/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/** \addtogroup u2w User to World Communication
* @{
* \file WorldSocket.h
* \author Derex
*/
#ifndef _WORLDSOCKET_H
#define _WORLDSOCKET_H
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#if !defined (ACE_LACKS_PRAGMA_ONCE)
#pragma once
#endif /* ACE_LACKS_PRAGMA_ONCE */
#include "Common.h"
#include "Auth/AuthCrypt.h"
class ACE_Message_Block;
class WorldPacket;
class WorldSession;
/// Handler that can communicate over stream sockets.
typedef ACE_Svc_Handler WorldHandler;
/**
* WorldSocket.
*
* This class is responsible for the communication with
* remote clients.
* Most methods return -1 on failure.
* The class uses reference counting.
*
* For output the class uses one buffer (64K usually) and
* a queue where it stores packet if there is no place on
* the queue. The reason this is done, is because the server
* does really a lot of small-size writes to it, and it doesn't
* scale well to allocate memory for every. When something is
* written to the output buffer the socket is not immediately
* activated for output (again for the same reason), there
* is 10ms celling (thats why there is Update() method).
* This concept is similar to TCP_CORK, but TCP_CORK
* uses 200ms celling. As result overhead generated by
* sending packets from "producer" threads is minimal,
* and doing a lot of writes with small size is tolerated.
*
* The calls to Update () method are managed by WorldSocketMgr
* and ReactorRunnable.
*
* For input ,the class uses one 1024 bytes buffer on stack
* to which it does recv() calls. And then received data is
* distributed where its needed. 1024 matches pretty well the
* traffic generated by client for now.
*
* The input/output do speculative reads/writes (AKA it tryes
* to read all data available in the kernel buffer or tryes to
* write everything available in userspace buffer),
* which is ok for using with Level and Edge Triggered IO
* notification.
*
*/
class WorldSocket : protected WorldHandler
{
public:
/// Declare some friends
friend class ACE_Acceptor< WorldSocket, ACE_SOCK_ACCEPTOR >;
friend class WorldSocketMgr;
friend class ReactorRunnable;
/// Declare the acceptor for this class
typedef ACE_Acceptor< WorldSocket, ACE_SOCK_ACCEPTOR > Acceptor;
/// Mutex type used for various synchronizations.
typedef ACE_Thread_Mutex LockType;
typedef ACE_Guard GuardType;
/// Queue for storing packets for which there is no space.
typedef ACE_Unbounded_Queue< WorldPacket* > PacketQueueT;
/// Check if socket is closed.
bool IsClosed (void) const;
/// Close the socket.
void CloseSocket (void);
/// Get address of connected peer.
const std::string& GetRemoteAddress (void) const;
/// Send A packet on the socket, this function is reentrant.
/// @param pct packet to send
/// @return -1 of failure
int SendPacket (const WorldPacket& pct);
/// Add reference to this object.
long AddReference (void);
/// Remove reference to this object.
long RemoveReference (void);
protected:
/// things called by ACE framework.
WorldSocket (void);
virtual ~WorldSocket (void);
/// Called on open ,the void* is the acceptor.
virtual int open (void *);
/// Called on failures inside of the acceptor, don't call from your code.
virtual int close (int);
/// Called when we can read from the socket.
virtual int handle_input (ACE_HANDLE = ACE_INVALID_HANDLE);
/// Called when the socket can write.
virtual int handle_output (ACE_HANDLE = ACE_INVALID_HANDLE);
/// Called when connection is closed or error happens.
virtual int handle_close (ACE_HANDLE = ACE_INVALID_HANDLE,
ACE_Reactor_Mask = ACE_Event_Handler::ALL_EVENTS_MASK);
/// Called by WorldSocketMgr/ReactorRunnable.
int Update (void);
private:
/// Helper functions for processing incoming data.
int handle_input_header (void);
int handle_input_payload (void);
int handle_input_missing_data (void);
/// Help functions to mark/unmark the socket for output.
/// @param g the guard is for m_OutBufferLock, the function will release it
int cancel_wakeup_output (GuardType& g);
int schedule_wakeup_output (GuardType& g);
/// process one incoming packet.
/// @param new_pct received packet ,note that you need to delete it.
int ProcessIncoming (WorldPacket* new_pct);
/// Called by ProcessIncoming() on CMSG_AUTH_SESSION.
int HandleAuthSession (WorldPacket& recvPacket);
/// Called by ProcessIncoming() on CMSG_PING.
int HandlePing (WorldPacket& recvPacket);
/// Try to write WorldPacket to m_OutBuffer ,return -1 if no space
/// Need to be called with m_OutBufferLock lock held
int iSendPacket (const WorldPacket& pct);
/// Flush m_PacketQueue if there are packets in it
/// Need to be called with m_OutBufferLock lock held
/// @return true if it wrote to the buffer ( AKA you need
/// to mark the socket for output ).
bool iFlushPacketQueue ();
private:
/// Time in which the last ping was received
ACE_Time_Value m_LastPingTime;
/// Keep track of over-speed pings ,to prevent ping flood.
uint32 m_OverSpeedPings;
/// Address of the remote peer
std::string m_Address;
/// Class used for managing encryption of the headers
AuthCrypt m_Crypt;
/// Mutex lock to protect m_Session
LockType m_SessionLock;
/// Session to which received packets are routed
WorldSession* m_Session;
/// here are stored the fragments of the received data
WorldPacket* m_RecvWPct;
/// This block actually refers to m_RecvWPct contents,
/// which allows easy and safe writing to it.
/// It wont free memory when its deleted. m_RecvWPct takes care of freeing.
ACE_Message_Block m_RecvPct;
/// Fragment of the received header.
ACE_Message_Block m_Header;
/// Mutex for protecting output related data.
LockType m_OutBufferLock;
/// Buffer used for writing output.
ACE_Message_Block *m_OutBuffer;
/// Size of the m_OutBuffer.
size_t m_OutBufferSize;
/// Here are stored packets for which there was no space on m_OutBuffer,
/// this allows not-to kick player if its buffer is overflowed.
PacketQueueT m_PacketQueue;
/// True if the socket is registered with the reactor for output
bool m_OutActive;
uint32 m_Seed;
};
#endif /* _WORLDSOCKET_H */
/// @}