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// cSocketThreads.cpp
// Implements 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
#include "Globals.h"
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#include "SocketThreads.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSocketThreads:
cSocketThreads :: cSocketThreads ( void )
{
}
cSocketThreads ::~ cSocketThreads ()
{
for ( cSocketThreadList :: iterator itr = m_Threads . begin (); itr != m_Threads . end (); ++ itr )
{
delete * itr ;
} // for itr - m_Threads[]
m_Threads . clear ();
}
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bool cSocketThreads :: AddClient ( const cSocket & a_Socket , cCallback * a_Client )
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{
// Add a (socket, client) pair for processing, data from a_Socket is to be sent to a_Client
// Try to add to existing threads:
cCSLock Lock ( m_CS );
for ( cSocketThreadList :: iterator itr = m_Threads . begin (); itr != m_Threads . end (); ++ itr )
{
if (( * itr ) -> IsValid () && ( * itr ) -> HasEmptySlot ())
{
( * itr ) -> AddClient ( a_Socket , a_Client );
return true ;
}
}
// No thread has free space, create a new one:
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LOGD ( "Creating a new cSocketThread (currently have %d)" , m_Threads . size ());
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cSocketThread * Thread = new cSocketThread ( this );
if ( ! Thread -> Start ())
{
// There was an error launching the thread (but it was already logged along with the reason)
LOGERROR ( "A new cSocketThread failed to start" );
delete Thread ;
return false ;
}
Thread -> AddClient ( a_Socket , a_Client );
m_Threads . push_back ( Thread );
return true ;
}
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/*
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void cSocketThreads::RemoveClient(const cSocket * a_Socket)
{
// Remove the socket (and associated client) from processing
cCSLock Lock(m_CS);
for (cSocketThreadList::iterator itr = m_Threads.begin(); itr != m_Threads.end(); ++itr)
{
if ((*itr)->RemoveSocket(a_Socket))
{
return;
}
} // for itr - m_Threads[]
// Cannot assert here, this may actually happen legally, since cClientHandle has to clean up the socket and it may have already closed in the meantime
// ASSERT(!"Removing an unknown socket");
}
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*/
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void cSocketThreads :: RemoveClient ( const cCallback * a_Client )
{
// Remove the associated socket and the client from processing
cCSLock Lock ( m_CS );
for ( cSocketThreadList :: iterator itr = m_Threads . begin (); itr != m_Threads . end (); ++ itr )
{
if (( * itr ) -> RemoveClient ( a_Client ))
{
return ;
}
} // for itr - m_Threads[]
ASSERT ( ! "Removing an unknown client" );
}
void cSocketThreads :: NotifyWrite ( const cCallback * a_Client )
{
// Notifies the thread responsible for a_Client that the client has something to write
cCSLock Lock ( m_CS );
for ( cSocketThreadList :: iterator itr = m_Threads . begin (); itr != m_Threads . end (); ++ itr )
{
if (( * itr ) -> NotifyWrite ( a_Client ))
{
return ;
}
} // for itr - m_Threads[]
// Cannot assert - this normally happens if a client disconnects and has pending packets, the cServer::cNotifyWriteThread will call this on invalid clients too
// ASSERT(!"Notifying write to an unknown client");
}
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void cSocketThreads :: Write ( const cCallback * a_Client , const AString & a_Data )
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{
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// Puts a_Data into outgoing data queue for a_Client
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cCSLock Lock ( m_CS );
for ( cSocketThreadList :: iterator itr = m_Threads . begin (); itr != m_Threads . end (); ++ itr )
{
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if (( * itr ) -> Write ( a_Client , a_Data ))
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{
return ;
}
} // for itr - m_Threads[]
// This may be perfectly legal, if the socket has been destroyed and the client is finishing up
// ASSERT(!"Writing to an unknown socket");
}
/// Stops reading from the socket - when this call returns, no more calls to the callbacks are made
void cSocketThreads :: StopReading ( const cCallback * a_Client )
{
cCSLock Lock ( m_CS );
for ( cSocketThreadList :: iterator itr = m_Threads . begin (); itr != m_Threads . end (); ++ itr )
{
if (( * itr ) -> StopReading ( a_Client ))
{
return ;
}
} // for itr - m_Threads[]
// Cannot assert, this normally happens if the socket is closed before the client deinitializes
// ASSERT(!"Stopping reading on an unknown client");
}
/// Queues the socket for closing, as soon as its outgoing data is sent
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void cSocketThreads :: QueueClose ( const cCallback * a_Client )
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{
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LOGD ( "QueueClose(client %p)" , a_Client );
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cCSLock Lock ( m_CS );
for ( cSocketThreadList :: iterator itr = m_Threads . begin (); itr != m_Threads . end (); ++ itr )
{
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if (( * itr ) -> QueueClose ( a_Client ))
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{
return ;
}
} // for itr - m_Threads[]
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ASSERT ( ! "Queueing close of an unknown client" );
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}
////////////////////////////////////////////////////////////////////////////////
// cSocketThreads::cSocketThread:
cSocketThreads :: cSocketThread :: cSocketThread ( cSocketThreads * a_Parent ) :
cIsThread ( "cSocketThread" ),
m_Parent ( a_Parent ),
m_NumSlots ( 0 )
{
// Nothing needed yet
}
cSocketThreads :: cSocketThread ::~ cSocketThread ()
{
m_ShouldTerminate = true ;
// Notify the thread:
ASSERT ( m_ControlSocket2 . IsValid ());
m_ControlSocket2 . Send ( "a" , 1 );
// Wait for the thread to finish:
Wait ();
// Close the control sockets:
m_ControlSocket1 . CloseSocket ();
m_ControlSocket2 . CloseSocket ();
}
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void cSocketThreads :: cSocketThread :: AddClient ( const cSocket & a_Socket , cCallback * a_Client )
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{
ASSERT ( m_NumSlots < MAX_SLOTS ); // Use HasEmptySlot() to check before adding
m_Slots [ m_NumSlots ]. m_Client = a_Client ;
m_Slots [ m_NumSlots ]. m_Socket = a_Socket ;
m_Slots [ m_NumSlots ]. m_Outgoing . clear ();
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m_Slots [ m_NumSlots ]. m_ShouldClose = false ;
m_Slots [ m_NumSlots ]. m_ShouldCallClient = true ;
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m_NumSlots ++ ;
// Notify the thread of the change:
ASSERT ( m_ControlSocket2 . IsValid ());
m_ControlSocket2 . Send ( "a" , 1 );
}
bool cSocketThreads :: cSocketThread :: RemoveClient ( const cCallback * a_Client )
{
// Returns true if removed, false if not found
if ( m_NumSlots == 0 )
{
return false ;
}
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
if ( m_Slots [ i ]. m_Client != a_Client )
{
continue ;
}
// Found, remove it:
m_Slots [ i ] = m_Slots [ -- m_NumSlots ];
// Notify the thread of the change:
ASSERT ( m_ControlSocket2 . IsValid ());
m_ControlSocket2 . Send ( "r" , 1 );
return true ;
} // for i - m_Slots[]
// Not found
return false ;
}
bool cSocketThreads :: cSocketThread :: RemoveSocket ( const cSocket * a_Socket )
{
// Returns true if removed, false if not found
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
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if ( m_Slots [ i ]. m_Socket != * a_Socket )
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{
continue ;
}
// Found, remove it:
m_Slots [ i ] = m_Slots [ -- m_NumSlots ];
// Notify the thread of the change:
ASSERT ( m_ControlSocket2 . IsValid ());
m_ControlSocket2 . Send ( "r" , 1 );
return true ;
} // for i - m_Slots[]
// Not found
return false ;
}
bool cSocketThreads :: cSocketThread :: HasClient ( const cCallback * a_Client ) const
{
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
if ( m_Slots [ i ]. m_Client == a_Client )
{
return true ;
}
} // for i - m_Slots[]
return false ;
}
bool cSocketThreads :: cSocketThread :: HasSocket ( const cSocket * a_Socket ) const
{
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
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if ( m_Slots [ i ]. m_Socket == * a_Socket )
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{
return true ;
}
} // for i - m_Slots[]
return false ;
}
bool cSocketThreads :: cSocketThread :: NotifyWrite ( const cCallback * a_Client )
{
if ( HasClient ( a_Client ))
{
// Notify the thread that there's another packet in the queue:
ASSERT ( m_ControlSocket2 . IsValid ());
m_ControlSocket2 . Send ( "q" , 1 );
return true ;
}
return false ;
}
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bool cSocketThreads :: cSocketThread :: Write ( const cCallback * a_Client , const AString & a_Data )
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{
// Returns true if socket handled by this thread
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
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if ( m_Slots [ i ]. m_Client == a_Client )
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{
m_Slots [ i ]. m_Outgoing . append ( a_Data );
// Notify the thread that there's data in the queue:
ASSERT ( m_ControlSocket2 . IsValid ());
m_ControlSocket2 . Send ( "q" , 1 );
return true ;
}
} // for i - m_Slots[]
return false ;
}
bool cSocketThreads :: cSocketThread :: StopReading ( const cCallback * a_Client )
{
// Returns true if client handled by this thread
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
if ( m_Slots [ i ]. m_Client == a_Client )
{
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m_Slots [ i ]. m_ShouldCallClient = false ;
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return true ;
}
} // for i - m_Slots[]
return false ;
}
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bool cSocketThreads :: cSocketThread :: QueueClose ( const cCallback * a_Client )
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{
// Returns true if socket handled by this thread
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
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if ( m_Slots [ i ]. m_Client == a_Client )
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{
m_Slots [ i ]. m_ShouldClose = true ;
// Notify the thread that there's a close queued (in case its conditions are already met):
ASSERT ( m_ControlSocket2 . IsValid ());
m_ControlSocket2 . Send ( "c" , 1 );
return true ;
}
} // for i - m_Slots[]
return false ;
}
bool cSocketThreads :: cSocketThread :: Start ( void )
{
// Create the control socket listener
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m_ControlSocket2 = cSocket :: CreateSocket ( cSocket :: IPv4 );
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if ( ! m_ControlSocket2 . IsValid ())
{
LOGERROR ( "Cannot create a Control socket for a cSocketThread ( \" %s \" ); continuing, but server may be unreachable from now on." , cSocket :: GetLastErrorString (). c_str ());
return false ;
}
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if ( ! m_ControlSocket2 . BindToLocalhostIPv4 ( cSocket :: ANY_PORT ))
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{
LOGERROR ( "Cannot bind a Control socket for a cSocketThread ( \" %s \" ); continuing, but server may be unreachable from now on." , cSocket :: GetLastErrorString (). c_str ());
m_ControlSocket2 . CloseSocket ();
return false ;
}
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if ( ! m_ControlSocket2 . Listen ( 1 ))
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{
LOGERROR ( "Cannot listen on a Control socket for a cSocketThread ( \" %s \" ); continuing, but server may be unreachable from now on." , cSocket :: GetLastErrorString (). c_str ());
m_ControlSocket2 . CloseSocket ();
return false ;
}
if ( m_ControlSocket2 . GetPort () == 0 )
{
LOGERROR ( "Cannot determine Control socket port ( \" %s \" ); conitnuing, but the server may be unreachable from now on." , cSocket :: GetLastErrorString (). c_str ());
m_ControlSocket2 . CloseSocket ();
return false ;
}
// Start the thread
if ( ! super :: Start ())
{
LOGERROR ( "Cannot start new cSocketThread" );
m_ControlSocket2 . CloseSocket ();
return false ;
}
// Finish connecting the control socket by accepting connection from the thread's socket
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cSocket tmp = m_ControlSocket2 . AcceptIPv4 ();
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if ( ! tmp . IsValid ())
{
LOGERROR ( "Cannot link Control sockets for a cSocketThread ( \" %s \" ); continuing, but server may be unreachable from now on." , cSocket :: GetLastErrorString (). c_str ());
m_ControlSocket2 . CloseSocket ();
return false ;
}
m_ControlSocket2 . CloseSocket ();
m_ControlSocket2 = tmp ;
return true ;
}
void cSocketThreads :: cSocketThread :: Execute ( void )
{
// Connect the "client" part of the Control socket:
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m_ControlSocket1 = cSocket :: CreateSocket ( cSocket :: IPv4 );
ASSERT ( m_ControlSocket2 . GetPort () != 0 ); // We checked in the Start() method, but let's be sure
if ( ! m_ControlSocket1 . ConnectToLocalhostIPv4 ( m_ControlSocket2 . GetPort ()))
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{
LOGERROR ( "Cannot connect Control sockets for a cSocketThread ( \" %s \" ); continuing, but the server may be unreachable from now on." , cSocket :: GetLastErrorString (). c_str ());
m_ControlSocket2 . CloseSocket ();
return ;
}
// The main thread loop:
while ( ! m_ShouldTerminate )
{
// Put all sockets into the Read set:
fd_set fdRead ;
cSocket :: xSocket Highest = m_ControlSocket1 . GetSocket ();
PrepareSet ( & fdRead , Highest );
// Wait for the sockets:
if ( select ( Highest + 1 , & fdRead , NULL , NULL , NULL ) == - 1 )
{
LOG ( "select(R) call failed in cSocketThread: \" %s \" " , cSocket :: GetLastErrorString (). c_str ());
continue ;
}
ReadFromSockets ( & fdRead );
// Test sockets for writing:
fd_set fdWrite ;
Highest = m_ControlSocket1 . GetSocket ();
PrepareSet ( & fdWrite , Highest );
timeval Timeout ;
Timeout . tv_sec = 0 ;
Timeout . tv_usec = 0 ;
if ( select ( Highest + 1 , NULL , & fdWrite , NULL , & Timeout ) == - 1 )
{
LOG ( "select(W) call failed in cSocketThread: \" %s \" " , cSocket :: GetLastErrorString (). c_str ());
continue ;
}
WriteToSockets ( & fdWrite );
} // while (!mShouldTerminate)
}
void cSocketThreads :: cSocketThread :: PrepareSet ( fd_set * a_Set , cSocket :: xSocket & a_Highest )
{
FD_ZERO ( a_Set );
FD_SET ( m_ControlSocket1 . GetSocket (), a_Set );
cCSLock Lock ( m_Parent -> m_CS );
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
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if ( ! m_Slots [ i ]. m_Socket . IsValid ())
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{
continue ;
}
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cSocket :: xSocket s = m_Slots [ i ]. m_Socket . GetSocket ();
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FD_SET ( s , a_Set );
if ( s > a_Highest )
{
a_Highest = s ;
}
} // for i - m_Slots[]
}
void cSocketThreads :: cSocketThread :: ReadFromSockets ( fd_set * a_Read )
{
// Read on available sockets:
// Reset Control socket state:
if ( FD_ISSET ( m_ControlSocket1 . GetSocket (), a_Read ))
{
char Dummy [ 128 ];
m_ControlSocket1 . Receive ( Dummy , sizeof ( Dummy ), 0 );
}
// Read from clients:
cCSLock Lock ( m_Parent -> m_CS );
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
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cSocket :: xSocket Socket = m_Slots [ i ]. m_Socket . GetSocket ();
if ( ! cSocket :: IsValidSocket ( Socket ) || ! FD_ISSET ( Socket , a_Read ))
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{
continue ;
}
char Buffer [ 1024 ];
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int Received = m_Slots [ i ]. m_Socket . Receive ( Buffer , ARRAYCOUNT ( Buffer ), 0 );
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if ( Received == 0 )
{
// The socket has been closed by the remote party, close our socket and let it be removed after we process all reading
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m_Slots [ i ]. m_Socket . CloseSocket ();
if ( m_Slots [ i ]. m_ShouldCallClient )
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{
m_Slots [ i ]. m_Client -> SocketClosed ();
}
}
else if ( Received > 0 )
{
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if ( m_Slots [ i ]. m_ShouldCallClient )
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{
m_Slots [ i ]. m_Client -> DataReceived ( Buffer , Received );
}
}
else
{
// The socket has encountered an error, close it and let it be removed after we process all reading
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m_Slots [ i ]. m_Socket . CloseSocket ();
if ( m_Slots [ i ]. m_ShouldCallClient )
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{
m_Slots [ i ]. m_Client -> SocketClosed ();
}
}
} // for i - m_Slots[]
}
void cSocketThreads :: cSocketThread :: WriteToSockets ( fd_set * a_Write )
{
// Write to available client sockets:
cCSLock Lock ( m_Parent -> m_CS );
for ( int i = m_NumSlots - 1 ; i >= 0 ; -- i )
{
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cSocket :: xSocket Socket = m_Slots [ i ]. m_Socket . GetSocket ();
if ( ! cSocket :: IsValidSocket ( Socket ) || ! FD_ISSET ( Socket , a_Write ))
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{
continue ;
}
if ( m_Slots [ i ]. m_Outgoing . empty ())
{
// Request another chunk of outgoing data:
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if ( m_Slots [ i ]. m_ShouldCallClient )
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{
m_Slots [ i ]. m_Client -> GetOutgoingData ( m_Slots [ i ]. m_Outgoing );
}
if ( m_Slots [ i ]. m_Outgoing . empty ())
{
// Nothing ready
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if ( m_Slots [ i ]. m_ShouldClose )
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{
// Socket was queued for closing and there's no more data to send, close it now:
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// DEBUG
LOGD ( "Socket was queued for closing, closing now. Slot %d, client %p, socket %d" , i , m_Slots [ i ]. m_Client , m_Slots [ i ]. m_Socket . GetSocket ());
m_Slots [ i ]. m_Socket . CloseSocket ();
// The slot must be freed actively by the client, using RemoveClient()
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}
continue ;
}
} // if (outgoing data is empty)
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int Sent = m_Slots [ i ]. m_Socket . Send ( m_Slots [ i ]. m_Outgoing . data (), m_Slots [ i ]. m_Outgoing . size ());
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if ( Sent < 0 )
{
int Err = cSocket :: GetLastError ();
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LOGWARNING ( "Error %d while writing to client \" %s \" , disconnecting. \" %s \" " , Err , m_Slots [ i ]. m_Socket . GetIPString (). c_str (), cSocket :: GetErrorString ( Err ). c_str ());
m_Slots [ i ]. m_Socket . CloseSocket ();
if ( m_Slots [ i ]. m_ShouldCallClient )
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{
m_Slots [ i ]. m_Client -> SocketClosed ();
}
return ;
}
m_Slots [ i ]. m_Outgoing . erase ( 0 , Sent );
// _X: If there's data left, it means the client is not reading fast enough, the server would unnecessarily spin in the main loop with zero actions taken; so signalling is disabled
// This means that if there's data left, it will be sent only when there's incoming data or someone queues another packet (for any socket handled by this thread)
/*
// If there's any data left, signalize the Control socket:
if (!m_Slots[i].m_Outgoing.empty())
{
ASSERT(m_ControlSocket2.IsValid());
m_ControlSocket2.Send("q", 1);
}
*/
} // for i - m_Slots[i]
}