Ejemplo n.º 1
0
void NetworkServer::BroadcastMessage(unsigned long id, bool reliable, bool inOrder, unsigned long priority, 
                                     unsigned long contentID, const char *data, size_t numBytes,
                                     MessageConnection *exclude)
{
	PolledTimer timer;
	Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
	if (timer.MSecsElapsed() >= 50.f)
	{
		LOG(LogWaits, "NetworkServer::BroadcastMessage: Accessing the connection list took %f msecs.",
			timer.MSecsElapsed());
	}

	for(ConnectionMap::iterator iter = clientsLock->begin(); iter != clientsLock->end(); ++iter)
	{
		MessageConnection *connection = iter->second;
		assert(connection);
		if (connection == exclude || !connection->IsWriteOpen())
			continue;

		NetworkMessage *msg = connection->StartNewMessage(id, numBytes);
		msg->reliable = reliable;
		msg->inOrder = inOrder;
		msg->priority = priority;
		msg->contentID = contentID;
		assert(msg->data);
		assert(msg->Size() == numBytes);
		memcpy(msg->data, data, numBytes);
		connection->EndAndQueueMessage(msg);
	}
}
Ejemplo n.º 2
0
void NetworkServer::ConnectionClosed(MessageConnection *connection)
{
	PolledTimer timer;
	Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
	LOG(LogWaits, "NetworkServer::ConnectionClosed: Accessing the connection list took %f msecs.",
		timer.MSecsElapsed());
	for(ConnectionMap::iterator iter = clientsLock->begin(); iter != clientsLock->end(); ++iter)
		if (iter->second == connection)
		{
			if (networkServerListener)
				networkServerListener->ClientDisconnected(connection);

			if (connection->GetSocket() && connection->GetSocket()->TransportLayer() == SocketOverTCP)
			{
				owner->DeleteSocket(connection->socket);
				connection->socket = 0;
			}

			clientsLock->erase(iter);

			return;
		}

	LOG(LogError, "Unknown MessageConnection passed to NetworkServer::Disconnect!");
}
Ejemplo n.º 3
0
void Network::DeInit()
{
	LOG(LogVerbose, "Network::DeInit: Closing down.");
	PolledTimer timer;

	// Kill all connections.
	while(connections.size() > 0)
	{
		MessageConnection *connection = *connections.begin();
		CloseConnection(connection); // CloseConnection erases connection from the connections list, so this loop terminates.
	}

	// Kill the server, if it's running.
	StopServer();

	// Kill all worker threads.
	while(workerThreads.size() > 0)
		CloseWorkerThread(workerThreads.front()); // Erases the item from workerThreads, so this loop terminates.

	// Clean up any sockets that might be remaining.
	while(sockets.size() > 0)
	{
		sockets.front().Close();
		sockets.pop_front();
	}

	// Deinitialize network subsystem.
#ifdef WIN32
	WSACleanup();
#endif

	LOG(LogWaits, "Network::DeInit: Deinitialized kNet Network object, took %f msecs.", timer.MSecsElapsed());
}
Ejemplo n.º 4
0
void NetworkServer::Process()
{
	CleanupDeadConnections();

	for(size_t i = 0; i < listenSockets.size(); ++i)
	{
		Socket *listen = listenSockets[i];

		if (listen->TransportLayer() == SocketOverTCP)
		{
			// Accept the first inbound connection.
			Socket *client = AcceptConnections(listen);
			if (client)
			{
				if (!client->Connected())
					LOG(LogError, "Warning: Accepted an already closed connection!");

				LOG(LogInfo, "Client connected from %s.", client->ToString().c_str());

				// Build a MessageConnection on top of the raw socket.
				assert(listen->TransportLayer() == SocketOverTCP);
				Ptr(MessageConnection) clientConnection = new TCPMessageConnection(owner, this, client, ConnectionOK);
				assert(owner);
				owner->AssignConnectionToWorkerThread(clientConnection);

				if (networkServerListener)
					networkServerListener->NewConnectionEstablished(clientConnection);

				{
					PolledTimer timer;
					Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
					(*clientsLock)[clientConnection->RemoteEndPoint()] = clientConnection;
					LOG(LogWaits, "NetworkServer::Process: Adding new accepted TCP connection to connection list took %f msecs.",
						timer.MSecsElapsed());
				}

				owner->NewMessageConnectionCreated(clientConnection);
			}
		}
	}

	// Note that the above loop will only accept one new connection/socket/iteration, so if there are multiple
	// pending new connections, they will only get accepted at a rate of one per each frame.

	// Process a new UDP connection attempt.
	ConnectionAttemptDescriptor *desc = udpConnectionAttempts.Front();
	if (desc)
	{
		ProcessNewUDPConnectionAttempt(desc->listenSocket, desc->peer, (const char *)desc->data.data, desc->data.size);
		udpConnectionAttempts.PopFront();
	}

	// Process all new inbound data for each connection handled by this server.
	ConnectionMap clientMap = *clients.Acquire();
	for(ConnectionMap::iterator iter = clientMap.begin(); iter != clientMap.end(); ++iter)
		iter->second->Process();
}
Ejemplo n.º 5
0
bool NetworkServer::ProcessNewUDPConnectionAttempt(Socket *listenSocket, const EndPoint &endPoint, const char *data, size_t numBytes)
{
	LOG(LogInfo, "New inbound connection attempt from %s with datagram of size %d.", endPoint.ToString().c_str(), (int)numBytes);
	if (!acceptNewConnections)
	{
		LOG(LogError, "Ignored a new connection attempt since server is set not to accept new connections.");
		return false;
	}

	// Pass the datagram contents to a callback that decides whether this connection is allowed.
	if (networkServerListener)
	{
		bool connectionAccepted = networkServerListener->NewConnectionAttempt(endPoint, data, numBytes);
		if (!connectionAccepted)
		{
			LOG(LogError, "Server listener did not accept the new connection.");
			return false;
		}
	}

	///\todo Check IP banlist.
	///\todo Check that the maximum number of active concurrent connections is not exceeded.

	std::string remoteHostName = endPoint.IPToString();

	// Accept the connection and create a new UDP socket that communicates to that endpoint.
	Socket *socket = owner->CreateUDPSlaveSocket(listenSocket, endPoint, remoteHostName.c_str());
	if (!socket)
	{
		LOG(LogError, "Network::ConnectUDP failed! Cannot accept new UDP connection.");
		return false;
	}

	UDPMessageConnection *udpConnection = new UDPMessageConnection(owner, this, socket, ConnectionOK);
	Ptr(MessageConnection) connection(udpConnection);
	{
		PolledTimer timer;
		Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
		(*clientsLock)[endPoint] = connection;

		LOG(LogWaits, "NetworkServer::ProcessNewUDPConnectionAttempt: Accessing the connection list took %f msecs.",
			timer.MSecsElapsed());
	}

	// Pass the MessageConnection to the main application so it can hook the inbound packet stream.
	if (networkServerListener)
		networkServerListener->NewConnectionEstablished(connection);

	connection->SendPingRequestMessage(false);

	owner->AssignConnectionToWorkerThread(connection);

	owner->NewMessageConnectionCreated(connection);

	LOG(LogInfo, "Accepted new UDP connection.");
	return true;
}
Ejemplo n.º 6
0
NetworkServer::ConnectionMap NetworkServer::GetConnections()
{
	PolledTimer timer;
	Lockable<ConnectionMap>::LockType lock = clients.Acquire();
	if (timer.MSecsElapsed() > 50.f)
	{
		LOG(LogWaits, "NetworkServer::GetConnections: Accessing the connection list took %f msecs.",
			timer.MSecsElapsed());
	}
	return *lock;
}
Ejemplo n.º 7
0
void NetworkServer::DisconnectAllClients()
{
	SetAcceptNewConnections(false);

	PolledTimer timer;
	Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
	LOG(LogWaits, "NetworkServer::DisconnectAllClients: Accessing the connection list took %f msecs.",
		timer.MSecsElapsed());

	for(ConnectionMap::iterator iter = clientsLock->begin(); iter != clientsLock->end(); ++iter)
		iter->second->Disconnect(0); // Do not wait for any client.
}
Ejemplo n.º 8
0
void NetworkServer::ReadUDPSocketData(Socket *listenSocket) // [worker thread]
{
	using namespace std;

	assert(listenSocket);

	OverlappedTransferBuffer *recvData = listenSocket->BeginReceive();
	if (!recvData)
		return; // No datagram available, return.
	if (recvData->bytesContains == 0)
	{
		listenSocket->EndReceive(recvData);
		LOG(LogError, "Received 0 bytes of data in NetworkServer::ReadUDPSocketData!");
		return;
	}
	EndPoint endPoint = EndPoint::FromSockAddrIn(recvData->from); // This conversion is quite silly, perhaps it could be removed to gain performance?
	LOG(LogData, "Received a datagram of size %d to socket %s from endPoint %s.", recvData->bytesContains, listenSocket->ToString().c_str(),
		endPoint.ToString().c_str());

	PolledTimer timer;
	MessageConnection *receiverConnection = 0;

	{
		Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
		if (timer.MSecsElapsed() > 50.f)
		{
			LOG(LogWaits, "NetworkServer::ReadUDPSocketData: Accessing the connection list in UDP server receive code took %f msecs.",
			timer.MSecsElapsed());
		}

		ConnectionMap::iterator iter = clientsLock->find(endPoint); ///\todo HashTable for performance.
		if (iter != clientsLock->end())
			receiverConnection = iter->second;
	}

	if (receiverConnection)
	{
		// If the datagram came from a known endpoint, pass it to the connection object that handles that endpoint.
		UDPMessageConnection *udpConnection = dynamic_cast<UDPMessageConnection *>(receiverConnection);
		if (udpConnection)
			udpConnection->QueueInboundDatagram(recvData->buffer.buf, recvData->bytesContains);
		else
			LOG(LogError, "Critical! UDP socket data received into a TCP socket!");
	}
	else
	{
		// The endpoint for this datagram is not known, deserialize it as a new connection attempt packet.
		EnqueueNewUDPConnectionAttempt(listenSocket, endPoint, recvData->buffer.buf, recvData->bytesContains);
	}
	listenSocket->EndReceive(recvData);
}
Ejemplo n.º 9
0
void Thread::CheckHold()
{
	if (threadHoldEvent.Test())
	{
		LOG(LogVerbose, "Thread::CheckHold(): suspending thread. this: %p.", this);

		PolledTimer timer;
		while(!ShouldQuit())
		{
			threadHoldEventAcked.Set();
			bool success = threadResumeEvent.Wait(1000);
			if (success)
				break;
		}
		LOG(LogWaits, "Thread::CheckHold: Slept for %f msecs.", timer.MSecsElapsed());
		threadHoldEventAcked.Reset();
	}
}
Ejemplo n.º 10
0
void NetworkServer::BroadcastMessage(const NetworkMessage &msg, MessageConnection *exclude)
{
	PolledTimer timer;
	Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
	if (timer.MSecsElapsed() >= 50.f)
	{
		LOG(LogWaits, "NetworkServer::BroadcastMessage: Accessing the connection list took %f msecs.",
			timer.MSecsElapsed());
	}

	for(ConnectionMap::iterator iter = clientsLock->begin(); iter != clientsLock->end(); ++iter)
	{
		MessageConnection *connection = iter->second;
		if (connection == exclude)
			continue;

		SendMessage(msg, *connection);
	}
}
Ejemplo n.º 11
0
void NetworkServer::Close(int disconnectWaitMilliseconds)
{
	DisconnectAllClients();

	///\todo Re-implement this function to remove the monolithic Sleep here. Instead of this,
	/// wait for the individual connections to finish.
	if (GetConnections().size() > 0)
	{
		Clock::Sleep(disconnectWaitMilliseconds);
		LOG(LogVerbose, "NetworkServer::Close: Waited a fixed period of %d msecs for all connections to disconnect.",
			disconnectWaitMilliseconds);
	}

	PolledTimer timer;
	Lockable<ConnectionMap>::LockType clientsLock = clients.Acquire();
	LOG(LogWaits, "NetworkServer::Close: Accessing the connection list took %f msecs.",
		timer.MSecsElapsed());
	for(ConnectionMap::iterator iter = clientsLock->begin(); iter != clientsLock->end(); ++iter)
		iter->second->Close(0); // Do not wait for any client.
}
Ejemplo n.º 12
0
/// Suspends the thread until 'Resume()' is called. Call this function from the main thread.
void Thread::Hold()
{
	if (threadHoldEvent.Test())
		return;

	threadResumeEvent.Reset();
	threadHoldEvent.Reset();
	threadHoldEventAcked.Reset();

	threadHoldEvent.Set();

	PolledTimer timer;
	while(IsRunning())
	{
		bool success = threadHoldEventAcked.Wait(1000);
		if (success)
			break;
	}
	LOG(LogWaits, "Thread::Hold: Took %f msecs.", timer.MSecsElapsed());
}
Ejemplo n.º 13
0
void MessageConnection::WaitForMessage(int maxMSecsToWait) // [main thread]
{
    AssertInMainThreadContext();

    // If we have a message to process, no need to wait.
    if (inboundMessageQueue.Size() > 0)
        return;

    // Check the status of the connection worker thread.
    if (connectionState == ConnectionClosed)
    {
        if (socket)
            Close();
        return;
    }

    // Wait indefinitely until we get a new message, or the connection is torn down.
    if (maxMSecsToWait == 0)
    {
        ///\todo Log out warning if this takes AGES. Or rather, perhaps remove support for this altogether
        /// to avoid deadlocks.
        while(inboundMessageQueue.Size() == 0 && GetConnectionState() == ConnectionOK)
            Clock::Sleep(1); ///\todo Instead of waiting multiple 1msec slices, should wait for proper event.
    }
    else
    {
        PolledTimer timer;
        timer.StartMSecs((float)maxMSecsToWait);
        while(inboundMessageQueue.Size() == 0 && GetConnectionState() == ConnectionOK && !timer.Test())
            Clock::Sleep(1); ///\todo Instead of waiting multiple 1msec slices, should wait for proper event.

        if (timer.MSecsElapsed() >= 1000.f)
        {
            LOG(LogWaits, "MessageConnection::WaitForMessage: Waited %f msecs for a new message. ConnectionState: %s. %d messages in queue.",
                timer.MSecsElapsed(), ConnectionStateToString(GetConnectionState()).c_str(), (int)inboundMessageQueue.Size());
        }
    }
}