blob: ac1f37f140f61931090fb90b9700a65070d83172 [file] [log] [blame]
//
// server.cpp
// ~~~~~~~~~~
//
// Copyright (c) 2003-2021 Christopher M. Kohlhoff (chris at kohlhoff dot com)
//
// Distributed under the Boost Software License, Version 1.0. (See accompanying
// file LICENSE_1_0.txt or copy at http://www.boost.org/LICENSE_1_0.txt)
//
#include <algorithm>
#include <cstdlib>
#include <deque>
#include <iostream>
#include <memory>
#include <set>
#include <string>
#include "asio/buffer.hpp"
#include "asio/io_context.hpp"
#include "asio/ip/tcp.hpp"
#include "asio/ip/udp.hpp"
#include "asio/read_until.hpp"
#include "asio/steady_timer.hpp"
#include "asio/write.hpp"
using asio::steady_timer;
using asio::ip::tcp;
using asio::ip::udp;
//----------------------------------------------------------------------
class subscriber
{
public:
virtual ~subscriber() = default;
virtual void deliver(const std::string& msg) = 0;
};
typedef std::shared_ptr<subscriber> subscriber_ptr;
//----------------------------------------------------------------------
class channel
{
public:
void join(subscriber_ptr subscriber)
{
subscribers_.insert(subscriber);
}
void leave(subscriber_ptr subscriber)
{
subscribers_.erase(subscriber);
}
void deliver(const std::string& msg)
{
for (const auto& s : subscribers_)
{
s->deliver(msg);
}
}
private:
std::set<subscriber_ptr> subscribers_;
};
//----------------------------------------------------------------------
//
// This class manages socket timeouts by applying the concept of a deadline.
// Some asynchronous operations are given deadlines by which they must complete.
// Deadlines are enforced by two "actors" that persist for the lifetime of the
// session object, one for input and one for output:
//
// +----------------+ +----------------+
// | | | |
// | check_deadline |<-------+ | check_deadline |<-------+
// | | | | | |
// +----------------+ | +----------------+ |
// | | | |
// async_wait() | +----------------+ async_wait() | +----------------+
// on input | | lambda | on output | | lambda |
// deadline +--->| in | deadline +--->| in |
// | check_deadline | | check_deadline |
// +----------------+ +----------------+
//
// If either deadline actor determines that the corresponding deadline has
// expired, the socket is closed and any outstanding operations are cancelled.
//
// The input actor reads messages from the socket, where messages are delimited
// by the newline character:
//
// +-------------+
// | |
// | read_line |<----+
// | | |
// +-------------+ |
// | |
// async_- | +-------------+
// read_- | | lambda |
// until() +--->| in |
// | read_line |
// +-------------+
//
// The deadline for receiving a complete message is 30 seconds. If a non-empty
// message is received, it is delivered to all subscribers. If a heartbeat (a
// message that consists of a single newline character) is received, a heartbeat
// is enqueued for the client, provided there are no other messages waiting to
// be sent.
//
// The output actor is responsible for sending messages to the client:
//
// +----------------+
// | |<---------------------+
// | await_output | |
// | |<-------+ |
// +----------------+ | |
// | | | |
// | async_- | +----------------+ |
// | wait() | | lambda | |
// | +->| in | |
// | | await_output | |
// | +----------------+ |
// V |
// +--------------+ +--------------+
// | | async_write() | lambda |
// | write_line |-------------->| in |
// | | | write_line |
// +--------------+ +--------------+
//
// The output actor first waits for an output message to be enqueued. It does
// this by using a steady_timer as an asynchronous condition variable. The
// steady_timer will be signalled whenever the output queue is non-empty.
//
// Once a message is available, it is sent to the client. The deadline for
// sending a complete message is 30 seconds. After the message is successfully
// sent, the output actor again waits for the output queue to become non-empty.
//
class tcp_session
: public subscriber,
public std::enable_shared_from_this<tcp_session>
{
public:
tcp_session(tcp::socket socket, channel& ch)
: channel_(ch),
socket_(std::move(socket))
{
input_deadline_.expires_at(steady_timer::time_point::max());
output_deadline_.expires_at(steady_timer::time_point::max());
// The non_empty_output_queue_ steady_timer is set to the maximum time
// point whenever the output queue is empty. This ensures that the output
// actor stays asleep until a message is put into the queue.
non_empty_output_queue_.expires_at(steady_timer::time_point::max());
}
// Called by the server object to initiate the four actors.
void start()
{
channel_.join(shared_from_this());
read_line();
check_deadline(input_deadline_);
await_output();
check_deadline(output_deadline_);
}
private:
void stop()
{
channel_.leave(shared_from_this());
std::error_code ignored_error;
socket_.close(ignored_error);
input_deadline_.cancel();
non_empty_output_queue_.cancel();
output_deadline_.cancel();
}
bool stopped() const
{
return !socket_.is_open();
}
void deliver(const std::string& msg) override
{
output_queue_.push_back(msg + "\n");
// Signal that the output queue contains messages. Modifying the expiry
// will wake the output actor, if it is waiting on the timer.
non_empty_output_queue_.expires_at(steady_timer::time_point::min());
}
void read_line()
{
// Set a deadline for the read operation.
input_deadline_.expires_after(std::chrono::seconds(30));
// Start an asynchronous operation to read a newline-delimited message.
auto self(shared_from_this());
asio::async_read_until(socket_,
asio::dynamic_buffer(input_buffer_), '\n',
[this, self](const std::error_code& error, std::size_t n)
{
// Check if the session was stopped while the operation was pending.
if (stopped())
return;
if (!error)
{
// Extract the newline-delimited message from the buffer.
std::string msg(input_buffer_.substr(0, n - 1));
input_buffer_.erase(0, n);
if (!msg.empty())
{
channel_.deliver(msg);
}
else
{
// We received a heartbeat message from the client. If there's
// nothing else being sent or ready to be sent, send a heartbeat
// right back.
if (output_queue_.empty())
{
output_queue_.push_back("\n");
// Signal that the output queue contains messages. Modifying
// the expiry will wake the output actor, if it is waiting on
// the timer.
non_empty_output_queue_.expires_at(
steady_timer::time_point::min());
}
}
read_line();
}
else
{
stop();
}
});
}
void await_output()
{
auto self(shared_from_this());
non_empty_output_queue_.async_wait(
[this, self](const std::error_code& /*error*/)
{
// Check if the session was stopped while the operation was pending.
if (stopped())
return;
if (output_queue_.empty())
{
// There are no messages that are ready to be sent. The actor goes
// to sleep by waiting on the non_empty_output_queue_ timer. When a
// new message is added, the timer will be modified and the actor
// will wake.
non_empty_output_queue_.expires_at(steady_timer::time_point::max());
await_output();
}
else
{
write_line();
}
});
}
void write_line()
{
// Set a deadline for the write operation.
output_deadline_.expires_after(std::chrono::seconds(30));
// Start an asynchronous operation to send a message.
auto self(shared_from_this());
asio::async_write(socket_,
asio::buffer(output_queue_.front()),
[this, self](const std::error_code& error, std::size_t /*n*/)
{
// Check if the session was stopped while the operation was pending.
if (stopped())
return;
if (!error)
{
output_queue_.pop_front();
await_output();
}
else
{
stop();
}
});
}
void check_deadline(steady_timer& deadline)
{
auto self(shared_from_this());
deadline.async_wait(
[this, self, &deadline](const std::error_code& /*error*/)
{
// Check if the session was stopped while the operation was pending.
if (stopped())
return;
// Check whether the deadline has passed. We compare the deadline
// against the current time since a new asynchronous operation may
// have moved the deadline before this actor had a chance to run.
if (deadline.expiry() <= steady_timer::clock_type::now())
{
// The deadline has passed. Stop the session. The other actors will
// terminate as soon as possible.
stop();
}
else
{
// Put the actor back to sleep.
check_deadline(deadline);
}
});
}
channel& channel_;
tcp::socket socket_;
std::string input_buffer_;
steady_timer input_deadline_{socket_.get_executor()};
std::deque<std::string> output_queue_;
steady_timer non_empty_output_queue_{socket_.get_executor()};
steady_timer output_deadline_{socket_.get_executor()};
};
typedef std::shared_ptr<tcp_session> tcp_session_ptr;
//----------------------------------------------------------------------
class udp_broadcaster
: public subscriber
{
public:
udp_broadcaster(asio::io_context& io_context,
const udp::endpoint& broadcast_endpoint)
: socket_(io_context)
{
socket_.connect(broadcast_endpoint);
socket_.set_option(udp::socket::broadcast(true));
}
private:
void deliver(const std::string& msg)
{
std::error_code ignored_error;
socket_.send(asio::buffer(msg), 0, ignored_error);
}
udp::socket socket_;
};
//----------------------------------------------------------------------
class server
{
public:
server(asio::io_context& io_context,
const tcp::endpoint& listen_endpoint,
const udp::endpoint& broadcast_endpoint)
: io_context_(io_context),
acceptor_(io_context, listen_endpoint)
{
channel_.join(
std::make_shared<udp_broadcaster>(
io_context_, broadcast_endpoint));
accept();
}
private:
void accept()
{
acceptor_.async_accept(
[this](const std::error_code& error, tcp::socket socket)
{
if (!error)
{
std::make_shared<tcp_session>(std::move(socket), channel_)->start();
}
accept();
});
}
asio::io_context& io_context_;
tcp::acceptor acceptor_;
channel channel_;
};
//----------------------------------------------------------------------
int main(int argc, char* argv[])
{
try
{
using namespace std; // For atoi.
if (argc != 4)
{
std::cerr << "Usage: server <listen_port> <bcast_address> <bcast_port>\n";
return 1;
}
asio::io_context io_context;
tcp::endpoint listen_endpoint(tcp::v4(), atoi(argv[1]));
udp::endpoint broadcast_endpoint(
asio::ip::make_address(argv[2]), atoi(argv[3]));
server s(io_context, listen_endpoint, broadcast_endpoint);
io_context.run();
}
catch (std::exception& e)
{
std::cerr << "Exception: " << e.what() << "\n";
}
return 0;
}