Torque3D/Engine/source/platform/platformNetAsync.cpp

165 lines
5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platformNetAsync.h"
#include "core/strings/stringFunctions.h"
#include "platform/threads/threadPool.h"
#include "console/console.h"
#if defined(TORQUE_OS_WIN)
# include <winsock.h>
#else
# include <netdb.h>
# include <unistd.h>
#endif
#include <errno.h>
NetAsync gNetAsync;
//--------------------------------------------------------------------------
// NetAsync::NameLookupRequest.
//--------------------------------------------------------------------------
// internal structure for storing information about a name lookup request
struct NetAsync::NameLookupRequest
{
NetSocket sock;
char remoteAddr[4096];
char out_h_addr[4096];
S32 out_h_length;
bool complete;
NameLookupRequest()
{
sock = NetSocket::INVALID;
remoteAddr[0] = 0;
out_h_addr[0] = 0;
out_h_length = -1;
complete = false;
}
};
//--------------------------------------------------------------------------
// NetAsync::NameLookupWorkItem.
//--------------------------------------------------------------------------
/// Work item issued to the thread pool for each lookup request.
struct NetAsync::NameLookupWorkItem : public ThreadPool::WorkItem
{
typedef ThreadPool::WorkItem Parent;
NameLookupWorkItem( NameLookupRequest& request, ThreadPool::Context* context = 0 )
: Parent( context ),
mRequest( request )
{
}
protected:
virtual void execute()
{
NetAddress address;
Net::Error error = Net::stringToAddress(mRequest.remoteAddr, &address, true);
// do it
if (error != Net::NoError)
{
// oh well! leave the lookup data unmodified (h_length) should
// still be -1 from initialization
mRequest.complete = true;
}
else
{
// copy the stuff we need from the hostent
dMemset(mRequest.out_h_addr, 0,
sizeof(mRequest.out_h_addr));
dMemcpy(mRequest.out_h_addr, &address, sizeof(address));
mRequest.out_h_length = sizeof(address);
mRequest.complete = true;
}
}
private:
NameLookupRequest& mRequest;
};
//--------------------------------------------------------------------------
// NetAsync.
//--------------------------------------------------------------------------
NetAsync::NetAsync()
{
VECTOR_SET_ASSOCIATION( mLookupRequests );
}
void NetAsync::queueLookup(const char* remoteAddr, NetSocket socket)
{
// do we have it already?
U32 i = 0;
for (i = 0; i < mLookupRequests.size(); ++i)
{
if (mLookupRequests[i].sock == socket)
// found it. ignore more than one lookup at a time for a socket.
return;
}
// not found, so add it
mLookupRequests.increment();
NameLookupRequest& lookupRequest = mLookupRequests.last();
lookupRequest.sock = socket;
dStrncpy(lookupRequest.remoteAddr, remoteAddr, sizeof(lookupRequest.remoteAddr));
ThreadSafeRef< NameLookupWorkItem > workItem( new NameLookupWorkItem( lookupRequest ) );
ThreadPool::GLOBAL().queueWorkItem( workItem );
}
bool NetAsync::checkLookup(NetSocket socket, void* out_h_addr,
S32* out_h_length, S32 out_h_addr_size)
{
bool found = false;
// search for the socket
RequestIterator iter;
for (iter = mLookupRequests.begin();
iter != mLookupRequests.end();
++iter)
// if we found it and it is complete...
if (socket == iter->sock && iter->complete)
{
// copy the lookup data to the callers parameters
dMemcpy(out_h_addr, iter->out_h_addr, out_h_addr_size);
*out_h_length = iter->out_h_length;
found = true;
break;
}
// we found the socket, so we are done with it. erase.
if (found)
mLookupRequests.erase(iter);
return found;
}