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CServerSocket.cpp
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CServerSocket.cpp
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/*
Copyright [2010] [Richard Bross]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
//
// Created: Richard A. Bross
//
#if defined(_WIN32)
#include "stdafx.h"
#endif
#include "XPlat.h"
#include "CBaseSocket.h"
#include "CConnectionSocket.h"
#include "CServerSocket.h"
// constructor
CServerSocket::CServerSocket() : CBaseSocket()
{
memset(&hThread, 0, sizeof(hThread));
tStarted = time(NULL);
}
CServerSocket::~CServerSocket()
{
ShutdownAll();
}
// Listen for someone trying to connect
BOOL CServerSocket::Listen(int nConnectionBacklog)
{
#ifdef DEBUGGING
int iError;
char *szError;
#endif
// Already listening?
if (hThread)
{
if (CXPlatThread::IsThreadActive(hThread))
return(TRUE);
else
{
#if defined(_WIN32)
::CloseHandle(hThread);
#endif
memset(&hThread, 0, sizeof(hThread));
};
};
// Listen and start thread
if (SOCKET_ERROR != ::listen(sSocket, nConnectionBacklog))
{
#if defined(_WIN32)
unsigned uThread;
hThread = (HANDLE) ::_beginthreadex(NULL,
0,
AcceptConnection,
(void *) this,
0, // initflag = 0, start suspended
&uThread);
if (hThread)
::ResumeThread(hThread);
return(TRUE);
#else
int iReturn;
iReturn = ::pthread_create(&hThread, pthread_attr_default, (START_ROUTINE) AcceptConnection, (void *) this);
return(TRUE);
#endif
};
#ifdef DEBUGGING
iError = XPLAT_WSAGETLASTERR;
szError = ::strerror(iError);
#endif
return(FALSE);
}
// Accept the connection
BOOL CServerSocket::Accept()
{ // Accept a connection, and create a thread.
SOCKET hTemp;
CConnectionSocket *pConnection;
struct sockaddr sAddr;
socklen_t iLen;
fd_set readsets;
int nReturn;
#if defined(__linux)
// Because Linux select doesn't automatically unblock, we'll timeout after 1 second and loop
struct timeval sTv;
long iTOSec = 1;
#endif
time_t tLastCleanup = ::time(NULL);
while(TRUE)
{ // Accept a connection
iLen = sizeof(sAddr);
// Clear sets
FD_ZERO(&readsets);
;
// Init sets
cCriticalSocket.Lock();
// Someone close it?
if (sSocket == SOCKET_ERROR)
{
cCriticalSocket.Unlock();
return(FALSE);
};
FD_SET(sSocket, &readsets);
cCriticalSocket.Unlock();
#if defined(__linux)
sTv.tv_sec = iTOSec;
sTv.tv_usec = 0;
try
{
nReturn = ::select(sSocket + 1, &readsets, NULL, NULL, &sTv);
}
catch(...)
{
nReturn = SOCKET_ERROR;
}
#else
nReturn = ::select(sSocket + 1, (XPLAT_FD_SET_PTR) & readsets, NULL, (XPLAT_FD_SET_PTR) & exceptsets, NULL);
#endif
if (nReturn == SOCKET_ERROR)
return(FALSE);
cCriticalSocket.Lock();
// Someone close it?
if (sSocket == SOCKET_ERROR)
{
cCriticalSocket.Unlock();
return(FALSE);
};
nReturn = FD_ISSET(sSocket, &readsets);
cCriticalSocket.Unlock();
// We have data
if (!nReturn)
continue;
#if defined(__linux)
try
{
#endif
hTemp = ::accept(sSocket, &sAddr, &iLen);
#if defined(__linux)
}
catch(...)
{
hTemp = SOCKET_ERROR;
}
#endif
if (SOCKET_ERROR == hTemp)
return(FALSE);
// Make sure our socket isn't closed
// If we're in our destructor, the derived class
// is already destroyed and AllocateSocketClass
// will be calling a pure virtual function.
if (sSocket == SOCKET_ERROR)
return(FALSE);
// Create a socket class to service this connection
pConnection = AllocateSocketClass(&sAddr);
if (pConnection == NULL)
{ // Clean up array.
CleanupArray();
continue;
};
// Keep track of objects in an array here and then terminate each during shutdown
// *** RAB - 4/12/2012 - for years this was after the ServiceConnection call.
// that would seem like a problem since it could finish prior to being inserted.
cCritSocketArray.Lock();
cSocketArray.push_back(pConnection);
cCritSocketArray.Unlock();
// Start the socket servicing the client
pConnection->ServiceConnection(hTemp);
// Clean up array.
CleanupArray();
hTemp = SOCKET_ERROR; // Reset
};
return TRUE;
}
// Clean up array here. Delete any objects without a
// thread which is currently running.
void CServerSocket::CleanupArray(BOOL bTerminateAll)
{
vector<void *>::iterator Iter;
CConnectionSocket *cSocket;
cCritSocketArray.Lock();
// Anything in array?
if (!cSocketArray.size())
{
cCritSocketArray.Unlock();
return;
};
// Load the temp array with active objects, delete the rest
for(Iter = cSocketArray.begin(); Iter != cSocketArray.end();)
{
cSocket = (CConnectionSocket *) *Iter;
if (bTerminateAll)
{
delete cSocket;
}
else
{ // Thread terminated? If so, clean up.
if (!CXPlatThread::IsThreadActive(cSocket->hThread))
{
delete cSocket;
Iter = cSocketArray.erase(Iter);
continue;
};
}
Iter++;
};
// If we're terminating all, we're done
if (bTerminateAll)
cSocketArray.clear();
cCritSocketArray.Unlock();
};
// Kill all connections
void CServerSocket::ShutdownAll()
{
CleanupArray(TRUE);
CloseSocket();
if (hThread)
{
#if defined(_WIN32)
::WaitForSingleObject(hThread, INFINITE);
::CloseHandle(hThread);
#else
::pthread_join(hThread, NULL);
#endif
memset(&hThread, 0, sizeof(hThread));
};
};
// Thread to accept connections
unsigned CServerSocket::AcceptConnection(void* pVoid)
{
unsigned uReturn;
uReturn = ((CServerSocket *) pVoid)->Accept();
return(uReturn);
};
// Return the time the server was started
time_t CServerSocket::GetTimeStarted()
{
return(tStarted);
};
// Wait for listening thread to exit
void CServerSocket::WaitForExit()
{
if (hThread)
{
#if defined(_WIN32)
::WaitForSingleObject(hThread, INFINITE);
::CloseHandle(hThread);
#else
::pthread_join(hThread, NULL);
#endif
memset(&hThread, 0, sizeof(hThread));
};
}