MaNGOS-Zero源碼學習之mangosd游戲邏輯服務器(二):socket的處理方式


    本篇將介紹客戶端與游戲邏輯服務器連接建立以后,mangosd如何接收、解析和處理客戶端發過來的協議。本篇不再討論mangosd與客戶端的認證及建立最終RC4流加密的過程,想了解這部分內容請看該系列的第一篇

 

 

一、acceptor socket的監聽啟動及注冊

    mangosd的main ()函數調用單例對象sMaster的Run ()函數,啟動監聽socket的代碼如下:

 

   1: int Master::Run()
   2: {
   3:     ........
   4:  
   5:     ///- Launch the world listener socket
   6:     uint16 wsport = sWorld.getConfig (CONFIG_UINT32_PORT_WORLD);
   7:     std::string bind_ip = sConfig.GetStringDefault ("BindIP", "0.0.0.0");
   8:  
   9:     if (sWorldSocketMgr->StartNetwork (wsport, bind_ip) == -1)
  10:     {
  11:         sLog.outError ("Failed to start network");
  12:         Log::WaitBeforeContinueIfNeed();
  13:         World::StopNow(ERROR_EXIT_CODE);
  14:         // go down and shutdown the server
  15:     }
  16:  
  17:     sWorldSocketMgr->Wait ();
  18:  
  19:     ........
  20: }

   

    mangosd用WorldSocketMgr類來管理socket。StartNetwork ()會調用StartReactiveIO ()來啟動監聽socket,處理代碼如下:

   1: int WorldSocketMgr::StartReactiveIO (ACE_UINT16 port, const char* address)
   2: {
   3:     ........
   4:  
   5:     //(1)
   6:     m_NetThreadsCount = static_cast<size_t> (num_threads + 1);
   7:     m_NetThreads = new ReactorRunnable[m_NetThreadsCount];
   8:  
   9:     // -1 means use default
  10:     m_SockOutKBuff = sConfig.GetIntDefault ("Network.OutKBuff", -1);
  11:     m_SockOutUBuff = sConfig.GetIntDefault ("Network.OutUBuff", 65536);
  12:     if ( m_SockOutUBuff <= 0 )
  13:     {
  14:         sLog.outError ("Network.OutUBuff is wrong in your config file");
  15:         return -1;
  16:     }
  17:  
  18:     //(2)
  19:     WorldSocket::Acceptor *acc = new WorldSocket::Acceptor;
  20:     m_Acceptor = acc;
  21:  
  22:     ACE_INET_Addr listen_addr (port, address);
  23:     if (acc->open (listen_addr, m_NetThreads[0].GetReactor (), ACE_NONBLOCK) == -1)
  24:     {
  25:         sLog.outError ("Failed to open acceptor ,check if the port is free");
  26:         return -1;
  27:     }
  28:  
  29:     //(3)
  30:     for (size_t i = 0; i < m_NetThreadsCount; ++i)
  31:         m_NetThreads[i].Start ();
  32:  
  33:     return 0;
  34: }

(1)ReactorRunnable類繼承了ACE_Task_Base,ACE_Task_Base 是ACE 中的任務或主動對象“處理結構”的基類。在ACE 中使用了此類來實現主動對象模式。所有希望成為“主動對象”的對象都必須從此類派生。可以把ACE_TASK 看作是更高級的、更為面向對象的線程類[1]。ACE_Task_Base調用時繼承類必須重寫svc方法,並且在使用時保證調用了activate ()方法。

(2)指定監聽地址,端口並把Acceptor綁定到第一個線程的Reactor上。啟動Acceptor開始監聽網絡IO。

(3)啟動所有線程,每個線程上有一個單獨的ACE_Reactor* m_Reactor;,這里的Reactor使用的是多線程的ACE_TP_Reactor。可以各自單獨完成事件的多路復用。

 

 

二、線程體函數

    線程體函數ReactorRunnable::svc () 如下:

   1: virtual int svc ()
   2: {
   3:     //(1)
   4:     WorldDatabase.ThreadStart ();
   5:     
   6:     SocketSet::iterator i, t;
   7:     while (!m_Reactor->reactor_event_loop_done ())
   8:     {
   9:         // dont be too smart to move this outside the loop
  10:         // the run_reactor_event_loop will modify interval
  11:         ACE_Time_Value interval (0, 10000);
  12:  
  13:         //(2)
  14:         if (m_Reactor->run_reactor_event_loop (interval) == -1)
  15:             break;
  16:  
  17:         //(3)
  18:         AddNewSockets ();
  19:  
  20:         for (i = m_Sockets.begin (); i != m_Sockets.end ();)
  21:         {
  22:             //(4)
  23:             if ((*i)->Update () == -1)
  24:             {
  25:                 t = i;
  26:                 ++i;
  27:                 (*t)->CloseSocket ();
  28:                 (*t)->RemoveReference ();
  29:                 --m_Connections;
  30:                 m_Sockets.erase (t);
  31:             }
  32:             else
  33:                 ++i;
  34:         }
  35:     }
  36:  
  37:     WorldDatabase.ThreadEnd ();
  38:     DEBUG_LOG ("Network Thread Exitting");
  39:  
  40:     return 0;
  41: }

(1)會調用mysql_thread_init ()函數,初始化與該線程相關的變量。

(2)run_reactor_event_loop ()函數為多路復用的等待函數,當注冊的事件發生、運行超時或者出現錯誤時返回。

(3)AddNewSockets ()函數會將緩存在m_NewSockets里的新到達的socket添加到SocketSet m_Sockets;里,同時檢查並處理m_Sockets;里已經closed的socket。

(4)循環每一個WorldSocket,調用其Update ()方法,這里只處理每個socket的handle_output,即每個在此線程上的寫事件,向客戶端發送數據。下一節詳細介紹:

 

 

三、WorldSocket::Update () 方法

    Update方法用於處理每個socket的輸出:

   1: int WorldSocket::Update (void)
   2: {
   3:     if (closing_)
   4:         return -1;
   5:  
   6:     //(1)
   7:     if (m_OutActive || m_OutBuffer->length () == 0)
   8:         return 0;
   9:  
  10:     return handle_output (get_handle ());
  11: }

(1)m_OutBuffer有數據時才會調用handle_output,handle_output ()用於處理輸出,如果輸出不能一次性做完,會調用schedule_wakeup_output ()再次激活write事件。當輸出處理完畢后則調用cancel_wakeup_output ()取消激活write事件,使reactor恢復到正常的loop ()循環中。詳細過程如下:

 

   1: int WorldSocket::handle_output (ACE_HANDLE)
   2: {
   3:     //(1)
   4:     ACE_GUARD_RETURN (LockType, Guard, m_OutBufferLock, -1);
   5:  
   6:     if (closing_)
   7:         return -1;
   8:  
   9:     const size_t send_len = m_OutBuffer->length ();
  10:     if (send_len == 0)
  11:         return cancel_wakeup_output (Guard);
  12:  
  13: #ifdef MSG_NOSIGNAL
  14:     ssize_t n = peer ().send (m_OutBuffer->rd_ptr (), send_len, MSG_NOSIGNAL);
  15: #else
  16:     ssize_t n = peer ().send (m_OutBuffer->rd_ptr (), send_len);
  17: #endif // MSG_NOSIGNAL
  18:  
  19:     if (n == 0)
  20:         return -1;
  21:     else if (n == -1)
  22:     {
  23:         if (errno == EWOULDBLOCK || errno == EAGAIN) //----------(2)
  24:             return schedule_wakeup_output (Guard);
  25:  
  26:         return -1;
  27:     }
  28:     else if (n < (ssize_t)send_len) //now n > 0      //----------(3)
  29:     {
  30:         m_OutBuffer->rd_ptr (static_cast<size_t> (n));
  31:  
  32:         // move the data to the base of the buffer
  33:         m_OutBuffer->crunch ();
  34:  
  35:         return schedule_wakeup_output (Guard);
  36:     }
  37:     else //now n == send_len                         //----------(4)
  38:     {
  39:         m_OutBuffer->reset ();
  40:  
  41:         if (!iFlushPacketQueue ())
  42:             return cancel_wakeup_output (Guard);
  43:         else
  44:             return schedule_wakeup_output (Guard);
  45:     }
  46:  
  47:     ACE_NOTREACHED (return 0);
  48: }

(1)對m_OutBuffer加鎖。

(2)考慮信號打斷的情況等,暫時不能寫。

(3)只發送了部分數據則繼續wakeup該線程對應的Reactor。

(4)檢查m_OutBuffer數據發送完畢同時等待buffer(PacketQueueT m_PacketQueue;)里已經沒有數據時,cancel wakeup讓Reactor恢復正常。

 

 

四、socket到對應線程的指派

    上一節內容可以看到線程內如何處理socket,及新到達的socket。但從第一節中可知只有第一個線程注冊為acceptor線程,那么新連接到達時,是如何被指派到對應的“接待”線程的呢?

    可以先看一下ACE_Acceptor的處理時序圖:

圖3.1 連接到達處理時序 [2]

   

    上圖可以看出,當連接到達時,acceptor會調用對應的SVC_HANDLER的open ()函數,在mangosd里就是acceptor對應的int WorldSocket::open (void *a),如下:

   1: int WorldSocket::open (void *a)
   2: {
   3:     ........
   4:  
   5:     // Hook for the manager.
   6:     if (sWorldSocketMgr->OnSocketOpen (this) == -1)
   7:         return -1;
   8:  
   9:     ........
  10: }

 

OnSocketOpen方法:

   1: int WorldSocketMgr::OnSocketOpen (WorldSocket* sock)
   2: {
   3:     ........
   4:  
   5:     // we skip the Acceptor Thread
   6:     size_t min = 1;
   7:  
   8:     MANGOS_ASSERT (m_NetThreadsCount >= 1);
   9:  
  10:     //(1)
  11:     for (size_t i = 1; i < m_NetThreadsCount; ++i)
  12:         if (m_NetThreads[i].Connections () < m_NetThreads[min].Connections ())
  13:             min = i;
  14:  
  15:     return m_NetThreads[min].AddSocket (sock);
  16: }

(1)將WorldSocket均衡的分配給每個線程。AddSocket ()將socket添加到m_NewSockets中做緩存,待該線程自行調用AddNewSockets ()添加到處理隊列里。

 

  

總結:

    mangosd對socket的處理因為使用了ACE,邏輯處理代碼相對比較簡單,寫事件的異常處理主要涉及

(1)一次不能寫完則不斷的wakeup Reactor。

(2)信號中斷等錯誤的判斷。似乎這里並沒有考慮全面(見附錄)

(3)使用另一個buffer緩存,因寫緩存m_OutBuffer滿而帶來的多出的數據。

 

References:

[1] http://blog.csdn.net/yecao_kinux/article/details/1546914

[2] http://postfiles12.naver.net/data41/2009/4/11/187/33_kbkim007.jpg?type=w3

 

 

附錄:

不同平台不同版本的read/write、send/recv有些不同,挺郁悶的一件事……………

EWOULDBLOCK:基於 berkeley 實現,當客戶端異常終止連接時

ECONNABORTED:基於 posix 實現,當客戶端異常終止連接時

EPROTO:基於 SVR4 實現,當客戶端異常終止連接時)以及 EINTR


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