { // The remote has already closed the socket, remove the slot altogether: if (m_Slots[i].m_Socket.IsValid()) { m_Slots[i].m_Socket.CloseSocket(); } m_Slots[i] = m_Slots[--m_NumSlots]; } else { // Query and queue the last batch of outgoing data: AString Data; m_Slots[i].m_Client->GetOutgoingData(Data); m_Slots[i].m_Outgoing.append(Data); if (m_Slots[i].m_Outgoing.empty()) { // No more outgoing data, shut the socket down immediately: m_Slots[i].m_Socket.ShutdownReadWrite(); m_Slots[i].m_State = sSlot::ssShuttingDown; } else { // More data to send, shut down reading and wait for the rest to get sent: m_Slots[i].m_State = sSlot::ssWritingRestOut; } m_Slots[i].m_Client = nullptr; } // 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 { ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); 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) { ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); 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) { ASSERT(m_Parent->m_CS.IsLockedByCurrentThread()); 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::Start(void) { // Create the control socket listener m_ControlSocket2 = cSocket::CreateSocket(cSocket::IPv4); 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; } if (!m_ControlSocket2.BindToLocalhostIPv4(cSocket::ANY_PORT)) { 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)) { 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.AcceptIPv4(); 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::IPv4); ASSERT(m_ControlSocket2.GetPort() != 0); // We checked in the Start() method, but let's be sure if (!m_ControlSocket1.ConnectToLocalhostIPv4(m_ControlSocket2.GetPort())) { 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) { // Read outgoing data from the clients: QueueOutgoingData(); // Put sockets into the sets fd_set fdRead; fd_set fdWrite; cSocket::xSocket Highest = m_ControlSocket1.GetSocket(); PrepareSets(&fdRead, &fdWrite, Highest); // Wait for the sockets: timeval Timeout; Timeout.tv_sec = 5; Timeout.tv_usec = 0; if (select((int)Highest + 1, &fdRead, &fdWrite, nullptr, &Timeout) == -1) { LOG("select() call failed in cSocketThread: \"%s\"", cSocket::GetLastErrorString().c_str()); continue; } // Perform the IO: ReadFromSockets(&fdRead); WriteToSockets(&fdWrite); CleanUpShutSockets(); } // while (!mShouldTerminate) } void cSocketThreads::cSocketThread::PrepareSets(fd_set * a_Read, fd_set * a_Write, cSocket::xSocket & a_Highest) { FD_ZERO(a_Read); FD_ZERO(a_Write); FD_SET(m_ControlSocket1.GetSocket(), a_Read); cCSLock Lock(m_Parent->m_CS); for (int i = m_NumSlots - 1; i >= 0; --i) { if (!m_Slots[i].m_Socket.IsValid()) { continue; } if (m_Slots[i].m_State == sSlot::ssRemoteClosed) { // This socket won't provide nor consume any data anymore, don't put it in the Set continue; } cSocket::xSocket s = m_Slots[i].m_Socket.GetSocket(); FD_SET(s, a_Read); if (s > a_Highest) { a_Highest = s; } if (!m_Slots[i].m_Outgoing.empty()) { // There's outgoing data for the socket, put it in the Write set FD_SET(s, a_Write); } } // 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) { cSocket::xSocket Socket = m_Slots[i].m_Socket.GetSocket(); if (!cSocket::IsValidSocket(Socket) || !FD_ISSET(Socket, a_Read)) { continue; } char Buffer[1024]; int Received = m_Slots[i].m_Socket.Receive(Buffer, ARRAYCOUNT(Buffer), 0); if (Received <= 0) { if (cSocket::GetLastError() != cSocket::ErrWouldBlock) { // The socket has been closed by the remote party switch (m_Slots[i].m_State) { case sSlot::ssNormal: { // Notify the callback that the remote has closed the socket; keep the slot m_Slots[i].m_Client->SocketClosed(); m_Slots[i].m_State = sSlot::ssRemoteClosed; m_Slots[i].m_Socket.CloseSocket(); break; } case sSlot::ssWritingRestOut: case sSlot::ssShuttingDown: case sSlot::ssShuttingDown2: { // Force-close the socket and remove the slot: m_Slots[i].m_Socket.CloseSocket(); m_Slots[i] = m_Slots[--m_NumSlots]; break; } default: { LOG("%s: Unexpected socket state: %d (%s)", __FUNCTION__, m_Slots[i].m_Socket.GetSocket(), m_Slots[i].m_Socket.GetIPString().c_str() ); ASSERT(!"Unexpected socket state"); break; } } // switch (m_Slots[i].m_State) } } else { if (m_Slots[i].m_Client != nullptr) { m_Slots[i].m_Client->DataReceived(Buffer, Received); } } } // 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) { cSocket::xSocket Socket = m_Slots[i].m_Socket.GetSocket(); if (!cSocket::IsValidSocket(Socket) || !FD_ISSET(Socket, a_Write)) { continue; } if (m_Slots[i].m_Outgoing.empty()) { // Request another chunk of outgoing data: if (m_Slots[i].m_Client != nullptr) { 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) { m_Slots[i].m_State = sSlot::ssShuttingDown; 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 != nullptr) { 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 != nullptr) { 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; } } }