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+
+// SocketThreads.h
+
+// Interfaces to 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
+
+/*
+Additional details:
+When a client is terminating a connection:
+- they call the StopReading() method to disable callbacks for the incoming data
+- they call the Write() method to queue any outstanding outgoing data
+- they call the QueueClose() method to queue the socket to close after outgoing data has been sent.
+When a socket slot is marked as having no callback, it is kept alive until its outgoing data queue is empty and its m_ShouldClose flag is set.
+This means that the socket can be written to several times before finally closing it via QueueClose()
+*/
+
+
+
+
+
+/// How many clients should one thread handle? (must be less than FD_SETSIZE for your platform)
+#define MAX_SLOTS 63
+
+
+
+
+
+#pragma once
+#ifndef CSOCKETTHREADS_H_INCLUDED
+#define CSOCKETTHREADS_H_INCLUDED
+
+#include "Socket.h"
+#include "IsThread.h"
+
+
+
+
+// Check MAX_SLOTS:
+#if MAX_SLOTS >= FD_SETSIZE
+ #error "MAX_SLOTS must be less than FD_SETSIZE for your platform! (otherwise select() won't work)"
+#endif
+
+
+
+
+
+// fwd:
+class cSocket;
+class cClientHandle;
+
+
+
+
+
+class cSocketThreads
+{
+public:
+
+ // Clients of cSocketThreads must implement this interface to be able to communicate
+ class cCallback
+ {
+ public:
+ /// Called when data is received from the remote party
+ virtual void DataReceived(const char * a_Data, int a_Size) = 0;
+
+ /// Called when data can be sent to remote party; the function is supposed to append outgoing data to a_Data
+ virtual void GetOutgoingData(AString & a_Data) = 0;
+
+ /// Called when the socket has been closed for any reason
+ virtual void SocketClosed(void) = 0;
+ } ;
+
+
+ cSocketThreads(void);
+ ~cSocketThreads();
+
+ /// Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client; returns true if successful
+ bool AddClient(const cSocket & a_Socket, cCallback * a_Client);
+
+ /// Remove the associated socket and the client from processing. The socket is left to send its data and is removed only after all its m_OutgoingData is sent
+ void RemoveClient(const cCallback * a_Client);
+
+ /// Notify the thread responsible for a_Client that the client has something to write
+ void NotifyWrite(const cCallback * a_Client);
+
+ /// Puts a_Data into outgoing data queue for a_Client
+ void Write(const cCallback * a_Client, const AString & a_Data);
+
+ /// Stops reading from the client - when this call returns, no more calls to the callbacks are made
+ void StopReading(const cCallback * a_Client);
+
+ /// Queues the client for closing, as soon as its outgoing data is sent
+ void QueueClose(const cCallback * a_Client);
+
+private:
+
+ class cSocketThread :
+ public cIsThread
+ {
+ typedef cIsThread super;
+
+ public:
+
+ cSocketThread(cSocketThreads * a_Parent);
+ ~cSocketThread();
+
+ // All these methods assume parent's m_CS is locked
+ bool HasEmptySlot(void) const {return m_NumSlots < MAX_SLOTS; }
+ bool IsEmpty (void) const {return m_NumSlots == 0; }
+
+ void AddClient (const cSocket & a_Socket, cCallback * a_Client); // Takes ownership of the socket
+ bool RemoveClient(const cCallback * a_Client); // Returns true if removed, false if not found
+ bool RemoveSocket(const cSocket * a_Socket); // Returns true if removed, false if not found
+ bool HasClient (const cCallback * a_Client) const;
+ bool HasSocket (const cSocket * a_Socket) const;
+ bool NotifyWrite (const cCallback * a_Client); // Returns true if client handled by this thread
+ bool Write (const cCallback * a_Client, const AString & a_Data); // Returns true if client handled by this thread
+ bool StopReading (const cCallback * a_Client); // Returns true if client handled by this thread
+ bool QueueClose (const cCallback * a_Client); // Returns true if client handled by this thread
+
+ bool Start(void); // Hide the cIsThread's Start method, we need to provide our own startup to create the control socket
+
+ bool IsValid(void) const {return m_ControlSocket2.IsValid(); } // If the Control socket dies, the thread is not valid anymore
+
+ private:
+
+ cSocketThreads * m_Parent;
+
+ // Two ends of the control socket, the first is select()-ed, the second is written to for notifications
+ cSocket m_ControlSocket1;
+ cSocket m_ControlSocket2;
+
+ // Socket-client-packetqueues triplets.
+ // Manipulation with these assumes that the parent's m_CS is locked
+ struct sSlot
+ {
+ cSocket m_Socket; // The socket is primarily owned by this
+ cCallback * m_Client;
+ AString m_Outgoing; // If sending writes only partial data, the rest is stored here for another send
+ bool m_ShouldClose; // If true, the socket is to be closed after sending all outgoing data
+ bool m_ShouldCallClient; // If true, the client callbacks are called. Set to false in StopReading()
+ } ;
+ sSlot m_Slots[MAX_SLOTS];
+ int m_NumSlots; // Number of slots actually used
+
+ virtual void Execute(void) override;
+
+ void PrepareSet (fd_set * a_Set, cSocket::xSocket & a_Highest); // Puts all sockets into the set, along with m_ControlSocket1
+ void ReadFromSockets(fd_set * a_Read); // Reads from sockets indicated in a_Read
+ void WriteToSockets (fd_set * a_Write); // Writes to sockets indicated in a_Write
+ } ;
+
+ typedef std::list<cSocketThread *> cSocketThreadList;
+
+
+ cCriticalSection m_CS;
+ cSocketThreadList m_Threads;
+} ;
+
+
+
+
+
+#endif // CSOCKETTHREADS_H_INCLUDED
+
+
+
+