#pragma once /* * This module is included as a part of libSprawl * * Copyright (C) 2013 Jaedyn K. Draper * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ //Fix bug in llvm... #ifndef _WIN32 # ifndef __GCC_HAVE_SYNC_COMPARE_AND_SWAP_1 # define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_1 # endif # ifndef __GCC_HAVE_SYNC_COMPARE_AND_SWAP_2 # define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_2 # endif # ifndef __GCC_HAVE_SYNC_COMPARE_AND_SWAP_4 # define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_4 # endif # ifndef __GCC_HAVE_SYNC_COMPARE_AND_SWAP_8 # define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_8 # endif #endif //C++ includes #include <string> #include <thread> #include <mutex> #include <vector> #include <memory> #include <map> #include <unordered_set> #include <unordered_map> #include <condition_variable> //C includes #ifndef _WIN32 # include <arpa/inet.h> # include <unistd.h> # include <sys/socket.h> # include <netdb.h> # include <sys/time.h> #else # include <WS2tcpip.h> # include <Winsock2.h> #endif #include <string.h> #include <stdlib.h> #include <fcntl.h> #include <sys/types.h> //////////////////////////////////////////////////////////////////////////////// /// TODO: /// - Machine ID and Process ID in UDP connections /// - network byte order on UDP headers /// - Move function implementations into cpp file /// - Split up UDP packets that are larger than MTU /// - Combine UDP packets smaller than MTU /// - Ordered UDP implementation /// - Change implementation from select() to epoll() /// - Windows compatibility /// - Server socket store connections as a map so we know which connection to Recv() on in UDP /// - Handle high_id overflow /// - UDP connection timeout configurable /// - Remove usages of std::string //////////////////////////////////////////////////////////////////////////////// namespace sprawl { namespace async_network { #ifndef _WIN32 typedef int SOCKET; #endif typedef std::function<void(const std::shared_ptr<class Connection>, const char*, int)> ReceiveCallback; typedef std::function<void(const std::shared_ptr<class Connection>)> ConnectionCallback; typedef std::function<void(void)> SendCallback; typedef std::function<int(const char*, int, int&)> PacketValidationCallback; typedef std::shared_ptr<Connection> ConnectionPtr; typedef std::weak_ptr<Connection> ConnectionWPtr; enum class FailType { resend, ignore, notify }; enum class ConnectionType { TCP, UDP }; //Simple connection information. class Connection : public std::enable_shared_from_this<Connection> { public: //Information about the connection SOCKET GetDescriptor(); std::string GetHostname(); int GetPort(); //Send is asynchronous - data is passed in on the main thread and then sent on the network thread virtual void Send(std::string const& data, SendCallback onSendFunction = nullptr); virtual void Send(std::string const& str, FailType /*behavior*/, SendCallback callback = nullptr) { Send(str, callback); } void Close(); protected: friend class ServerSocket; friend class ClientSocket; Connection(class ServerSocket* parent, SOCKET desc_, struct sockaddr* addr, ReceiveCallback onReceive_, PacketValidationCallback validatePacket_); Connection(class ClientSocket* parent, SOCKET desc_, struct sockaddr* addr, ReceiveCallback onReceive_, PacketValidationCallback validatePacket_); //This send is called by the socket and actually sends everything collected by the other send //Will call the onSend callback when it finishes virtual void Send(); //Receive data, will call the onReceived callback if there's anything here virtual int Recv(); SOCKET m_desc; struct sockaddr m_dest; bool m_closeSocket; std::string m_partialPacket; ReceiveCallback m_onReceive; PacketValidationCallback m_validatePacket; std::vector< std::pair<std::string, SendCallback> > m_outData; std::mutex m_outDataMutex; class ServerSocket* m_parentServerSocket; class ClientSocket* m_parentClientSocket; }; class UDPConnection : public Connection { public: virtual void Send(std::string const& str, SendCallback callback = nullptr) override final { Send(str, FailType::ignore, callback); } virtual void Send(std::string const& str, FailType behavior, SendCallback callback = nullptr) override final; protected: friend class ServerSocket; friend class ClientSocket; UDPConnection(class ServerSocket* parent, SOCKET desc_, struct sockaddr* addr, ReceiveCallback onReceive_, PacketValidationCallback validatePacket_); UDPConnection(class ServerSocket* parent, SOCKET desc_, ReceiveCallback onReceive_, PacketValidationCallback validatePacket_); UDPConnection(class ClientSocket* parent, SOCKET desc_, struct sockaddr* addr, ReceiveCallback onReceive_, PacketValidationCallback validatePacket_); UDPConnection(class ClientSocket* parent, SOCKET desc_, ReceiveCallback onReceive_, PacketValidationCallback validatePacket_); virtual void Send() override final; virtual int Recv() override final; bool CheckClosed(); void SendKeepAlive(); private: struct packet { packet(uint32_t _id, FailType _behavior, std::string const& _content, std::string const& header_); packet(packet&& other); packet(packet const& other); packet& operator=(packet const& other); uint32_t m_ID; struct timeval m_sentTime; FailType m_behavior; std::string m_content; std::string m_header; }; std::unordered_map<int32_t, std::pair<packet, SendCallback> > m_outPackets; std::map<int32_t, packet> m_packets; std::unordered_set<int32_t> m_received; std::mutex m_packetMutex; int32_t m_highId; int32_t m_currentId; struct sockaddr m_src; struct timeval m_lastRcvd; struct timeval m_lastSent; socklen_t m_slen; void SendPacketWithID(std::string const& str, FailType behavior, int32_t sendid, SendCallback callback); }; //Asynchronous socket class class ServerSocket { public: ServerSocket(const ConnectionType connectionType); //Set callbacks void SetOnReceive( ReceiveCallback c ); void SetOnConnect( ConnectionCallback c ); void SetOnClose( ConnectionCallback c ); void SetPacketValidator( PacketValidationCallback c ); //listen() not only opens the port, but actually starts a network thread to handle connections on it bool listen(int port); const char* GetLastError() { return m_lastError; } //Close() stops the network thread and closes the port void Close(); ~ServerSocket(); //Accessors to get and close connections. //Connections are always returned as weak pointers, if a reference is held by client code it may become invalid later. //This ensures the client never has a corrupt pointer to a connection that's been closed std::vector< std::weak_ptr<Connection> > GetConnections(); std::weak_ptr<Connection> GetConnection(int i); std::weak_ptr<Connection> GetConnectionByDesc(int d); std::weak_ptr<Connection> GetConnectionByPort(int p); size_t GetNumConnections(); void CloseConnection(int i); void CloseConnection(std::shared_ptr<Connection> c); protected: friend class Connection; friend class UDPConnection; void NotifySend(); private: //Starts the network thread void SendThread(); void RecvThread(); SOCKET m_inSock; ConnectionCallback m_onConnect; ConnectionCallback m_onClose; ReceiveCallback m_onReceive; PacketValidationCallback m_packetValidator; bool m_running; std::vector< std::shared_ptr<Connection> > m_connections; fd_set m_inSet; fd_set m_excSet; struct addrinfo m_hints; struct addrinfo* m_servInfo; std::thread m_sendThread; std::thread m_recvThread; std::condition_variable m_sendNotifier; std::mutex m_mtx; std::mutex m_sendLock; ConnectionType m_connectionType; const char* m_lastError; bool m_sendReady; }; class ClientSocket { public: ClientSocket(ConnectionType connectionType); ~ClientSocket(); bool Connect(std::string const& addr, int port); bool Reconnect(); //Set callbacks void SetOnReceive( ReceiveCallback c ); void SetOnConnect( ConnectionCallback c ); void SetOnClose( ConnectionCallback c ); void SetPacketValidator( PacketValidationCallback c ); const char* GetLastError() { return m_lastError; } std::weak_ptr<Connection> GetConnection() { return m_con; } void Send(std::string const& str) { m_con->Send(str); } void Send(std::string const& str, FailType behavior) { m_con->Send(str, behavior); } void Close(); protected: friend class Connection; friend class UDPConnection; void NotifySend(); private: //Starts the network thread void SendThread(); void RecvThread(); ConnectionCallback m_onConnect; ConnectionCallback m_onClose; ReceiveCallback m_onReceive; PacketValidationCallback m_packetValidator; std::shared_ptr<Connection> m_con; SOCKET m_sock; fd_set m_inSet; fd_set m_excSet; struct addrinfo m_hints; struct addrinfo* m_servInfo; bool m_running; std::thread m_sendThread; std::thread m_recvThread; std::condition_variable m_sendNotifier; std::mutex m_sendLock; ConnectionType m_connectionType; const char* m_lastError; bool m_sendReady; }; } }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#3 | 14783 | ShadauxCat |
Style corrections (placement of const) #review-14784 |
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#2 | 11516 | ShadauxCat | Network: Fix for race condition that could cause messages to fail to send. | ||
#1 | 11496 | ShadauxCat | Initial checkin: Current states for csbuild and libSprawl |