initial commit
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#pragma once
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#include <event2/event.h>
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#include <unordered_set>
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#include <vector>
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#include <string>
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#include <memory>
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#include <thread>
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#include "Client.hh"
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#include "ServerState.hh"
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class Server {
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private:
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struct WorkerThread {
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Server* server;
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int worker_num;
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std::unique_ptr<struct event_base, void(*)(struct event_base*)> base;
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std::unordered_set<std::unique_ptr<struct evconnlistener, void(*)(struct evconnlistener*)>> listeners;
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std::unordered_map<struct bufferevent*, std::shared_ptr<Client>> bev_to_client;
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std::thread t;
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std::string thread_name;
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WorkerThread(Server* server, int worker_num);
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void disconnect_client(struct bufferevent* bev);
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static void dispatch_on_listen_accept(struct evconnlistener* listener,
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evutil_socket_t fd, struct sockaddr *address, int socklen, void* ctx);
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static void dispatch_on_listen_error(struct evconnlistener* listener, void* ctx);
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static void dispatch_on_client_input(struct bufferevent* bev, void* ctx);
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static void dispatch_on_client_error(struct bufferevent* bev, short events,
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void* ctx);
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static void dispatch_check_for_thread_exit(evutil_socket_t fd, short what, void* ctx);
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};
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std::atomic<bool> should_exit;
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std::vector<WorkerThread> threads;
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std::atomic<size_t> client_count;
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std::unordered_map<int, std::pair<GameVersion, ServerBehavior>> listen_fd_to_version_and_state;
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std::shared_ptr<ServerState> state;
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void on_listen_accept(WorkerThread& wt, struct evconnlistener *listener,
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evutil_socket_t fd, struct sockaddr *address, int socklen);
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void on_listen_error(WorkerThread& wt, struct evconnlistener *listener);
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void on_client_input(WorkerThread& wt, struct bufferevent *bev);
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void on_client_error(WorkerThread& wt, struct bufferevent *bev, short events);
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void check_for_thread_exit(WorkerThread& wt, evutil_socket_t fd, short what);
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void receive_and_process_commands(std::shared_ptr<Client> c, struct bufferevent* buf);
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void process_client_connect(std::shared_ptr<Client> c);
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void process_client_disconnect(std::shared_ptr<Client> c);
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void process_client_command(std::shared_ptr<Client> c, const std::string& command);
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void run_thread(int thread_id);
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public:
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Server() = delete;
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Server(const Server&) = delete;
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Server(Server&&) = delete;
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Server(std::shared_ptr<ServerState> state);
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virtual ~Server() = default;
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void listen(const std::string& socket_path, GameVersion version, ServerBehavior initial_state);
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void listen(const std::string& addr, int port, GameVersion version, ServerBehavior initial_state);
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void listen(int port, GameVersion version, ServerBehavior initial_state);
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void add_socket(int fd, GameVersion version, ServerBehavior initial_state);
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virtual void start();
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virtual void schedule_stop();
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virtual void wait_for_stop();
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};
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