git-svn-id: http://mc-server.googlecode.com/svn/trunk@796 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			715 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			715 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 "cSocketThreads.h"
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#include "cClientHandle.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(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 cSocket * a_Socket)
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{
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	// Remove the socket (and associated 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)->RemoveSocket(a_Socket))
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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 here, this may actually happen legally, since cClientHandle has to clean up the socket and it may have already closed in the meantime
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	// ASSERT(!"Removing an unknown socket");
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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 cSocket * a_Socket, const AString & a_Data)
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{
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	// Puts a_Data into outgoing data queue for a_Socket
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	if (!a_Socket->IsValid())
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	{
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		// Socket already closed, ignore the request
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		return;
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	}
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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_Socket, 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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/// Stops reading from the socket - when this call returns, no more calls to the callbacks are made
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void cSocketThreads::StopReading(const cCallback * a_Client)
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{
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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)->StopReading(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 the socket is closed before the client deinitializes
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	// ASSERT(!"Stopping reading on an unknown client");
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}
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/// Queues the socket for closing, as soon as its outgoing data is sent
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void cSocketThreads::QueueClose(const cSocket * a_Socket)
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{
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	if (!a_Socket->IsValid())
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	{
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		// Already closed, ignore the request
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		return;
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	}
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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)->QueueClose(a_Socket))
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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(!"Queueing close of 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(cSocket * a_Socket, cCallback * a_Client)
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{
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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_Outgoing.clear();
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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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	// Returns true if removed, false if not found
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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, remove it:
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		m_Slots[i] = m_Slots[--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("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::RemoveSocket(const cSocket * a_Socket)
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{
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	// Returns true if removed, false if not found
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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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			continue;
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		}
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		// Found, remove it:
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		m_Slots[i] = m_Slots[--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("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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	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->GetSocket() == a_Socket->GetSocket())
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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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	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 cSocket * a_Socket, const AString & a_Data)
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{
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	// Returns true if socket handled by this thread
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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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			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::StopReading (const cCallback * a_Client)
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{
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	// Returns true if client handled by this thread
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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_Client = NULL;
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			m_Slots[i].m_ShouldClose = false;
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			// Notify the thread that there's a stop reading request:
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			ASSERT(m_ControlSocket2.IsValid());
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			m_ControlSocket2.Send("s", 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::QueueClose(const cSocket * a_Socket)
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{
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	// Returns true if socket handled by this thread
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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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			ASSERT(m_Slots[i].m_Client == NULL);  // Should have stopped reading first
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			m_Slots[i].m_ShouldClose = true;
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			// Notify the thread that there's a close queued (in case its conditions are already met):
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			ASSERT(m_ControlSocket2.IsValid());
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			m_ControlSocket2.Send("c", 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();
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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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	cSocket::SockAddr_In Addr;
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	Addr.Family = cSocket::ADDRESS_FAMILY_INTERNET;
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	Addr.Address = cSocket::INTERNET_ADDRESS_LOCALHOST();
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	Addr.Port = 0;  // Any free port is okay
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	if (m_ControlSocket2.Bind(Addr) != 0)
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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) != 0)
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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.Accept();
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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());
 | 
						|
		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);
 | 
						|
		
 | 
						|
		RemoveClosedSockets();
 | 
						|
	}  // 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_Client != NULL)
 | 
						|
			{
 | 
						|
				m_Slots[i].m_Client->SocketClosed();
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else if (Received > 0)
 | 
						|
		{
 | 
						|
			if (m_Slots[i].m_Client != NULL)
 | 
						|
			{
 | 
						|
				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_Client != NULL)
 | 
						|
			{
 | 
						|
				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)
 | 
						|
	{
 | 
						|
		cSocket Socket(*(m_Slots[i].m_Socket));
 | 
						|
		if (!Socket.IsValid() || !FD_ISSET(Socket.GetSocket(), a_Write))
 | 
						|
		{
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
		if (m_Slots[i].m_Outgoing.empty())
 | 
						|
		{
 | 
						|
			// Request another chunk of outgoing data:
 | 
						|
			if (m_Slots[i].m_Client != NULL)
 | 
						|
			{
 | 
						|
				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_Client == NULL) && m_Slots[i].m_ShouldClose)
 | 
						|
				{
 | 
						|
					// Socket was queued for closing and there's no more data to send, close it now:
 | 
						|
					m_Slots[i].m_Socket->CloseSocket();
 | 
						|
					m_Slots[i] = m_Slots[--m_NumSlots];
 | 
						|
				}
 | 
						|
				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_Client != NULL)
 | 
						|
			{
 | 
						|
				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]
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cSocketThreads::cSocketThread::RemoveClosedSockets(void)
 | 
						|
{
 | 
						|
	// Removes sockets that have closed from m_Slots[]
 | 
						|
	
 | 
						|
	cCSLock Lock(m_Parent->m_CS);
 | 
						|
	for (int i = m_NumSlots - 1; i >= 0; --i)
 | 
						|
	{
 | 
						|
		if (m_Slots[i].m_Socket->IsValid())
 | 
						|
		{
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
		m_Slots[i] = m_Slots[--m_NumSlots];
 | 
						|
	}  // for i - m_Slots[]
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 |