xwords/xwords4/relay/cref.h
ehouse 0e43675abf Address problems matching [re]connections to games: first, go back to
setting connName when all in a game are present.  Second, have every
host include in connections a random number.  That number is made part
of the connName and in general used to test whether a host belongs in
a particular game.  Add this "seed" to web interface.  Means new
versions for relay protocol and game stream format.  Latter is handled
correctly so older games can be opened.
2009-09-26 14:37:49 +00:00

248 lines
7.7 KiB
C

/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
/*
* Copyright 2005-2009 by Eric House (xwords@eehouse.org). All rights
* reserved.
*
* 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.
*
* 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.
*/
#ifndef _CREF_H_
#define _CREF_H_
#include <map>
#include <vector>
#include <string>
#include <deque>
#include <pthread.h>
#include "xwrelay_priv.h"
#include "xwrelay.h"
#include "states.h"
using namespace std;
class CookieMapIterator; /* forward */
struct HostRec {
public:
HostRec(HostID hostID, int socket, int nPlayersH, int nPlayersT,
int seed )
: m_hostID(hostID)
, m_socket(socket)
, m_nPlayersH(nPlayersH)
, m_nPlayersT(nPlayersT)
, m_seed(seed)
, m_lastHeartbeat(uptime())
{}
HostID m_hostID;
int m_socket;
int m_nPlayersH;
int m_nPlayersT;
int m_seed;
time_t m_lastHeartbeat;
};
class CookieRef {
private:
/* These classes have access to CookieRef. All others should go through
SafeCref instances. */
friend class CRefMgr;
friend class SafeCref;
friend class CookieMapIterator;
CookieRef( const char* cookie, const char* connName, CookieID id );
void ReInit( const char* cookie, const char* connName, CookieID id );
~CookieRef();
void Clear(void); /* make clear it's unused */
bool Lock( void );
void Unlock( void );
/* Within this cookie, remember that this hostID and socket go together.
If the hostID is HOST_ID_SERVER, it's the server. */
CookieID GetCookieID() { return m_cookieID; }
int GetTotalSent() { return m_totalSent; }
int GetPlayersSought() { return m_nPlayersSought; }
int GetPlayersHere() { return m_nPlayersHere; }
int CountSockets() { return m_sockets.size(); }
bool HasSocket( int socket );
bool HasSocket_locked( int socket );
const char* Cookie() { return m_cookie.c_str(); }
const char* ConnName() { return m_connName.c_str(); }
int GetHeartbeat() { return m_heatbeat; }
int SocketForHost( HostID dest );
bool NeverFullyConnected();
bool GameOpen( const char* cookie, int nPlayersH, bool isNew,
bool* alreadyHere );
/* for console */
void _PrintCookieInfo( string& out );
void PrintSocketInfo( string& out, int socket );
void _FormatHostInfo( string* hostIds, string* seeds, string* addrs );
static CookieMapIterator GetCookieIterator();
/* Nuke an existing */
static void Delete( CookieID id );
static void Delete( const char* name );
void _Connect( int socket, HostID srcID, int nPlayersH, int nPlayersT,
int seed );
void _Reconnect( int socket, HostID srcID, int nPlayersH, int nPlayersT,
int seed );
void _Disconnect(int socket, HostID hostID );
void _Shutdown();
void _HandleHeartbeat( HostID id, int socket );
void _CheckHeartbeats( time_t now );
void _Forward( HostID src, HostID dest, unsigned char* buf, int buflen );
void _Remove( int socket );
void _CheckAllConnected();
bool ShouldDie() { return m_curState == XWS_DEAD; }
XW_RELAY_STATE CurState() { return m_curState; }
void logf( XW_LogLevel level, const char* format, ... );
typedef struct CRefEvent {
XW_RELAY_EVENT type;
union {
struct {
HostID src;
HostID dest;
unsigned char* buf;
int buflen;
} fwd;
struct {
int socket;
int nPlayersH;
int nPlayersT;
int seed;
HostID srcID;
} con;
struct {
int socket;
HostID srcID;
} discon;
struct {
HostID id;
int socket;
} heart;
struct {
time_t now;
} htime;
struct {
int socket;
} rmsock;
struct {
int socket;
XWREASON why;
} disnote;
} u;
} CRefEvent;
void send_with_length( int socket, unsigned char* buf, int bufLen,
bool cascade );
void send_msg( int socket, HostID id, XWRelayMsg msg, XWREASON why,
bool cascade );
void RecordSent( int nBytes, int socket ) {
m_totalSent += nBytes;
}
void pushConnectEvent( int socket, HostID srcID,
int nPlayersH, int nPlayersT,
int seed );
void pushReconnectEvent( int socket, HostID srcID,
int nPlayersH, int nPlayersT,
int seed );
void pushHeartbeatEvent( HostID id, int socket );
void pushHeartFailedEvent( int socket );
void pushForwardEvent( HostID src, HostID dest, unsigned char* buf,
int buflen );
void pushDestBadEvent();
void pushLastSocketGoneEvent();
void pushRemoveSocketEvent( int socket );
void pushNotifyDisconEvent( int socket, XWREASON why );
void handleEvents();
void sendResponse( const CRefEvent* evt, bool initial );
void increasePlayerCounts( const CRefEvent* evt );
void reducePlayerCounts( int socket );
void checkCounts( const CRefEvent* evt );
void setAllConnectedTimer();
void cancelAllConnectedTimer();
void forward( const CRefEvent* evt );
void checkFromServer( const CRefEvent* evt );
void notifyOthers( int socket, XWRelayMsg msg, XWREASON why );
void disconnectSockets( int socket, XWREASON why );
void noteHeartbeat(const CRefEvent* evt);
void notifyDisconn(const CRefEvent* evt);
void removeSocket( int socket );
void sendAllHere( void );
bool SeedBelongs( int gameSeed );
bool SeedsBelong( const char* connName );
void assignConnName( void );
void assignHostIds( void );
HostID nextHostID() { return ++m_nextHostID; }
time_t GetStarttime( void ) { return m_starttime; }
bool notInUse(void) { return m_cookieID == 0; }
/* timer callback */
static void s_checkAllConnected( void* closure );
vector<HostRec> m_sockets;
bool m_gameFull; /* once we've filled up, no more *new*
connections ever */
int m_heatbeat; /* might change per carrier or something. */
string m_cookie; /* cookie used for initial connections */
string m_connName; /* globally unique name */
CookieID m_cookieID; /* Unique among current games on this server */
int m_totalSent;
/* Guard the event queue. Only one thread at a time can post to the
queue, but once in a thread can post new events while processing
current ones. */
/* pthread_mutex_t m_EventsMutex; */
XW_RELAY_STATE m_curState;
XW_RELAY_STATE m_nextState;
deque<CRefEvent> m_eventQueue;
HostID m_nextHostID;
int m_nPlayersSought;
int m_nPlayersHere;
time_t m_starttime;
pthread_mutex_t m_mutex;
pthread_t m_locking_thread; /* for debugging only */
}; /* CookieRef */
#endif