sm-ext-AsyncSocket/extension/extension.cpp

396 lines
9.9 KiB
C++

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod Sample Extension
* Copyright (C) 2004-2008 AlliedModders LLC. 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, version 3.0, as published by the
* Free Software Foundation.
*
* 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, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#include "extension.h"
#include "queue.h"
#include "context.h"
#include <uv.h>
/**
* @file extension.cpp
* @brief Implement extension code here.
*/
LockedQueue<AsyncSocketContext*> g_connect_queue;
LockedQueue<socket_data_t*> g_data_queue;
LockedQueue<error_data_t*> g_error_queue;
uv_loop_t *loop;
uv_thread_t loop_thread;
uv_async_t g_async_resolve;
uv_async_t g_async_write;
AsyncSocket g_AsyncSocket; /**< Global singleton for extension's main interface */
SMEXT_LINK(&g_AsyncSocket);
void push_error(AsyncSocketContext *ctx, int error);
AsyncSocketContext* AsyncSocket::GetSocketInstanceByHandle(Handle_t handle) {
HandleSecurity sec;
sec.pOwner = NULL;
sec.pIdentity = myself->GetIdentity();
AsyncSocketContext *client;
if (handlesys->ReadHandle(handle, socketHandleType, &sec, (void**)&client) != HandleError_None)
return NULL;
return client;
}
void AsyncSocket::OnHandleDestroy(HandleType_t type, void *object) {
if(object != NULL) {
AsyncSocketContext *ctx = (AsyncSocketContext *) object;
delete ctx;
}
}
void OnGameFrame(bool simulating) {
if (!g_connect_queue.Empty()) {
g_connect_queue.Lock();
while(!g_connect_queue.Empty()) {
g_connect_queue.Pop()->Connected();
}
g_connect_queue.Unlock();
}
if (!g_error_queue.Empty()) {
g_error_queue.Lock();
while(!g_error_queue.Empty()) {
error_data_t *err = g_error_queue.Pop();
err->ctx->OnError(err->err);
free(err);
}
g_error_queue.Unlock();
}
if (!g_data_queue.Empty()) {
g_data_queue.Lock();
while(!g_data_queue.Empty()) {
socket_data_t *data = g_data_queue.Pop();
data->ctx->OnData(data->buf, data->size);
free(data->buf);
free(data);
}
g_data_queue.Unlock();
}
}
// main event loop thread
void EventLoop(void* data) {
uv_run(loop, UV_RUN_DEFAULT);
}
void alloc_buffer(uv_handle_t *handle, size_t suggested_size, uv_buf_t *buf) {
buf->base = (char*) malloc(suggested_size);
buf->len = suggested_size;
}
void on_read(uv_stream_t *client, ssize_t nread, const uv_buf_t *buf) {
if (nread < 0) {
push_error((AsyncSocketContext*) client->data, nread);
// Should we decide to close the socket? For now let's let the plugin handle errors, including EOF.
return;
}
char *data = (char*) malloc(sizeof(char) * (nread+1));
data[nread] = '\0';
strncpy(data, buf->base, nread);
socket_data_t *s = (socket_data_t *) malloc(sizeof(socket_data_t));
s->ctx = static_cast<AsyncSocketContext*>(client->data);
s->buf = data;
s->size = nread;
g_data_queue.Lock();
g_data_queue.Push(s);
g_data_queue.Unlock();
free(buf->base);
}
void on_connect(uv_connect_t *req, int status) {
AsyncSocketContext *ctx = (AsyncSocketContext*) req->data;
if (status < 0) {
push_error(ctx, status);
return;
}
ctx->connect_req = NULL;
ctx->stream = req->handle;
g_connect_queue.Lock();
g_connect_queue.Push(ctx);
g_connect_queue.Unlock();
req->handle->data = req->data;
uv_read_start(ctx->stream, alloc_buffer, on_read);
}
void push_error(AsyncSocketContext *ctx, int error) {
error_data_t *err = (error_data_t*) malloc(sizeof(error_data_t));
err->ctx = ctx;
err->err = error;
g_error_queue.Lock();
g_error_queue.Push(err);
g_error_queue.Unlock();
}
void on_resolved(uv_getaddrinfo_t *resolver, int status, struct addrinfo *res) {
AsyncSocketContext *ctx = (AsyncSocketContext *) resolver->data;
if (status < 0) {
push_error(ctx, status);
return;
}
uv_connect_t *connect_req = (uv_connect_t*) malloc(sizeof(uv_connect_t));
uv_tcp_t *socket = (uv_tcp_t*) malloc(sizeof(uv_tcp_t));
ctx->connect_req = connect_req;
ctx->socket = socket;
connect_req->data = ctx;
char addr[17] = {'\0'};
uv_ip4_name((struct sockaddr_in*) res->ai_addr, addr, 16);
uv_tcp_init(loop, socket);
uv_tcp_connect(connect_req, socket, (const struct sockaddr*) res->ai_addr, on_connect);
uv_freeaddrinfo(res);
}
cell_t Socket_Create(IPluginContext *pContext, const cell_t *params) {
AsyncSocketContext *ctx = new AsyncSocketContext(pContext);
ctx->hndl = handlesys->CreateHandle(g_AsyncSocket.socketHandleType, ctx, pContext->GetIdentity(), myself->GetIdentity(), NULL);
return ctx->hndl;
}
cell_t Socket_Connect(IPluginContext *pContext, const cell_t *params) {
AsyncSocketContext *ctx = g_AsyncSocket.GetSocketInstanceByHandle(params[1]);
if (ctx == NULL) {
return pContext->ThrowNativeError("Invalid socket handle");
}
if (params[3] < 0 || params[3] > 65535) {
return pContext->ThrowNativeError("Invalid port specified");
}
char *address = NULL;
pContext->LocalToString(params[2], &address);
ctx->host = address;
ctx->port = params[3];
g_async_resolve.data = ctx;
uv_async_send(&g_async_resolve);
return 1;
}
cell_t Socket_Write(IPluginContext *pContext, const cell_t *params) {
AsyncSocketContext *ctx = g_AsyncSocket.GetSocketInstanceByHandle(params[1]);
if (ctx == NULL) {
return pContext->ThrowNativeError("Invalid socket handle");
}
char *data = NULL;
pContext->LocalToString(params[2], &data);
uv_buf_t* buffer = (uv_buf_t *) malloc(sizeof(uv_buf_t));
buffer->base = strdup(data);
buffer->len = strlen(data);
socket_write_t *write = (socket_write_t *) malloc(sizeof(socket_write_t));
write->ctx = ctx;
write->buf = buffer;
g_async_write.data = write;
uv_async_send(&g_async_write);
return 1;
}
cell_t Socket_SetConnectCallback(IPluginContext *pContext, const cell_t *params) {
AsyncSocketContext *ctx = g_AsyncSocket.GetSocketInstanceByHandle(params[1]);
if (ctx == NULL) {
return pContext->ThrowNativeError("Invalid socket handle");
}
if (!ctx->SetConnectCallback(params[2])) {
return pContext->ThrowNativeError("Invalid callback");
}
return true;
}
cell_t Socket_SetErrorCallback(IPluginContext *pContext, const cell_t *params) {
AsyncSocketContext *ctx = g_AsyncSocket.GetSocketInstanceByHandle(params[1]);
if (ctx == NULL) {
return pContext->ThrowNativeError("Invalid socket handle");
}
if (!ctx->SetErrorCallback(params[2])) {
return pContext->ThrowNativeError("Invalid callback");
}
return true;
}
cell_t Socket_SetDataCallback(IPluginContext *pContext, const cell_t *params) {
AsyncSocketContext *ctx = g_AsyncSocket.GetSocketInstanceByHandle(params[1]);
if (ctx == NULL) {
return pContext->ThrowNativeError("Invalid socket handle");
}
if (!ctx->SetDataCallback(params[2])) {
return pContext->ThrowNativeError("Invalid callback");
}
return true;
}
void async_resolve(uv_async_t *handle) {
AsyncSocketContext *ctx = static_cast<AsyncSocketContext *>(handle->data);
ctx->resolver.data = ctx;
char *service = (char *) malloc(sizeof(char) * 6);
sprintf(service, "%d", ctx->port);
struct addrinfo hints;
hints.ai_family = PF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
hints.ai_flags = 0;
int r = uv_getaddrinfo(loop, &ctx->resolver, on_resolved, ctx->host, service, &hints);
if (r) {
push_error(ctx, r);
}
}
void async_write_cb(uv_write_t* req, int status) {
socket_write_t *data = (socket_write_t *) req->data;
if (data->buf->base) {
free(data->buf->base);
}
free(data->buf);
free(data);
free(req);
}
void async_write(uv_async_t *handle) {
socket_write_t *data = (socket_write_t *) handle->data;
if (data == NULL || data->buf == NULL) {
return;
}
if (data->ctx == NULL || data->ctx->stream == NULL) {
return;
}
uv_write_t* req = (uv_write_t *) malloc(sizeof(uv_write_t));
req->data = data;
uv_write(req, data->ctx->stream, data->buf, 1, async_write_cb);
}
// Sourcemod Plugin Events
bool AsyncSocket::SDK_OnLoad(char *error, size_t maxlength, bool late) {
sharesys->AddNatives(myself, AsyncSocketNatives);
sharesys->RegisterLibrary(myself, "async_socket");
socketHandleType = handlesys->CreateType("AsyncSocket", this, 0, NULL, NULL, myself->GetIdentity(), NULL);
smutils->AddGameFrameHook(OnGameFrame);
loop = uv_default_loop();
uv_async_init(loop, &g_async_resolve, async_resolve);
uv_async_init(loop, &g_async_write, async_write);
uv_thread_create(&loop_thread, EventLoop, NULL);
return true;
}
void AsyncSocket::SDK_OnUnload() {
handlesys->RemoveType(socketHandleType, NULL);
uv_thread_join(&loop_thread);
uv_loop_close(loop);
smutils->RemoveGameFrameHook(OnGameFrame);
}
const sp_nativeinfo_t AsyncSocketNatives[] = {
{"AsyncSocket.AsyncSocket", Socket_Create},
{"AsyncSocket.Connect", Socket_Connect},
{"AsyncSocket.Write", Socket_Write},
{"AsyncSocket.SetConnectCallback", Socket_SetConnectCallback},
{"AsyncSocket.SetErrorCallback", Socket_SetErrorCallback},
{"AsyncSocket.SetDataCallback", Socket_SetDataCallback},
{NULL, NULL}
};