349 lines
9.9 KiB
C++
349 lines
9.9 KiB
C++
/*
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Copyright (c) 2009 Christopher A. Taylor. All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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* Neither the name of LibCat nor the names of its contributors may be used
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to endorse or promote products derived from this software without
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specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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// TODO: Half-open connections can easily DoS the TCP server right now.
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// TODO: Port to Linux(eventfd) and BSD/MacOSX(kevent)
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#ifndef CAT_THREAD_POOL_SOCKETS_HPP
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#define CAT_THREAD_POOL_SOCKETS_HPP
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#include <cat/threads/ThreadPool.hpp>
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#include <cat/net/Sockets.hpp>
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#if defined(CAT_MS_SOCKET_API)
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# include <MSWSock.h>
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# include <cat/port/WindowsInclude.hpp>
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#endif
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namespace cat {
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/*
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Thread Pool Sockets library
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Provides a framework for rapidly developing TCP/UDP server and client objects
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that make use of high performance APIs under various server and desktop
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operating systems.
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All network events are processed by a thread pool managed by ThreadPool.
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*/
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class TCPServer;
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class TCPConnection;
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class TCPClient;
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class UDPEndpoint;
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//// Buffer Management
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// Generate a buffer to pass to Post()
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u8 *GetPostBuffer(u32 bytes);
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void *ResizePostBuffer(void *buffer, u32 newBytes);
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// Release a buffer provided by GetPostBuffer()
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// Note: Once the buffer is submitted to Post() this is unnecessary
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void ReleasePostBuffer(void *buffer);
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//// Overlapped Sockets
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// AcceptEx() OVERLAPPED structure
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struct AcceptExOverlapped
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{
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TypedOverlapped tov;
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Socket acceptSocket;
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// Space pre-allocated to receive addresses
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// NOTE: This is not necessarily how the addresses are organized in memory
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struct
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{
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// Not necessarily an IPv6 address either!
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sockaddr_in6 addr[2];
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u8 padding[2*16];
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} addresses;
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void Set(Socket s);
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};
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// WSARecvFrom() OVERLAPPED structure
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struct RecvFromOverlapped
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{
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TypedOverlapped tov;
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// Not necessarily and IPv6 address,
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// but we allocate enough space for one
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int addrLen;
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sockaddr_in6 addr;
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// data follows...
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void Reset();
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};
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/*
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class TCPServer
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Object that represents a TCP server bound to a single port
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Overload InstantiateServerConnection() to subclass connections with the server
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*/
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class TCPServer : public ThreadRefObject
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{
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friend class TCPConnection;
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friend class ThreadPool;
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public:
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TCPServer();
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virtual ~TCPServer();
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bool ValidServer();
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Port GetPort();
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bool Bind(Port port = 0);
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void Close();
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protected:
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virtual TCPConnection *InstantiateServerConnection() = 0;
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private:
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Socket _socket;
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LPFN_ACCEPTEX _lpfnAcceptEx;
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LPFN_GETACCEPTEXSOCKADDRS _lpfnGetAcceptExSockAddrs;
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LPFN_DISCONNECTEX _lpfnDisconnectEx;
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Port _port;
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private:
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bool QueueAcceptEx();
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bool QueueAccepts();
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void OnAcceptExComplete(int error, AcceptExOverlapped *overlapped);
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};
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/*
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class TCPConnection
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Object that represents a TCPServer's connection from a TCPClient
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Object is instantiated just before accepting a connection
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DisconnectClient() : Disconnect the client
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PostToClient() : Send a message to the client
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ValidServerConnection() : Returns true iff the connection is valid
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OnConnectFromClient() : Return false to deny this connection
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OnReadFromClient() : Return false to disconnect the client in response to a message
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OnWriteToClient() : Informs the derived class that data has been sent
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OnDisconectFromClient() : Informs the derived class that the client has disconnected
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*/
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class TCPConnection : public ThreadRefObject
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{
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friend class TCPServer;
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friend class ThreadPool;
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public:
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TCPConnection();
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virtual ~TCPConnection();
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bool ValidServerConnection();
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void DisconnectClient();
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bool PostToClient(void *buffer, u32 bytes);
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protected:
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virtual bool OnConnectFromClient(const NetAddr &remoteClientAddress) = 0; // false = disconnect
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virtual bool OnReadFromClient(u8 *data, u32 bytes) = 0; // false = disconnect
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virtual void OnWriteToClient(u32 bytes) = 0;
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virtual void OnDisconnectFromClient() = 0;
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private:
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Socket _socket;
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LPFN_DISCONNECTEX _lpfnDisconnectEx;
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TypedOverlapped *_recvOv;
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volatile u32 _disconnecting;
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private:
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bool AcceptConnection(Socket listenSocket, Socket acceptSocket,
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LPFN_DISCONNECTEX lpfnDisconnectEx, const NetAddr &acceptAddress,
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const NetAddr &remoteClientAddress);
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bool QueueWSARecv();
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void OnWSARecvComplete(int error, u32 bytes);
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bool QueueWSASend(TypedOverlapped *sendOv, u32 bytes);
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void OnWSASendComplete(int error, u32 bytes);
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bool QueueDisconnectEx();
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void OnDisconnectExComplete(int error);
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};
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/*
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class TCPClient
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Object that represents a TCPClient bound to a single port
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ValidClient() : Returns true iff the client socket is valid
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Connect() : Connects to the given address
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DisconnectServer() : Disconnects from the server
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PostToServer() : Send a message to the server (will fail if not connected)
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OnConnectToServer() : Called when connection is accepted
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OnReadFromServer() : Return false to disconnect the server in response to data
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OnWriteToServer() : Informs the derived class that data has been sent
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OnDisconnectFromServer() : Informs the derived class that the server has disconnected
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*/
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class TCPClient : public ThreadRefObject
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{
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friend class ThreadPool;
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public:
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TCPClient();
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virtual ~TCPClient();
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bool ValidClient();
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bool Connect(const NetAddr &remoteServerAddress);
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void DisconnectServer();
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bool PostToServer(void *buffer, u32 bytes);
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protected:
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virtual void OnConnectToServer() = 0;
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virtual bool OnReadFromServer(u8 *data, u32 bytes) = 0; // false = disconnect
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virtual void OnWriteToServer(u32 bytes) = 0;
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virtual void OnDisconnectFromServer() = 0;
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private:
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Socket _socket;
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TypedOverlapped *_recvOv;
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volatile u32 _disconnecting;
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bool _ipv6;
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private:
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bool QueueConnectEx(const NetAddr &remoteServerAddress);
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void OnConnectExComplete(int error);
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bool QueueWSARecv();
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void OnWSARecvComplete(int error, u32 bytes);
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bool QueueWSASend(TypedOverlapped *sendOv, u32 bytes);
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void OnWSASendComplete(int error, u32 bytes);
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bool QueueDisconnectEx();
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void OnDisconnectExComplete(int error);
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};
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/*
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class TCPClientQueued
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Base class for a TCP client that needs to queue up data for sending before
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a connection has been established. e.g. Uplink for a proxy server.
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PostQueuedToServer() : Call in OnConnectToServer() to post the queued messages.
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*/
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class TCPClientQueued : public TCPClient
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{
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private:
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volatile bool _queuing;
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Mutex _queueLock;
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void *_queueBuffer;
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u32 _queueBytes;
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protected:
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void PostQueuedToServer();
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public:
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TCPClientQueued();
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virtual ~TCPClientQueued();
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bool PostToServer(void *buffer, u32 bytes);
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};
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/*
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class UDPEndpoint
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Object that represents a UDP endpoint bound to a single port
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*/
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class UDPEndpoint : public ThreadRefObject
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{
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friend class ThreadPool;
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public:
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UDPEndpoint();
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virtual ~UDPEndpoint();
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bool Valid();
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Port GetPort();
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// Is6() result is only valid AFTER Bind()
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CAT_INLINE bool Is6() { return _ipv6; }
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// For servers: Bind() with ignoreUnreachable = true ((default))
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// For clients: Bind() with ignoreUnreachable = false and call this
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// after the first packet from the server is received.
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bool IgnoreUnreachable();
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void Close(); // Invalidates this object
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bool Bind(Port port = 0, bool ignoreUnreachable = true);
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bool QueueWSARecvFrom();
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// If Is6() == true, the address must be promoted to IPv6
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// before calling Post() with addr.PromoteTo6()
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bool Post(const NetAddr &addr, void *data, u32 bytes);
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protected:
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virtual void OnRead(ThreadPoolLocalStorage *tls, const NetAddr &addr, u8 *data, u32 bytes) = 0; // false = close
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virtual void OnWrite(u32 bytes) = 0;
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virtual void OnClose() = 0;
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virtual void OnUnreachable(const NetAddr &addr) {} // Only IP is valid
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private:
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Socket _socket;
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Port _port;
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volatile u32 _closing;
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bool _ipv6;
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private:
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bool QueueWSARecvFrom(RecvFromOverlapped *recvOv);
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void OnWSARecvFromComplete(ThreadPoolLocalStorage *tls, int error, RecvFromOverlapped *recvOv, u32 bytes);
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bool QueueWSASendTo(const NetAddr &addr, TypedOverlapped *sendOv, u32 bytes);
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void OnWSASendToComplete(int error, u32 bytes);
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};
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} // namespace cat
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#endif // CAT_THREAD_POOL_SOCKETS_HPP
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