// LuaServerHandle.cpp
// Implements the cLuaServerHandle class wrapping the cServerHandle functionality for Lua API
#include "Globals.h"
#include "LuaServerHandle.h"
#include "LuaTCPLink.h"
#include "tolua++/include/tolua++.h"
cLuaServerHandle::cLuaServerHandle(UInt16 a_Port, cPluginLua & a_Plugin, int a_CallbacksTableStackPos):
m_Plugin(a_Plugin),
m_Callbacks(a_Plugin.GetLuaState(), a_CallbacksTableStackPos),
m_Port(a_Port)
{
LOGD("Creating LuaServerHandle at %p.", this);
}
cLuaServerHandle::~cLuaServerHandle()
{
// If the server handle is still open, close it explicitly:
LOGD("Deleting LuaServerHandle at %p.", this);
Close();
}
void cLuaServerHandle::SetServerHandle(cServerHandlePtr a_ServerHandle, cLuaServerHandlePtr a_Self)
{
ASSERT(m_ServerHandle == nullptr); // The handle can be set only once
m_ServerHandle = a_ServerHandle;
m_Self = a_Self;
}
void cLuaServerHandle::Close(void)
{
LOGD("Closing LuaServerHandle at %p.", this);
// Safely grab a copy of the server handle:
cServerHandlePtr ServerHandle = m_ServerHandle;
if (ServerHandle == nullptr)
{
return;
}
// Close the underlying server handle:
ServerHandle->Close();
// Close all connections at this server:
cLuaTCPLinkPtrs Connections;
{
cCSLock Lock(m_CSConnections);
std::swap(Connections, m_Connections);
}
for (auto & conn: Connections)
{
conn->Close();
}
Connections.clear();
// Allow the internal server handle to be deallocated:
m_ServerHandle.reset();
}
bool cLuaServerHandle::IsListening(void)
{
// Safely grab a copy of the server handle:
cServerHandlePtr ServerHandle = m_ServerHandle;
if (ServerHandle == nullptr)
{
return false;
}
// Query the underlying server handle:
return ServerHandle->IsListening();
}
void cLuaServerHandle::RemoveLink(cLuaTCPLink * a_Link)
{
cCSLock Lock(m_CSConnections);
for (auto itr = m_Connections.begin(), end = m_Connections.end(); itr != end; ++itr)
{
if (itr->get() == a_Link)
{
m_Connections.erase(itr);
break;
}
} // for itr - m_Connections[]
}
void cLuaServerHandle::Release(void)
{
// Close the server, if it isn't closed yet:
Close();
// Allow self to deallocate:
m_Self.reset();
}
cTCPLink::cCallbacksPtr cLuaServerHandle::OnIncomingConnection(const AString & a_RemoteIPAddress, UInt16 a_RemotePort)
{
// If not valid anymore, drop the connection:
if (!m_Callbacks.IsValid())
{
return nullptr;
}
// Ask the plugin for link callbacks:
cPluginLua::cOperation Op(m_Plugin);
cLuaState::cRef LinkCallbacks;
if (
!Op().Call(cLuaState::cTableRef(m_Callbacks, "OnIncomingConnection"), a_RemoteIPAddress, a_RemotePort, m_Port, cLuaState::Return, LinkCallbacks) ||
!LinkCallbacks.IsValid()
)
{
LOGINFO("cNetwork server (port %d) OnIncomingConnection callback failed in plugin %s. Dropping connection.",
m_Port, m_Plugin.GetName().c_str()
);
return nullptr;
}
// Create the link wrapper to use with the callbacks:
auto res = std::make_shared<cLuaTCPLink>(m_Plugin, std::move(LinkCallbacks), m_Self);
// Add the link to the list of our connections:
cCSLock Lock(m_CSConnections);
m_Connections.push_back(res);
return res;
}
void cLuaServerHandle::OnAccepted(cTCPLink & a_Link)
{
// Check if we're still valid:
if (!m_Callbacks.IsValid())
{
return;
}
// Notify the plugin:
cPluginLua::cOperation Op(m_Plugin);
if (!Op().Call(cLuaState::cTableRef(m_Callbacks, "OnAccepted"), static_cast<cLuaTCPLink *>(a_Link.GetCallbacks().get())))
{
LOGINFO("cNetwork server (port %d) OnAccepted callback failed in plugin %s, connection to %s:%d.",
m_Port, m_Plugin.GetName().c_str(), a_Link.GetRemoteIP().c_str(), a_Link.GetRemotePort()
);
return;
}
}
void cLuaServerHandle::OnError(int a_ErrorCode, const AString & a_ErrorMsg)
{
// Check if we're still valid:
if (!m_Callbacks.IsValid())
{
return;
}
// Notify the plugin:
cPluginLua::cOperation Op(m_Plugin);
if (!Op().Call(cLuaState::cTableRef(m_Callbacks, "OnError"), a_ErrorCode, a_ErrorMsg))
{
LOGINFO("cNetwork server (port %d) OnError callback failed in plugin %s. The error is %d (%s).",
m_Port, m_Plugin.GetName().c_str(), a_ErrorCode, a_ErrorMsg.c_str()
);
return;
}
}