mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
178 lines
6.4 KiB
Rust
178 lines
6.4 KiB
Rust
use crate::{Client, ClientType, ServerInfo};
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use crossbeam_channel::{bounded, unbounded, Receiver, Sender};
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use futures_util::future::FutureExt;
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use network::{Network, Participant, Promises};
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use std::time::Duration;
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use tokio::{runtime::Runtime, select, sync::oneshot};
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use tracing::{debug, error, trace, warn};
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pub(crate) struct ServerInfoPacket {
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pub info: ServerInfo,
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pub time: f64,
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}
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pub(crate) type IncomingClient = Client;
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pub(crate) struct ConnectionHandler {
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/// We never actually use this, but if it's dropped before the network has a
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/// chance to exit, it won't block the main thread, and if it is dropped
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/// after the network thread ends, it will drop the network here (rather
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/// than delaying the network thread). So it emulates the effects of
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/// storing the network in an Arc, without us losing mutability in the
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/// network thread.
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_network_receiver: oneshot::Receiver<Network>,
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thread_handle: Option<tokio::task::JoinHandle<()>>,
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pub client_receiver: Receiver<IncomingClient>,
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pub info_requester_receiver: Receiver<Sender<ServerInfoPacket>>,
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stop_sender: Option<oneshot::Sender<()>>,
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}
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/// Instead of waiting the main loop we are handling connections, especially
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/// their slow network .await part on a different thread. We need to communicate
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/// to the Server main thread sometimes though to get the current server_info
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/// and time
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impl ConnectionHandler {
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pub fn new(network: Network, runtime: &Runtime) -> Self {
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let (stop_sender, stop_receiver) = oneshot::channel();
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let (network_sender, _network_receiver) = oneshot::channel();
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let (client_sender, client_receiver) = unbounded::<IncomingClient>();
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let (info_requester_sender, info_requester_receiver) =
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bounded::<Sender<ServerInfoPacket>>(1);
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let thread_handle = Some(runtime.spawn(Self::work(
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network,
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client_sender,
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info_requester_sender,
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stop_receiver,
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network_sender,
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)));
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Self {
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thread_handle,
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client_receiver,
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info_requester_receiver,
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stop_sender: Some(stop_sender),
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_network_receiver,
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}
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}
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async fn work(
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network: Network,
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client_sender: Sender<IncomingClient>,
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info_requester_sender: Sender<Sender<ServerInfoPacket>>,
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stop_receiver: oneshot::Receiver<()>,
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network_sender: oneshot::Sender<Network>,
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) {
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// Emulate the effects of storing the network in an Arc, without losing
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// mutability.
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let mut network_sender = Some(network_sender);
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let mut network = drop_guard::guard(network, move |network| {
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// If the network receiver was already dropped, we just drop the network here,
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// just like Arc, so we don't care about the result.
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let _ = network_sender
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.take()
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.expect("Only used once in drop")
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.send(network);
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});
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let mut stop_receiver = stop_receiver.fuse();
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loop {
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let participant = match select!(
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_ = &mut stop_receiver => None,
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p = network.connected().fuse() => Some(p),
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) {
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None => break,
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Some(Ok(p)) => p,
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Some(Err(e)) => {
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error!(
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?e,
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"Stopping Connection Handler, no new connections can be made to server \
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now!"
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);
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break;
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},
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};
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let client_sender = client_sender.clone();
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let info_requester_sender = info_requester_sender.clone();
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match select!(
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_ = &mut stop_receiver => None,
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e = Self::init_participant(participant, client_sender, info_requester_sender).fuse() => Some(e),
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) {
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None => break,
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Some(Ok(())) => (),
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Some(Err(e)) => warn!(?e, "drop new participant, because an error occurred"),
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}
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}
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}
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async fn init_participant(
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participant: Participant,
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client_sender: Sender<IncomingClient>,
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info_requester_sender: Sender<Sender<ServerInfoPacket>>,
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) -> Result<(), Box<dyn std::error::Error>> {
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debug!("New Participant connected to the server");
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let (sender, receiver) = bounded(1);
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info_requester_sender.send(sender)?;
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let reliable = Promises::ORDERED | Promises::CONSISTENCY;
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let reliablec = reliable | Promises::COMPRESSED;
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let general_stream = participant.open(3, reliablec, 500).await?;
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let ping_stream = participant.open(2, reliable, 500).await?;
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let mut register_stream = participant.open(3, reliablec, 500).await?;
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let character_screen_stream = participant.open(3, reliablec, 500).await?;
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let in_game_stream = participant.open(3, reliablec, 100_000).await?;
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let terrain_stream = participant.open(4, reliable, 20_000).await?;
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let server_data = receiver.recv()?;
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register_stream.send(server_data.info)?;
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const TIMEOUT: Duration = Duration::from_secs(5);
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let client_type = match select!(
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_ = tokio::time::sleep(TIMEOUT).fuse() => None,
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t = register_stream.recv::<ClientType>().fuse() => Some(t),
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) {
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None => {
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debug!("Timeout for incoming client elapsed, aborting connection");
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return Ok(());
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},
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Some(client_type) => client_type?,
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};
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let client = Client::new(
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client_type,
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participant,
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server_data.time,
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None,
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general_stream,
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ping_stream,
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register_stream,
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character_screen_stream,
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in_game_stream,
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terrain_stream,
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);
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client_sender.send(client)?;
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Ok(())
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}
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}
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impl Drop for ConnectionHandler {
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fn drop(&mut self) {
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let _ = self
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.stop_sender
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.take()
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.expect("`stop_sender` is private, initialized as `Some`, and only updated in Drop")
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.send(());
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trace!("aborting ConnectionHandler");
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self.thread_handle
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.take()
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.expect("`thread_handle` is private, initialized as `Some`, and only updated in Drop")
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.abort();
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trace!("aborted ConnectionHandler!");
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}
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}
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