mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Enhancement for libuv thread safety.
This commit is contained in:
parent
b0f37d2237
commit
70a86c27b0
@ -17,6 +17,9 @@
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"append_file": [{
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"from": "cocos/scripting/js-bindings/manual/jsb_module_register.cpp",
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"to": "frameworks/runtime-src/Classes/jsb_module_register.cpp"
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}, {
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"from": "frameworks/runtime-src/Classes/send_ring_buff.hpp",
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"to": "frameworks/runtime-src/Classes/send_ring_buff.hpp"
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}, {
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"from": "frameworks/runtime-src/Classes/udp_session.hpp",
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"to": "frameworks/runtime-src/Classes/udp_session.hpp"
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@ -0,0 +1,69 @@
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#ifndef send_ring_buff_hpp
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#define send_ring_buff_hpp
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#include "uv/uv.h"
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#define __SSIZE_T // Otherwise "ssize_t" would have conflicting macros error that stops compiling
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int const RING_BUFF_CONSECUTIVE_SET = 0;
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int const RING_BUFF_NON_CONSECUTIVE_SET = 1;
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int const RING_BUFF_FAILED_TO_SET = 2;
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typedef char BYTEC;
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typedef char const CHARC;
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int const maxUdpPayloadBytes = 128;
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int const maxBuffedMsgs = 512;
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struct PeerAddr {
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struct sockaddr_in sockAddrIn;
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uint32_t authKey;
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};
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class SendWork {
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public:
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BYTEC bytes[maxUdpPayloadBytes]; // Wasting some RAM here thus no need for explicit recursive destruction
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size_t bytesLen;
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PeerAddr peerAddr;
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};
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// [WARNING] This class is specific to "SendWork", designed and implemented only to use in multithreading env and save heap alloc/dealloc timecomplexity, it's by no means comparable to the Golang or JavaScript versions!
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class SendRingBuffer {
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public:
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int ed, st, n, cnt;
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SendWork eles[maxBuffedMsgs]; // preallocated on stack to save heap alloc/dealloc time
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SendRingBuffer(int newN) {
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this->n = newN;
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this->st = this->ed = this->cnt = 0;
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}
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void put(BYTEC* const newBytes, size_t newBytesLen, PeerAddr* pNewPeerAddr) {
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while (0 < cnt && cnt >= n) {
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// Make room for the new element
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this->pop();
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}
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eles[ed].bytesLen = newBytesLen;
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memset(eles[ed].bytes, 0, sizeof eles[ed].bytes);
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memcpy(eles[ed].bytes, newBytes, newBytesLen);
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eles[ed].peerAddr = *(pNewPeerAddr);
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ed++;
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cnt++;
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if (ed >= n) {
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ed -= n; // Deliberately not using "%" operator for performance concern
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}
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}
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// Sending is always sequential in UvSendThread, no need to return a copy of "SendWork" instance
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SendWork* pop() {
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if (0 == cnt) {
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return NULL;
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}
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SendWork* ret = &(eles[st]);
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cnt--;
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st++;
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if (st >= n) {
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st -= n;
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}
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return ret;
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}
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};
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#endif
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@ -4,18 +4,23 @@
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#include "cocos/base/CCScheduler.h"
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#include "cocos/scripting/js-bindings/jswrapper/SeApi.h"
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uv_udp_t* udpSocket = NULL;
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uv_thread_t recvTid;
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uv_timer_t peerPunchTimer;
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uv_async_t uvLoopStopSig;
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uv_loop_t* loop = NULL; // Only this loop is used for this simple PoC
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int const punchServerCnt = 3;
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int const punchPeerCnt = 3;
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int const broadcastUpsyncCnt = 3;
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struct PeerAddr peerAddrList[maxPeerCnt];
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uv_udp_t *udpRecvSocket = NULL, *udpSendSocket = NULL;
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uv_thread_t recvTid, sendTid;
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uv_async_t uvRecvLoopStopSig, uvSendLoopStopSig, uvSendLoopTriggerSig;
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uv_loop_t *recvLoop = NULL, *sendLoop = NULL;
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uv_mutex_t sendRingBuffLock; // used along with "uvSendLoopTriggerSig" as a "uv_cond_t"
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SendRingBuffer* sendRingBuff = NULL;
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char SRV_IP[256];
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int SRV_PORT = 0;
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int UDP_TUNNEL_SRV_PORT = 0;
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struct PeerAddr udpTunnelAddr;
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struct PeerAddr udpPunchingServerAddr, udpTunnelAddr;
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struct PeerAddr peerAddrList[maxPeerCnt];
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void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr const* addr, unsigned flags) {
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if (nread < 0) {
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@ -24,6 +29,7 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
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free(buf->base);
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return;
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}
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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char ip[INET_ADDRSTRLEN];
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memset(ip, 0, sizeof ip);
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int port = 0;
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@ -44,6 +50,7 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
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} else {
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CCLOG("UDP received %d bytes from unknown sender", nread);
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}
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#endif
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if (6 == nread) {
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// holepunching
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@ -75,8 +82,7 @@ void _onRead(uv_udp_t* req, ssize_t nread, uv_buf_t const* buf, struct sockaddr
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gameThreadMsg->decRef(); // Reference http://docs.cocos.com/creator/2.2/manual/en/advanced-topics/JSB2.0-learning.html#seobject
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//CCLOG("UDP received %d bytes upsync -- 4", nread);
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free(ui8Arr);
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CCLOG("UDP received %d bytes upsync -- 5", nread);
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//CCLOG("UDP received %d bytes upsync -- 5", nread);
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});
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}
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free(buf->base);
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@ -95,198 +101,57 @@ static void _allocBuffer(uv_handle_t* handle, size_t suggested_size, uv_buf_t* b
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}
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void _onUvStopSig(uv_async_t* handle) {
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uv_stop(loop);
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CCLOG("UDP recv loop is signaled to stop in UvThread");
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if (!handle) return;
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uv_stop(handle->loop);
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CCLOG("UDP loop %p is signaled to stop in UvXxxxThread", handle->loop);
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}
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void _onSend(uv_udp_send_t* req, int status) {
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CCLOG("UDP send about to free req for status:%d...", status);
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free(req); // No need to free "req->base", it'll be handled in each "_afterXxx" callback
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CCLOG("UDP send freed req for status:%d...", status);
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void _afterSend(uv_udp_send_t* req, int status) {
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if (req) {
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free(req);
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}
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if (status) {
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CCLOGERROR("uv_udp_send_cb error: %s\n", uv_strerror(status));
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}
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}
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void _onUvTimerClosed(uv_handle_t* timer) {
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free(timer);
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void _onUvSthNewToSend(uv_async_t* handle) {
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bool hasNext = true;
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while (NULL != handle && true == hasNext) {
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SendWork* work = NULL;
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uv_mutex_lock(&sendRingBuffLock);
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work = sendRingBuff->pop();
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if (NULL == work) {
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hasNext = false;
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}
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/*
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[WARNING] The following "uv_udp_try_send" might block I / O for a long time, hence unlock "as soon as possible" to avoid blocking the "GameThread" which is awaiting to acquire this mutex!
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int const punchServerCnt = 3;
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class PunchServerWork {
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public:
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BYTEC bytes[maxUdpPayloadBytes]; // Wasting some RAM here thus no need for explicit recursive destruction
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size_t bytesLen;
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There's a very small chance where "sendRingBuff->put(...)" could contaminate the just popped "work" in "sendRingBuff->eles", thus "sendRingBuff->n" is made quite large to avoid that, moreover in terms of protecting "work" we're also unlocking "as late as possible"!
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*/
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uv_mutex_unlock(&sendRingBuffLock);
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if (NULL != work) {
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/*
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// [WARNING] If "uv_udp_send" is to be used instead of "uv_udp_try_send", as UvSendThread will always be terminated from GameThread, it's a MUST to use the following heap-alloc form to initialize "uv_udp_send_t* req" such that "_afterSend" is guaranteed to be called, otherwise "int uvRunRet2 = uv_run(l, UV_RUN_DEFAULT);" for UvSendThread would block forever due to residual active handles.
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BYTEC udpTunnelBytes[maxUdpPayloadBytes];
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size_t udpTunnelBytesLen;
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PunchServerWork(BYTEC* const newBytes, size_t newBytesLen, BYTEC* const newUdpTunnelBytes, size_t newUdpTunnelBytesLen) {
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memset(this->bytes, 0, sizeof(this->bytes));
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memcpy(this->bytes, newBytes, newBytesLen);
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this->bytesLen = newBytesLen;
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memset(this->udpTunnelBytes, 0, sizeof(this->udpTunnelBytes));
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memcpy(this->udpTunnelBytes, newUdpTunnelBytes, newUdpTunnelBytesLen);
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this->udpTunnelBytesLen = newUdpTunnelBytesLen;
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}
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};
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void _punchServerOnUvThread(uv_work_t* wrapper) {
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PunchServerWork* work = (PunchServerWork*)wrapper->data;
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for (int i = 0; i < punchServerCnt; i++) {
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uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
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uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof uv_udp_send_t);
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uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
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struct sockaddr_in destAddr;
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uv_ip4_addr(SRV_IP, SRV_PORT, &destAddr);
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uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&destAddr, _onSend);
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uv_udp_send(req, udpSendSocket, &sendBuffer, 1, (struct sockaddr const*)&(work->peerAddr.sockAddrIn), _afterSend);
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*/
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uv_udp_send_t* udpTunnelReq = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
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uv_buf_t udpTunnelSendBuffer = uv_buf_init(work->udpTunnelBytes, work->udpTunnelBytesLen);
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struct sockaddr_in udpTunnelDestAddr;
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uv_ip4_addr(SRV_IP, UDP_TUNNEL_SRV_PORT, &udpTunnelDestAddr);
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udpTunnelAddr.sockAddrIn = udpTunnelDestAddr;
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uv_udp_send(udpTunnelReq, udpSocket, &udpTunnelSendBuffer, 1, (struct sockaddr const*)&udpTunnelDestAddr, _onSend);
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}
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}
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void _afterPunchServer(uv_work_t* wrapper, int status) {
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CCLOG("UDP send about to free PunchServerWork for status:%d...", status);
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PunchServerWork* work = (PunchServerWork*)wrapper->data;
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delete work;
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CCLOG("UDP freed PunchServerWork for status:%d...", status);
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}
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class PunchPeerWork {
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public:
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int roomCapacity;
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int selfJoinIndex;
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int naiveRefCnt;
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PunchPeerWork(int newRoomCapacity, int newSelfJoinIndex) {
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this->roomCapacity = newRoomCapacity;
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this->selfJoinIndex = newSelfJoinIndex;
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this->naiveRefCnt = 0;
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}
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void refInc() {
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++this->naiveRefCnt;
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}
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void refDecAndDelIfZero() {
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--this->naiveRefCnt;
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if (0 >= this->naiveRefCnt) {
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delete this;
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}
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}
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virtual ~PunchPeerWork() {
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CCLOG("PunchPeerWork instance deleted...");
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}
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};
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void _punchPeerOnUvThreadDelayed(uv_timer_t* timer, int status) {
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//CCLOG("_punchPeerOnUvThreadDelayed started...");
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PunchPeerWork* work = (PunchPeerWork*)timer->data;
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int roomCapacity = work->roomCapacity;
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int selfJoinIndex = work->selfJoinIndex;
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for (int i = 0; i < roomCapacity; i++) {
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if (i + 1 == selfJoinIndex) {
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continue;
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}
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if (0 == peerAddrList[i].sockAddrIn.sin_port) {
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// Peer addr not initialized
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continue;
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}
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//CCLOG("UDP about to punch peer joinIndex:%d", i);
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char peerIp[17] = { 0 };
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uv_ip4_name((struct sockaddr_in*)&(peerAddrList[i].sockAddrIn), peerIp, sizeof peerIp);
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int peerPortSt = ntohs(peerAddrList[i].sockAddrIn.sin_port);
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int peerPortEd = ntohs(peerAddrList[i].sockAddrIn.sin_port) + 1; // Use tunnel of backend instead of sweeping ports blindly!
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for (int peerPort = peerPortSt; peerPort < peerPortEd; peerPort++) {
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if (0 > peerPort) continue;
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uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
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uv_buf_t sendBuffer = uv_buf_init("foobar", 6); // hardcoded for now
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struct sockaddr_in testPeerAddr;
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uv_ip4_addr(peerIp, peerPort, &testPeerAddr);
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uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&testPeerAddr, _onSend);
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CCLOG("UDP punched peer %s:%d by 6 bytes", peerIp, peerPort);
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}
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}
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uv_timer_stop(timer);
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uv_close((uv_handle_t*)timer, _onUvTimerClosed);
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//CCLOG("_punchPeerOnUvThreadDelayed stopped...");
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work->refDecAndDelIfZero();
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}
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int const punchPeerCnt = 3;
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void _startPunchPeerTimerOnUvThread(uv_work_t* wrapper) {
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PunchPeerWork* work = (PunchPeerWork*)wrapper->data;
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int roomCapacity = work->roomCapacity;
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int selfJoinIndex = work->selfJoinIndex;
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for (int j = 0; j < punchPeerCnt; j++) {
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work->refInc();
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}
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for (int j = 0; j < punchPeerCnt; j++) {
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uv_timer_t* punchTimer = (uv_timer_t*)malloc(sizeof(uv_timer_t)); // I don't think libuv timer is safe to be called from GameThread, thus calling it within UvThread here
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uv_timer_init(loop, punchTimer);
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punchTimer->data = work;
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uv_timer_start(punchTimer, (uv_timer_cb)&_punchPeerOnUvThreadDelayed, j * 500, 0);
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}
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}
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void _afterPunchPeerTimerStarted(uv_work_t* wrapper, int status) {
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// RAM of PunchPeerWork handled by "naiveRefCnt"
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}
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class BroadcastInputFrameUpsyncWork {
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public:
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BYTEC bytes[maxUdpPayloadBytes]; // Wasting some RAM here thus no need for explicit recursive destruction
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size_t bytesLen;
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int roomCapacity;
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int selfJoinIndex;
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BroadcastInputFrameUpsyncWork(BYTEC* const newBytes, size_t newBytesLen, int newRoomCapacity, int newSelfJoinIndex) {
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memset(this->bytes, 0, sizeof(this->bytes));
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memcpy(this->bytes, newBytes, newBytesLen);
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this->bytesLen = newBytesLen;
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this->roomCapacity = newRoomCapacity;
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this->selfJoinIndex = newSelfJoinIndex;
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}
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};
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int const broadcastUpsyncCnt = 1;
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void _broadcastInputFrameUpsyncOnUvThread(uv_work_t* wrapper) {
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BroadcastInputFrameUpsyncWork* work = (BroadcastInputFrameUpsyncWork*)wrapper->data;
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int roomCapacity = work->roomCapacity;
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int selfJoinIndex = work->selfJoinIndex;
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// Send to room udp tunnel in case of hole punching failure
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for (int j = 0; j < broadcastUpsyncCnt; j++) {
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uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
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uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
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uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&(udpTunnelAddr.sockAddrIn), _onSend);
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CCLOG("UDP sent upsync to udp tunnel %s:%d by %u bytes round-%d", SRV_IP, UDP_TUNNEL_SRV_PORT, work->bytesLen, j);
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}
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for (int i = 0; i < roomCapacity; i++) {
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if (i + 1 == selfJoinIndex) {
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continue;
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}
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if (0 == peerAddrList[i].sockAddrIn.sin_port) {
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// Peer addr not initialized
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continue;
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}
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char peerIp[17] = { 0 };
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uv_ip4_name((struct sockaddr_in*)&(peerAddrList[i].sockAddrIn), peerIp, sizeof peerIp);
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// Might want to send several times for better arrival rate
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for (int j = 0; j < broadcastUpsyncCnt; j++) {
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uv_udp_send_t* req = (uv_udp_send_t*)malloc(sizeof(uv_udp_send_t));
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uv_buf_t sendBuffer = uv_buf_init(work->bytes, work->bytesLen);
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uv_udp_send(req, udpSocket, &sendBuffer, 1, (struct sockaddr const*)&(peerAddrList[i].sockAddrIn), _onSend);
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CCLOG("UDP broadcasted upsync to peer %s:%d by %u bytes round-%d", peerIp, ntohs(peerAddrList[i].sockAddrIn.sin_port), work->bytesLen, j);
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uv_udp_try_send(udpSendSocket, &sendBuffer, 1, (struct sockaddr const*)&(work->peerAddr.sockAddrIn));
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#if defined(COCOS2D_DEBUG) && (COCOS2D_DEBUG > 0)
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char ip[INET_ADDRSTRLEN];
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memset(ip, 0, sizeof ip);
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uv_inet_ntop(work->peerAddr.sockAddrIn.sin_family, &(work->peerAddr.sockAddrIn.sin_addr), ip, INET_ADDRSTRLEN);
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int port = ntohs(work->peerAddr.sockAddrIn.sin_port);
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//CCLOG("UDP sent %d bytes to %s:%d", sendBuffer.len, ip, port);
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#endif
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}
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}
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}
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void _afterBroadcastInputFrameUpsync(uv_work_t* wrapper, int status) {
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BroadcastInputFrameUpsyncWork* work = (BroadcastInputFrameUpsyncWork*)wrapper->data;
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delete work;
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}
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void _onWalkCleanup(uv_handle_t* handle, void* data) {
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@ -295,38 +160,67 @@ void _onWalkCleanup(uv_handle_t* handle, void* data) {
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}
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void startRecvLoop(void* arg) {
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uv_udp_recv_start(udpRecvSocket, _allocBuffer, _onRead);
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uv_loop_t* l = (uv_loop_t*)arg;
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int uvRunRet1 = uv_run(l, UV_RUN_DEFAULT);
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CCLOG("UDP recv loop is ended in UvThread, uvRunRet1=%d", uvRunRet1);
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CCLOG("UDP recv loop is ended in UvRecvThread, uvRunRet1=%d", uvRunRet1);
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uv_walk(l, _onWalkCleanup, NULL);
|
||||
CCLOG("UDP recv loop is walked in UvRecvThread");
|
||||
int uvRunRet2 = uv_run(l, UV_RUN_DEFAULT);
|
||||
CCLOG("UDP recv loop is run after walking in UvRecvThread, uvRunRet2=%d", uvRunRet2);
|
||||
|
||||
int uvCloseRet = uv_loop_close(l);
|
||||
CCLOG("UDP recv loop is closed in UvThread, uvRunRet2=%d, uvCloseRet=%d", uvRunRet2, uvCloseRet);
|
||||
CCLOG("UDP recv loop is closed in UvRecvThread, uvCloseRet=%d", uvCloseRet);
|
||||
}
|
||||
|
||||
void startSendLoop(void* arg) {
|
||||
uv_loop_t* l = (uv_loop_t*)arg;
|
||||
int uvRunRet1 = uv_run(l, UV_RUN_DEFAULT);
|
||||
CCLOG("UDP send loop is ended in UvSendThread, uvRunRet1=%d", uvRunRet1);
|
||||
uv_walk(l, _onWalkCleanup, NULL);
|
||||
CCLOG("UDP send loop is walked in UvSendThread");
|
||||
int uvRunRet2 = uv_run(l, UV_RUN_DEFAULT);
|
||||
CCLOG("UDP send loop is run after walking in UvSendThread, uvRunRet2=%d", uvRunRet2);
|
||||
|
||||
int uvCloseRet = uv_loop_close(l);
|
||||
CCLOG("UDP send loop is closed in UvSendThread, uvCloseRet=%d", uvCloseRet);
|
||||
uv_mutex_destroy(&sendRingBuffLock);
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::openUdpSession(int port) {
|
||||
loop = uv_loop_new();
|
||||
udpSocket = (uv_udp_t*)malloc(sizeof(uv_udp_t));
|
||||
recvLoop = uv_loop_new();
|
||||
udpRecvSocket = (uv_udp_t*)malloc(sizeof(uv_udp_t));
|
||||
|
||||
int sockInitRes = uv_udp_init(loop, udpSocket); // "uv_udp_init" must precede that of "uv_udp_bind" for successful binding!
|
||||
int recvSockInitRes = uv_udp_init(recvLoop, udpRecvSocket); // "uv_udp_init" must precede that of "uv_udp_bind" for successful binding!
|
||||
|
||||
struct sockaddr_in recv_addr;
|
||||
uv_ip4_addr("0.0.0.0", port, &recv_addr);
|
||||
int bindRes = uv_udp_bind(udpSocket, (struct sockaddr const*)&recv_addr, UV_UDP_REUSEADDR);
|
||||
if (0 != bindRes) {
|
||||
CCLOGERROR("Failed to bind port=%d; bind result=%d, reason=%s", port, bindRes, uv_strerror(bindRes));
|
||||
struct sockaddr_in udpAddr;
|
||||
uv_ip4_addr("0.0.0.0", port, &udpAddr);
|
||||
int bindRes1 = uv_udp_bind(udpRecvSocket, (struct sockaddr const*)&udpAddr, UV_UDP_REUSEADDR);
|
||||
if (0 != bindRes1) {
|
||||
CCLOGERROR("Failed to bind recv on port=%d; result=%d, reason=%s", port, bindRes1, uv_strerror(bindRes1));
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
uv_async_init(loop, &uvLoopStopSig, _onUvStopSig);
|
||||
sendLoop = uv_loop_new();
|
||||
udpSendSocket = (uv_udp_t*)malloc(sizeof(uv_udp_t));
|
||||
int sendSockInitRes = uv_udp_init(sendLoop, udpSendSocket); // "uv_udp_init" must precede that of "uv_udp_bind" for successful binding!
|
||||
int bindRes2 = uv_udp_bind(udpSendSocket, (struct sockaddr const*)&udpAddr, UV_UDP_REUSEADDR);
|
||||
if (0 != bindRes2) {
|
||||
CCLOGERROR("Failed to bind send on port=%d; result=%d, reason=%s", port, bindRes2, uv_strerror(bindRes2));
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
CCLOG("About to open UDP session at port=%d; bind result=%d, sock init result=%d...", port, bindRes, sockInitRes);
|
||||
uv_async_init(recvLoop, &uvRecvLoopStopSig, _onUvStopSig);
|
||||
uv_mutex_init(&sendRingBuffLock);
|
||||
sendRingBuff = new SendRingBuffer(maxBuffedMsgs);
|
||||
uv_async_init(sendLoop, &uvSendLoopStopSig, _onUvStopSig);
|
||||
uv_async_init(sendLoop, &uvSendLoopTriggerSig, _onUvSthNewToSend);
|
||||
|
||||
uv_udp_recv_start(udpSocket, _allocBuffer, _onRead);
|
||||
CCLOG("About to open UDP session at port=%d; bindRes1=%d, bindRes2=%d; recvSockInitRes=%d, sendSocketInitRes=%d; recvLoop=%p, sendLoop=%p...", port, bindRes1, bindRes2, recvSockInitRes, sendSockInitRes, recvLoop, sendLoop);
|
||||
|
||||
// TODO: Currently "sending" is also done in the "receiving loop thread", shall I segregate it to another dedicated thread?
|
||||
uv_thread_create(&recvTid, startRecvLoop, loop);
|
||||
uv_thread_create(&recvTid, startRecvLoop, recvLoop);
|
||||
uv_thread_create(&sendTid, startSendLoop, sendLoop);
|
||||
|
||||
CCLOG("Finished opening UDP session at port=%d", port);
|
||||
|
||||
@ -336,71 +230,97 @@ bool DelayNoMore::UdpSession::openUdpSession(int port) {
|
||||
bool DelayNoMore::UdpSession::closeUdpSession() {
|
||||
CCLOG("About to close udp session and dealloc all resources...");
|
||||
|
||||
uv_async_send(&uvSendLoopStopSig);
|
||||
CCLOG("Signaling UvSendThread to end in GameThread...");
|
||||
uv_thread_join(&sendTid);
|
||||
free(udpSendSocket);
|
||||
free(sendLoop);
|
||||
delete sendRingBuff;
|
||||
|
||||
uv_async_send(&uvRecvLoopStopSig); // The few if not only guaranteed thread safe utility of libuv :) See http://docs.libuv.org/en/v1.x/async.html#c.uv_async_send
|
||||
CCLOG("Signaling UvRecvThread to end in GameThread...");
|
||||
uv_thread_join(&recvTid);
|
||||
free(udpRecvSocket);
|
||||
free(recvLoop);
|
||||
|
||||
for (int i = 0; i < maxPeerCnt; i++) {
|
||||
peerAddrList[i].authKey = -1; // hardcoded for now
|
||||
memset((char*)&peerAddrList[i].sockAddrIn, 0, sizeof(peerAddrList[i].sockAddrIn));
|
||||
}
|
||||
uv_async_send(&uvLoopStopSig); // The few if not only guaranteed thread safe utility of libuv :) See http://docs.libuv.org/en/v1.x/async.html#c.uv_async_send
|
||||
CCLOG("Signaling UvThread to end in GameThread...");
|
||||
|
||||
uv_thread_join(&recvTid);
|
||||
|
||||
free(udpSocket);
|
||||
free(loop);
|
||||
|
||||
CCLOG("Closed udp session and dealloc all resources in GameThread...");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::punchToServer(CHARC* const srvIp, int const srvPort, BYTEC* const bytes, size_t bytesLen, int const udpTunnelSrvPort, BYTEC* const udpTunnelBytes, size_t udpTunnelBytesBytesLen) {
|
||||
/*
|
||||
[WARNING] The RAM space used for "bytes", either on stack or in heap, is preallocatedand managed by the caller which runs on the GameThread. Actual sending will be made on UvThread.
|
||||
|
||||
Therefore we make a copy of this message before dispatching it "GameThread -> UvThread".
|
||||
*/
|
||||
memset(SRV_IP, 0, sizeof SRV_IP);
|
||||
memcpy(SRV_IP, srvIp, strlen(srvIp));
|
||||
SRV_PORT = srvPort;
|
||||
UDP_TUNNEL_SRV_PORT = udpTunnelSrvPort;
|
||||
PunchServerWork* work = new PunchServerWork(bytes, bytesLen, udpTunnelBytes, udpTunnelBytesBytesLen);
|
||||
|
||||
struct sockaddr_in udpPunchingServerDestAddr;
|
||||
uv_ip4_addr(SRV_IP, SRV_PORT, &udpPunchingServerDestAddr);
|
||||
udpPunchingServerAddr.sockAddrIn = udpPunchingServerDestAddr;
|
||||
|
||||
struct sockaddr_in udpTunnelDestAddr;
|
||||
uv_ip4_addr(SRV_IP, UDP_TUNNEL_SRV_PORT, &udpTunnelDestAddr);
|
||||
udpTunnelAddr.sockAddrIn = udpTunnelDestAddr;
|
||||
|
||||
/*
|
||||
TODO: Libuv is really inconvenient here, neither "uv_queue_work" nor "uv_async_init" is threadsafe(http ://docs.libuv.org/en/v1.x/threadpool.html#c.uv_queue_work)! What's the point of such a queue? It's even more difficult than writing my own implementation -- again a threadsafe RingBuff could be used to the rescue, yet I'd like to investigate more into how to make the following threadsafe APIs with minimum cross-platform C++ codes
|
||||
Libuv is really inconvenient here, neither "uv_queue_work" nor "uv_async_init" is threadsafe(http ://docs.libuv.org/en/v1.x/threadpool.html#c.uv_queue_work)! What's the point of such a queue? It's even more difficult than writing my own implementation -- again a threadsafe RingBuff could be used to the rescue, yet I'd like to investigate more into how to make the following threadsafe APIs with minimum cross-platform C++ codes
|
||||
- _sendMessage(...), should be both non-blocking & threadsafe, called from GameThread
|
||||
- _onRead(...), should be called first in UvThread in an edge-triggered manner like idiomatic "epoll" or "kqueue", then dispatch the received message to GameThread by a threadsafe RingBuff
|
||||
- _onRead(...), should be called first in UvRecvThread in an edge-triggered manner like idiomatic "epoll" or "kqueue", then dispatch the received message to GameThread by a threadsafe RingBuff
|
||||
*/
|
||||
uv_work_t* wrapper = (uv_work_t*)malloc(sizeof(uv_work_t));
|
||||
wrapper->data = work;
|
||||
|
||||
uv_queue_work(loop, wrapper, _punchServerOnUvThread, _afterPunchServer);
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
sendRingBuff->put(bytes, bytesLen, &udpPunchingServerAddr);
|
||||
sendRingBuff->put(udpTunnelBytes, udpTunnelBytesBytesLen, &udpTunnelAddr);
|
||||
uv_mutex_unlock(&sendRingBuffLock);
|
||||
uv_async_send(&uvSendLoopTriggerSig);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::upsertPeerUdpAddr(struct PeerAddr* newPeerAddrList, int roomCapacity, int selfJoinIndex) {
|
||||
// Call timer for multiple sendings from JavaScript?
|
||||
CCLOG("upsertPeerUdpAddr called by js for roomCapacity=%d, selfJoinIndex=%d.", roomCapacity, selfJoinIndex);
|
||||
|
||||
// Punching between existing peer-pairs for Address/Port-restricted Cone NAT (not need for Full Cone NAT); UvThread never writes into "peerAddrList", so I assume that it's safe to skip locking for them
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
for (int i = 0; i < roomCapacity; i++) {
|
||||
if (i == selfJoinIndex - 1) continue;
|
||||
peerAddrList[i].sockAddrIn = (*(newPeerAddrList + i)).sockAddrIn;
|
||||
peerAddrList[i].authKey = (*(newPeerAddrList + i)).authKey;
|
||||
struct PeerAddr* cand = (newPeerAddrList + i);
|
||||
if (NULL == cand || 0 == cand->sockAddrIn.sin_port) continue; // Not initialized
|
||||
peerAddrList[i].sockAddrIn = cand->sockAddrIn;
|
||||
peerAddrList[i].authKey = cand->authKey;
|
||||
sendRingBuff->put("foobar", 6, &(peerAddrList[i])); // Content hardcoded for now
|
||||
}
|
||||
|
||||
PunchPeerWork* work = new PunchPeerWork(roomCapacity, selfJoinIndex);
|
||||
uv_work_t* wrapper = (uv_work_t*)malloc(sizeof(uv_work_t));
|
||||
wrapper->data = work;
|
||||
uv_queue_work(loop, wrapper, _startPunchPeerTimerOnUvThread, _afterPunchPeerTimerStarted);
|
||||
uv_mutex_unlock(&sendRingBuffLock);
|
||||
uv_async_send(&uvSendLoopTriggerSig);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool DelayNoMore::UdpSession::broadcastInputFrameUpsync(BYTEC* const bytes, size_t bytesLen, int roomCapacity, int selfJoinIndex) {
|
||||
BroadcastInputFrameUpsyncWork* work = new BroadcastInputFrameUpsyncWork(bytes, bytesLen, roomCapacity, selfJoinIndex);
|
||||
uv_work_t* wrapper = (uv_work_t*)malloc(sizeof(uv_work_t));
|
||||
wrapper->data = work;
|
||||
uv_queue_work(loop, wrapper, _broadcastInputFrameUpsyncOnUvThread, _afterBroadcastInputFrameUpsync);
|
||||
uv_mutex_lock(&sendRingBuffLock);
|
||||
// Might want to send several times for better arrival rate
|
||||
for (int j = 0; j < broadcastUpsyncCnt; j++) {
|
||||
// Send to room udp tunnel in case of hole punching failure
|
||||
sendRingBuff->put(bytes, bytesLen, &udpTunnelAddr);
|
||||
for (int i = 0; i < roomCapacity; i++) {
|
||||
if (i + 1 == selfJoinIndex) {
|
||||
continue;
|
||||
}
|
||||
if (0 == peerAddrList[i].sockAddrIn.sin_port) {
|
||||
// Peer addr not initialized
|
||||
continue;
|
||||
}
|
||||
|
||||
sendRingBuff->put(bytes, bytesLen, &(peerAddrList[i])); // Content hardcoded for now
|
||||
}
|
||||
}
|
||||
|
||||
uv_mutex_unlock(&sendRingBuffLock);
|
||||
uv_async_send(&uvSendLoopTriggerSig);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -1,18 +1,9 @@
|
||||
#include "uv/uv.h"
|
||||
#define __SSIZE_T // Otherwise "ssize_t" would have conflicting macros error that stops compiling
|
||||
|
||||
#ifndef udp_session_hpp
|
||||
#define udp_session_hpp
|
||||
|
||||
typedef char BYTEC;
|
||||
typedef char const CHARC;
|
||||
int const maxUdpPayloadBytes = 128;
|
||||
#include "send_ring_buff.hpp"
|
||||
|
||||
int const maxPeerCnt = 10;
|
||||
struct PeerAddr {
|
||||
struct sockaddr_in sockAddrIn;
|
||||
uint32_t authKey;
|
||||
};
|
||||
|
||||
namespace DelayNoMore {
|
||||
class UdpSession {
|
||||
|
@ -126,8 +126,7 @@ bool upsertPeerUdpAddr(se::State& s) {
|
||||
}
|
||||
SE_BIND_FUNC(upsertPeerUdpAddr)
|
||||
|
||||
static bool udpSessionFinalize(se::State& s)
|
||||
{
|
||||
static bool udpSessionFinalize(se::State& s) {
|
||||
CCLOGINFO("jsbindings: finalizing JS object %p (DelayNoMore::UdpSession)", s.nativeThisObject());
|
||||
auto iter = se::NonRefNativePtrCreatedByCtorMap::find(s.nativeThisObject());
|
||||
if (iter != se::NonRefNativePtrCreatedByCtorMap::end()) {
|
||||
@ -141,8 +140,7 @@ SE_BIND_FINALIZE_FUNC(udpSessionFinalize)
|
||||
|
||||
se::Object* __jsb_udp_session_proto = nullptr;
|
||||
se::Class* __jsb_udp_session_class = nullptr;
|
||||
bool registerUdpSession(se::Object* obj)
|
||||
{
|
||||
bool registerUdpSession(se::Object* obj) {
|
||||
// Get the ns
|
||||
se::Value nsVal;
|
||||
if (!obj->getProperty("DelayNoMore", &nsVal))
|
||||
|
@ -193,6 +193,7 @@ copy "$(ProjectDir)..\..\..\project.json" "$(OutDir)\" /Y</Command>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h" />
|
||||
<ClInclude Include="..\Classes\send_ring_buff.hpp" />
|
||||
<ClInclude Include="..\Classes\udp_session.hpp" />
|
||||
<ClInclude Include="..\Classes\udp_session_bridge.hpp" />
|
||||
<ClInclude Include="..\Classes\AppDelegate.h" />
|
||||
|
@ -37,6 +37,9 @@
|
||||
<Filter>win32</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="resource.h" />
|
||||
<ClInclude Include="..\Classes\send_ring_buff.hpp">
|
||||
<Filter>Classes</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\udp_session.hpp">
|
||||
<Filter>Classes</Filter>
|
||||
</ClInclude>
|
||||
|
Loading…
Reference in New Issue
Block a user