(svn r15163) -Change/Fix: use a non-blocking method to resolve the hostname and connect to game servers.

This commit is contained in:
rubidium
2009-01-20 11:28:18 +00:00
parent 12ff4cf083
commit 206841ba5f
11 changed files with 339 additions and 173 deletions

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@@ -0,0 +1,30 @@
/* $Id$ */
/** @file core/address.cpp Implementation of the address. */
#include "../../stdafx.h"
#ifdef ENABLE_NETWORK
#include "address.h"
#include "host.h"
const char *NetworkAddress::GetHostname() const
{
if (this->hostname != NULL) return this->hostname;
in_addr addr;
addr.s_addr = this->ip;
return inet_ntoa(addr);
}
uint32 NetworkAddress::GetIP()
{
if (!this->resolved) {
this->ip = NetworkResolveHost(this->hostname);
this->resolved = true;
}
return this->ip;
}
#endif /* ENABLE_NETWORK */

103
src/network/core/address.h Normal file
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@@ -0,0 +1,103 @@
/* $Id$ */
/** @file core/address.h Wrapper for network addresses. */
#ifndef NETWORK_ADDRESS_H
#define NETWORK_ADDRESS_H
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
/**
* Wrapper for (un)resolved network addresses; there's no reason to transform
* a numeric IP to a string and then back again to pass it to functions. It
* furthermore allows easier delaying of the hostname lookup.
*/
class NetworkAddress {
private:
bool resolved; ///< Has the IP address been resolved
char *hostname; ///< The hostname, NULL if there isn't one
uint32 ip; ///< The resolved IP address
uint16 port; ///< The port associated with the address
public:
/**
* Create a network address based on a resolved IP and port
* @param ip the resolved ip
* @param port the port
*/
NetworkAddress(in_addr_t ip, uint16 port) :
resolved(true),
hostname(NULL),
ip(ip),
port(port)
{
}
/**
* Create a network address based on a unresolved host and port
* @param ip the unresolved hostname
* @param port the port
*/
NetworkAddress(const char *hostname, uint16 port) :
resolved(false),
hostname(strdup(hostname)),
ip(0),
port(port)
{
}
/**
* Make a clone of another address
* @param address the address to clone
*/
NetworkAddress(const NetworkAddress &address) :
resolved(address.resolved),
hostname(address.hostname == NULL ? NULL : strdup(address.hostname)),
ip(address.ip),
port(address.port)
{
}
/** Clean up our mess */
~NetworkAddress()
{
free(hostname);
}
/**
* Get the hostname; in case it wasn't given the
* IPv4 dotted representation is given.
* @return the hostname
*/
const char *GetHostname() const;
/**
* Get the IP address. If the IP has not been resolved yet this will resolve
* it possibly blocking this function for a while
* @return the IP address
*/
uint32 GetIP();
/**
* Get the port
* @return the port
*/
uint16 GetPort() const
{
return this->port;
}
/**
* Check whether the IP address has been resolved already
* @return true iff the port has been resolved
*/
bool IsResolved() const
{
return this->resolved;
}
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_ADDRESS_H */

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@@ -201,5 +201,4 @@ bool NetworkTCPSocketHandler::IsPacketQueueEmpty()
return this->packet_queue == NULL;
}
#endif /* ENABLE_NETWORK */

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@@ -10,6 +10,7 @@
#ifdef ENABLE_NETWORK
#include "os_abstraction.h"
#include "address.h"
#include "core.h"
#include "packet.h"
@@ -31,6 +32,62 @@ public:
~NetworkTCPSocketHandler();
};
/**
* "Helper" class for creating TCP connections in a non-blocking manner
*/
class TCPConnecter {
private:
class ThreadObject *thread; ///< Thread used to create the TCP connection
bool connected; ///< Whether we succeeded in making the connection
bool aborted; ///< Whether we bailed out (i.e. connection making failed)
bool killed; ///< Whether we got killed
SOCKET sock; ///< The socket we're connecting with
/** The actual connection function */
void Connect();
/**
* Entry point for the new threads.
* @param param the TCPConnecter instance to call Connect on.
*/
static void ThreadEntry(void *param);
protected:
/** Address we're connecting to */
NetworkAddress address;
public:
/**
* Create a new connecter for the given address
* @param address the (un)resolved address to connect to
*/
TCPConnecter(const NetworkAddress &address);
/** Silence the warnings */
virtual ~TCPConnecter() {}
/**
* Callback when the connection succeeded.
* @param s the socket that we opened
*/
virtual void OnConnect(SOCKET s) {}
/**
* Callback for when the connection attempt failed.
*/
virtual void OnFailure() {}
/**
* Check whether we need to call the callback, i.e. whether we
* have connected or aborted and call the appropriate callback
* for that. It's done this way to ease on the locking that
* would otherwise be needed everywhere.
*/
static void CheckCallbacks();
/** Kill all connection attempts. */
static void KillAll();
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_H */

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@@ -0,0 +1,99 @@
/* $Id$ */
/**
* @file tcp_connect.cpp Basic functions to create connections without blocking.
*/
#ifdef ENABLE_NETWORK
#include "../../stdafx.h"
#include "../../debug.h"
#include "../../core/smallvec_type.hpp"
#include "../../thread.h"
#include "tcp.h"
/** List of connections that are currently being created */
static SmallVector<TCPConnecter *, 1> _tcp_connecters;
TCPConnecter::TCPConnecter(const NetworkAddress &address) :
connected(false),
aborted(false),
killed(false),
sock(INVALID_SOCKET),
address(address)
{
*_tcp_connecters.Append() = this;
if (!ThreadObject::New(TCPConnecter::ThreadEntry, this, &this->thread)) {
this->Connect();
}
}
void TCPConnecter::Connect()
{
DEBUG(net, 1, "Connecting to %s %d", address.GetHostname(), address.GetPort());
this->sock = socket(AF_INET, SOCK_STREAM, 0);
if (this->sock == INVALID_SOCKET) {
this->aborted = true;
return;
}
if (!SetNoDelay(this->sock)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
struct sockaddr_in sin;
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = address.GetIP();
sin.sin_port = htons(address.GetPort());
/* We failed to connect for which reason what so ever */
if (connect(this->sock, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
closesocket(this->sock);
this->sock = INVALID_SOCKET;
this->aborted = true;
return;
}
if (!SetNonBlocking(this->sock)) DEBUG(net, 0, "Setting non-blocking mode failed");
this->connected = true;
}
/* static */ void TCPConnecter::ThreadEntry(void *param)
{
static_cast<TCPConnecter*>(param)->Connect();
}
/* static */ void TCPConnecter::CheckCallbacks()
{
for (TCPConnecter **iter = _tcp_connecters.Begin(); iter < _tcp_connecters.End(); /* nothing */) {
TCPConnecter *cur = *iter;
if ((cur->connected || cur->aborted) && cur->killed) {
_tcp_connecters.Erase(iter);
if (cur->sock != INVALID_SOCKET) closesocket(cur->sock);
delete cur;
continue;
}
if (cur->connected) {
_tcp_connecters.Erase(iter);
cur->OnConnect(cur->sock);
delete cur;
continue;
}
if (cur->aborted) {
_tcp_connecters.Erase(iter);
cur->OnFailure();
delete cur;
continue;
}
iter++;
}
}
/* static */ void TCPConnecter::KillAll()
{
for (TCPConnecter **iter = _tcp_connecters.Begin(); iter != _tcp_connecters.End(); iter++) (*iter)->killed = true;
}
#endif /* ENABLE_NETWORK */