attempt to start multithreading by creating the socket thread
This commit is contained in:
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a87b6c1152
commit
bb71248414
@ -13,6 +13,7 @@ enum error_t {
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ERR_JSON_DESERIALISE,
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ERR_INVALID_REQUEST,
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ERR_REQUEST_FAILED,
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ERR_THREAD,
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__ERR_COUNT,
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};
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@ -13,7 +13,8 @@ char const *const ERROR_STRS[] = {
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"JSON SERIALISATION",
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"JSON DESERIALISATION",
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"INVALID REQUEST",
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"REQUEST FAILED"
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"REQUEST FAILED",
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"THREAD INITIALISATION"
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};
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@ -30,3 +30,4 @@ A list of things I'd like to accomplish
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* Remove rendering from serverside
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* Client-side resource files for each mod
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* Real error handling (right now I just pass up to main and immediately exit)
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* Portability to other UNIX-like operating systems (if changes are needed; I don't care about DOS-likes)
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@ -1,13 +1,17 @@
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#ifndef DAEMON_DATA_H
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#define DAEMON_DATA_H
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#ifndef GAME_DATA_H
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#define GAME_DATA_H
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#include <pthread.h>
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#include <world.h>
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#include "opts.h"
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struct data_t {
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struct game_data_t {
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struct options_t options;
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struct world_t world;
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pthread_mutex_t world_lock;
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int socket;
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int socket_accept;
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@ -12,46 +12,22 @@
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#include <request.h>
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#include "opts.h"
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#include "sock.h"
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#include "data.h"
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#include "request.h"
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#include "socket.h"
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#include "game_data.h"
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static void handle_signal(int signal_no) {
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(void)signal_no;
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remove(SOCK_PATH);
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remove(SOCKET_PATH);
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exit(0);
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}
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static enum error_t game_loop(struct data_t *data) {
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enum error_t err = ERR_OK;
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char output_buffer[8192] = { 0 };
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char input_buffer[8192] = { 0 };
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// Receive request from client
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read(data->socket_accept, input_buffer, 8192);
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struct request_t request = { 0 };
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err = request_deserialise_str(&request, input_buffer);
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if (err != ERR_OK) return err;
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// Send response to client
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struct response_t response = handle_request(&request, data);
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err = response_serialise_buf(&response, output_buffer, 8192);
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if (err != ERR_OK) return err;
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write(data->socket_accept, output_buffer, 8192);
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return ERR_OK;
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}
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int main(int argc, char **argv) {
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// Set up variables
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enum error_t err = ERR_OK;
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struct data_t data = { 0 };
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struct game_data_t data = { 0 };
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// Signal handling; TODO: should probably improve this
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signal(SIGINT, handle_signal);
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@ -70,6 +46,8 @@ int main(int argc, char **argv) {
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err = world_init(&data.world, 10, 10);
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if (err) goto handle_error;
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pthread_mutex_init(&data.world_lock, NULL);
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err = world_register_entity(&data.world, "john", 'j');
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if (err) goto handle_error_world;
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@ -82,16 +60,23 @@ int main(int argc, char **argv) {
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entity_init(&data.world.entities[26], 2, 2, 6);
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// Make a gap in the entity array to see if "ghost" entities remain
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// Socket handling and run gameloop
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err = sock_loop(&data, game_loop);
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// Socket handling
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pthread_t pthread_socket;
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err = socket_thread(&pthread_socket, &data);
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if (err) goto handle_error;
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pthread_join(pthread_socket, NULL);
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// Deinitialisation
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pthread_mutex_destroy(&data.world_lock);
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world_free(&data.world);
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opts_free(&data.options);
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return ERR_OK;
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handle_error_world:
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pthread_mutex_destroy(&data.world_lock);
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world_free(&data.world);
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handle_error:
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@ -7,7 +7,7 @@
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static void handle_request_get_world_data(
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struct response_t *response,
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struct request_t const *request,
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struct data_t const *ctx
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struct game_data_t const *ctx
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) {
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assert(response != NULL);
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assert(request != NULL);
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@ -26,7 +26,7 @@ static void handle_request_get_world_data(
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struct response_t handle_request(
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struct request_t const *request,
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struct data_t *ctx
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struct game_data_t *ctx
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) {
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assert(request != NULL);
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assert(ctx != NULL);
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@ -3,11 +3,11 @@
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#include <request.h>
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#include "data.h"
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#include "game_data.h"
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struct response_t handle_request(
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struct request_t const *,
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struct data_t *
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struct game_data_t *
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);
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#endif
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@ -1,74 +0,0 @@
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// sock.c
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#include <assert.h>
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#include <stdio.h>
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#include <string.h>
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#include <unistd.h>
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#include <sys/socket.h>
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#include <sys/un.h>
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#include "sock.h"
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enum error_t sock_init(int *sockptr) {
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assert(sockptr != NULL);
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int const sock = socket(AF_UNIX, SOCK_STREAM, 0);
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if (sock < 0) goto sock_init_error;
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struct sockaddr_un sa = { 0 };
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sa.sun_family = AF_UNIX;
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strcpy(sa.sun_path, SOCK_PATH);
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remove(SOCK_PATH);
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// Should be redundant but it doesn't hurt to be sure
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if (bind(sock, (struct sockaddr *)&sa, sizeof(sa))) goto sock_error;
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if (listen(sock, 4096) < 0) goto sock_error;
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*sockptr = sock;
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return ERR_OK;
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sock_error:
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sock_free(&sock);
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sock_init_error:
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return ERR_SOCKET;
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}
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void sock_free(int const *sockptr) {
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assert(sockptr != NULL);
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close(*sockptr);
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remove(SOCK_PATH);
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}
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enum error_t sock_loop(struct data_t *data, gameloop_fn fn) {
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assert(data != NULL);
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enum error_t err = ERR_OK;
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if ((err = sock_init(&data->socket))) return err;
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for (int sock_accept;;) {
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if ((sock_accept = accept(data->socket, NULL, NULL)) < 0) {
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err = ERR_SOCKET;
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goto sock_loop_end_pre;
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};
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data->socket_accept = sock_accept;
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if ((err = fn(data))) goto sock_loop_end_pre;
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close(data->socket_accept);
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continue;
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sock_loop_end_pre:
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close(data->socket_accept);
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goto sock_loop_end;
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}
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sock_loop_end:
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sock_free(&data->socket);
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return err;
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}
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#ifndef SOCK_H
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#define SOCK_H
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#include <error.h>
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#include "data.h"
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#define SOCK_PATH "/tmp/swd.sock"
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// Socket path should be a shared setting between server and client
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enum error_t sock_init(int *);
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void sock_free(int const *);
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typedef enum error_t (* gameloop_fn)(struct data_t *);
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enum error_t sock_loop(struct data_t *, gameloop_fn);
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#endif
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107
server/src/socket.c
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107
server/src/socket.c
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@ -0,0 +1,107 @@
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// sock.c
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#include <assert.h>
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#include <stdio.h>
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#include <string.h>
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#include <unistd.h>
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#include <sys/socket.h>
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#include <sys/un.h>
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#include "socket.h"
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#include "request.h"
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enum error_t socket_init(int *sockptr) {
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assert(sockptr != NULL);
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int const sock = socket(AF_UNIX, SOCK_STREAM, 0);
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if (sock < 0) goto error;
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struct sockaddr_un sa = { 0 };
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sa.sun_family = AF_UNIX;
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strcpy(sa.sun_path, SOCKET_PATH);
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remove(SOCKET_PATH); // Should be redundant but it doesn't hurt to be sure
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if (bind(sock, (struct sockaddr *)&sa, sizeof(sa))) goto error_free_sock;
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if (listen(sock, 4096) < 0) goto error_free_sock;
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*sockptr = sock;
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return ERR_OK;
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error_free_sock:
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socket_free(&sock);
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error:
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return ERR_SOCKET;
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}
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void socket_free(int const *sockptr) {
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assert(sockptr != NULL);
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close(*sockptr);
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remove(SOCKET_PATH);
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}
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static enum error_t socket_handle(struct game_data_t *data) {
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enum error_t err = ERR_OK;
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char output_buffer[8192] = { 0 };
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char input_buffer[8192] = { 0 };
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// Receive request from client
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read(data->socket_accept, input_buffer, 8192);
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struct request_t request = { 0 };
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err = request_deserialise_str(&request, input_buffer);
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if (err != ERR_OK) return err;
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// Send response to client
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struct response_t response = handle_request(&request, data);
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err = response_serialise_buf(&response, output_buffer, 8192);
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if (err != ERR_OK) return err;
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write(data->socket_accept, output_buffer, 8192);
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return ERR_OK;
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}
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static void *socket_thread_fn(void *data_void) {
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assert(data_void != NULL);
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struct game_data_t *data = (struct game_data_t *)data_void;
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enum error_t err = ERR_OK;
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if ((err = socket_init(&data->socket))) return (void *)err;
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for (int sock_accept;;) {
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if ((sock_accept = accept(data->socket, NULL, NULL)) < 0) {
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err = ERR_SOCKET;
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goto error_pre;
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};
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data->socket_accept = sock_accept;
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if ((err = socket_handle(data))) goto error_pre;
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close(data->socket_accept);
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continue;
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error_pre:
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close(data->socket_accept);
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goto error;
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}
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error:
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socket_free(&data->socket);
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return (void *)err;
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}
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enum error_t socket_thread(pthread_t *pthread, struct game_data_t *data) {
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int err = pthread_create(pthread, NULL, socket_thread_fn, data);
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if (err != 0) return ERR_THREAD;
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return ERR_OK;
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}
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16
server/src/socket.h
Normal file
16
server/src/socket.h
Normal file
@ -0,0 +1,16 @@
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#ifndef SOCKET_H
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#define SOCKET_H
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#include <error.h>
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#include "game_data.h"
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#define SOCKET_PATH "/tmp/swd.sock"
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// Socket path should be a shared setting between server and client
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enum error_t socket_init(int *);
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void socket_free(int const *);
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enum error_t socket_thread(pthread_t *, struct game_data_t *);
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#endif
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