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              C++博客 :: 首頁 :: 新隨筆 :: 聯系 :: 聚合  :: 管理
            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,并且在使用時保證調用了activate ()方法。

            (2)指定監聽地址,端口并把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,同時檢查并處理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方法用于處理每個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 ()用于處理輸出,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。似乎這里并沒有考慮全面(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

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