/* * * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * */ #include "qpid/sys/windows/AsynchIoResult.h" #include "qpid/sys/windows/IoHandlePrivate.h" #include "qpid/sys/AsynchIO.h" #include "qpid/sys/Mutex.h" #include "qpid/sys/Socket.h" #include "qpid/sys/Poller.h" #include "qpid/sys/Thread.h" #include "qpid/sys/Time.h" #include "qpid/log/Statement.h" #include "qpid/sys/windows/check.h" #include "qpid/sys/windows/mingw32_compat.h" #include #include #include #include #include #include namespace { typedef qpid::sys::ScopedLock QLock; /* * The function pointers for AcceptEx and ConnectEx need to be looked up * at run time. */ const LPFN_ACCEPTEX lookUpAcceptEx(const qpid::sys::Socket& s) { SOCKET h = toSocketHandle(s); GUID guidAcceptEx = WSAID_ACCEPTEX; DWORD dwBytes = 0; LPFN_ACCEPTEX fnAcceptEx; WSAIoctl(h, SIO_GET_EXTENSION_FUNCTION_POINTER, &guidAcceptEx, sizeof(guidAcceptEx), &fnAcceptEx, sizeof(fnAcceptEx), &dwBytes, NULL, NULL); if (fnAcceptEx == 0) throw qpid::Exception(QPID_MSG("Failed to look up AcceptEx")); return fnAcceptEx; } } namespace qpid { namespace sys { namespace windows { /* * Asynch Acceptor * */ class AsynchAcceptor : public qpid::sys::AsynchAcceptor { friend class AsynchAcceptResult; public: AsynchAcceptor(const Socket& s, AsynchAcceptor::Callback callback); ~AsynchAcceptor(); void start(Poller::shared_ptr poller); private: void restart(void); AsynchAcceptor::Callback acceptedCallback; const Socket& socket; const LPFN_ACCEPTEX fnAcceptEx; }; AsynchAcceptor::AsynchAcceptor(const Socket& s, Callback callback) : acceptedCallback(callback), socket(s), fnAcceptEx(lookUpAcceptEx(s)) { s.setNonblocking(); } AsynchAcceptor::~AsynchAcceptor() { socket.close(); } void AsynchAcceptor::start(Poller::shared_ptr poller) { PollerHandle ph = PollerHandle(socket); poller->monitorHandle(ph, Poller::INPUT); restart (); } void AsynchAcceptor::restart(void) { DWORD bytesReceived = 0; // Not used, needed for AcceptEx API AsynchAcceptResult *result = new AsynchAcceptResult(acceptedCallback, this, socket); BOOL status; status = fnAcceptEx(toSocketHandle(socket), toSocketHandle(*result->newSocket), result->addressBuffer, 0, AsynchAcceptResult::SOCKADDRMAXLEN, AsynchAcceptResult::SOCKADDRMAXLEN, &bytesReceived, result->overlapped()); QPID_WINDOWS_CHECK_ASYNC_START(status); } AsynchAcceptResult::AsynchAcceptResult(AsynchAcceptor::Callback cb, AsynchAcceptor *acceptor, const Socket& listener) : callback(cb), acceptor(acceptor), listener(toSocketHandle(listener)), newSocket(listener.createSameTypeSocket()) { } void AsynchAcceptResult::success(size_t /*bytesTransferred*/) { ::setsockopt (toSocketHandle(*newSocket), SOL_SOCKET, SO_UPDATE_ACCEPT_CONTEXT, (char*)&listener, sizeof (listener)); callback(*(newSocket.release())); acceptor->restart (); delete this; } void AsynchAcceptResult::failure(int /*status*/) { //if (status != WSA_OPERATION_ABORTED) // Can there be anything else? ; delete this; } /* * AsynchConnector does synchronous connects for now... to do asynch the * IocpPoller will need some extension to register an event handle as a * CONNECT-type "direction", the connect completion/result will need an * event handle to associate with the connecting handle. But there's no * time for that right now... */ class AsynchConnector : public qpid::sys::AsynchConnector { private: ConnectedCallback connCallback; FailedCallback failCallback; const Socket& socket; const std::string hostname; const std::string port; public: AsynchConnector(const Socket& socket, const std::string& hostname, const std::string& port, ConnectedCallback connCb, FailedCallback failCb = 0); void start(Poller::shared_ptr poller); }; AsynchConnector::AsynchConnector(const Socket& sock, const std::string& hname, const std::string& p, ConnectedCallback connCb, FailedCallback failCb) : connCallback(connCb), failCallback(failCb), socket(sock), hostname(hname), port(p) { } void AsynchConnector::start(Poller::shared_ptr) { try { socket.connect(hostname, port); socket.setNonblocking(); connCallback(socket); } catch(std::exception& e) { if (failCallback) failCallback(socket, -1, std::string(e.what())); socket.close(); } } } // namespace windows AsynchAcceptor* AsynchAcceptor::create(const Socket& s, Callback callback) { return new windows::AsynchAcceptor(s, callback); } AsynchConnector* qpid::sys::AsynchConnector::create(const Socket& s, const std::string& hostname, const std::string& port, ConnectedCallback connCb, FailedCallback failCb) { return new windows::AsynchConnector(s, hostname, port, connCb, failCb); } /* * Asynch reader/writer */ namespace windows { class AsynchIO : public qpid::sys::AsynchIO { public: AsynchIO(const Socket& s, ReadCallback rCb, EofCallback eofCb, DisconnectCallback disCb, ClosedCallback cCb = 0, BuffersEmptyCallback eCb = 0, IdleCallback iCb = 0); ~AsynchIO(); // Methods inherited from qpid::sys::AsynchIO /** * Notify the object is should delete itself as soon as possible. */ virtual void queueForDeletion(); /// Take any actions needed to prepare for working with the poller. virtual void start(Poller::shared_ptr poller); virtual void queueReadBuffer(BufferBase* buff); virtual void unread(BufferBase* buff); virtual void queueWrite(BufferBase* buff); virtual void notifyPendingWrite(); virtual void queueWriteClose(); virtual bool writeQueueEmpty(); virtual void startReading(); virtual void stopReading(); virtual void requestCallback(RequestCallback); /** * getQueuedBuffer returns a buffer from the buffer queue, if one is * available. * * @retval Pointer to BufferBase buffer; 0 if none is available. */ virtual BufferBase* getQueuedBuffer(); private: ReadCallback readCallback; EofCallback eofCallback; DisconnectCallback disCallback; ClosedCallback closedCallback; BuffersEmptyCallback emptyCallback; IdleCallback idleCallback; const Socket& socket; Poller::shared_ptr poller; std::deque bufferQueue; std::deque writeQueue; /* The MSVC-supplied deque is not thread-safe; keep locks to serialize * access to the buffer queue and write queue. */ Mutex bufferQueueLock; // Number of outstanding I/O operations. volatile LONG opsInProgress; // Is there a write in progress? volatile bool writeInProgress; // Deletion requested, but there are callbacks in progress. volatile bool queuedDelete; // Socket close requested, but there are operations in progress. volatile bool queuedClose; // Most recent asynch read request volatile AsynchReadResult* pendingRead; private: // Dispatch events that have completed. void notifyEof(void); void notifyDisconnect(void); void notifyClosed(void); void notifyBuffersEmpty(void); void notifyIdle(void); /** * Initiate a write of the specified buffer. There's no callback for * write completion to the AsynchIO object. */ void startWrite(AsynchIO::BufferBase* buff); void close(void); /** * readComplete is called when a read request is complete. * * @param result Results of the operation. */ void readComplete(AsynchReadResult *result); /** * writeComplete is called when a write request is complete. * * @param result Results of the operation. */ void writeComplete(AsynchWriteResult *result); /** * Queue of completions to run. This queue enforces the requirement * from upper layers that only one thread at a time is allowed to act * on any given connection. Once a thread is busy processing a completion * on this object, other threads that dispatch completions queue the * completions here for the in-progress thread to handle when done. * Thus, any threads can dispatch a completion from the IocpPoller, but * this class ensures that actual processing at the connection level is * only on one thread at a time. */ std::queue completionQueue; volatile bool working; Mutex completionLock; /** * Called when there's a completion to process. */ void completion(AsynchIoResult *result); }; // This is used to encapsulate pure callbacks into a handle class CallbackHandle : public IOHandle { public: CallbackHandle(AsynchIoResult::Completer completeCb, AsynchIO::RequestCallback reqCb = 0) : IOHandle(new IOHandlePrivate (INVALID_SOCKET, completeCb, reqCb)) {} }; AsynchIO::AsynchIO(const Socket& s, ReadCallback rCb, EofCallback eofCb, DisconnectCallback disCb, ClosedCallback cCb, BuffersEmptyCallback eCb, IdleCallback iCb) : readCallback(rCb), eofCallback(eofCb), disCallback(disCb), closedCallback(cCb), emptyCallback(eCb), idleCallback(iCb), socket(s), opsInProgress(0), writeInProgress(false), queuedDelete(false), queuedClose(false), pendingRead(0), working(false) { } struct deleter { template void operator()(T *ptr){ delete ptr;} }; AsynchIO::~AsynchIO() { std::for_each( bufferQueue.begin(), bufferQueue.end(), deleter()); std::for_each( writeQueue.begin(), writeQueue.end(), deleter()); } void AsynchIO::queueForDeletion() { queuedDelete = true; if (opsInProgress > 0) { QPID_LOG(info, "Delete AsynchIO queued; ops in progress"); // AsynchIOHandler calls this then deletes itself; don't do any more // callbacks. readCallback = 0; eofCallback = 0; disCallback = 0; closedCallback = 0; emptyCallback = 0; idleCallback = 0; } else { delete this; } } void AsynchIO::start(Poller::shared_ptr poller0) { PollerHandle ph = PollerHandle(socket); poller = poller0; poller->monitorHandle(ph, Poller::INPUT); if (writeQueue.size() > 0) // Already have data queued for write notifyPendingWrite(); startReading(); } void AsynchIO::queueReadBuffer(AsynchIO::BufferBase* buff) { assert(buff); buff->dataStart = 0; buff->dataCount = 0; QLock l(bufferQueueLock); bufferQueue.push_back(buff); } void AsynchIO::unread(AsynchIO::BufferBase* buff) { assert(buff); buff->squish(); QLock l(bufferQueueLock); bufferQueue.push_front(buff); } void AsynchIO::queueWrite(AsynchIO::BufferBase* buff) { assert(buff); QLock l(bufferQueueLock); writeQueue.push_back(buff); if (!writeInProgress) notifyPendingWrite(); } void AsynchIO::notifyPendingWrite() { // This method is generally called from a processing thread; transfer // work on this to an I/O thread. Much of the upper layer code assumes // that all I/O-related things happen in an I/O thread. if (poller == 0) // Not really going yet... return; InterlockedIncrement(&opsInProgress); PollerHandle ph(CallbackHandle(boost::bind(&AsynchIO::completion, this, _1))); poller->monitorHandle(ph, Poller::OUTPUT); } void AsynchIO::queueWriteClose() { queuedClose = true; if (!writeInProgress) notifyPendingWrite(); } bool AsynchIO::writeQueueEmpty() { QLock l(bufferQueueLock); return writeQueue.size() == 0; } /* * Initiate a read operation. AsynchIO::readComplete() will be * called when the read is complete and data is available. */ void AsynchIO::startReading() { if (queuedDelete) return; // (Try to) get a buffer; look on the front since there may be an // "unread" one there with data remaining from last time. AsynchIO::BufferBase *buff = 0; { QLock l(bufferQueueLock); if (!bufferQueue.empty()) { buff = bufferQueue.front(); assert(buff); bufferQueue.pop_front(); } } if (buff != 0) { int readCount = buff->byteCount - buff->dataCount; AsynchReadResult *result = new AsynchReadResult(boost::bind(&AsynchIO::completion, this, _1), buff, readCount); DWORD bytesReceived = 0, flags = 0; InterlockedIncrement(&opsInProgress); int status = WSARecv(toSocketHandle(socket), const_cast(result->getWSABUF()), 1, &bytesReceived, &flags, result->overlapped(), 0); if (status != 0) { int error = WSAGetLastError(); if (error != WSA_IO_PENDING) { result->failure(error); result = 0; // result is invalid here return; } } // On status 0 or WSA_IO_PENDING, completion will handle the rest. pendingRead = result; } else { notifyBuffersEmpty(); } return; } // stopReading was added to prevent a race condition with read-credit on Linux. // It may or may not be required on windows. // // AsynchIOHandler::readbuff() calls stopReading() inside the same // critical section that protects startReading() in // AsynchIOHandler::giveReadCredit(). // void AsynchIO::stopReading() {} // Queue the specified callback for invocation from an I/O thread. void AsynchIO::requestCallback(RequestCallback callback) { // This method is generally called from a processing thread; transfer // work on this to an I/O thread. Much of the upper layer code assumes // that all I/O-related things happen in an I/O thread. if (poller == 0) // Not really going yet... return; InterlockedIncrement(&opsInProgress); PollerHandle ph(CallbackHandle( boost::bind(&AsynchIO::completion, this, _1), callback)); poller->monitorHandle(ph, Poller::INPUT); } /** * Return a queued buffer if there are enough to spare. */ AsynchIO::BufferBase* AsynchIO::getQueuedBuffer() { QLock l(bufferQueueLock); // Always keep at least one buffer (it might have data that was // "unread" in it). if (bufferQueue.size() <= 1) return 0; BufferBase* buff = bufferQueue.back(); assert(buff); bufferQueue.pop_back(); return buff; } void AsynchIO::notifyEof(void) { if (eofCallback) eofCallback(*this); } void AsynchIO::notifyDisconnect(void) { if (disCallback) disCallback(*this); } void AsynchIO::notifyClosed(void) { if (closedCallback) closedCallback(*this, socket); } void AsynchIO::notifyBuffersEmpty(void) { if (emptyCallback) emptyCallback(*this); } void AsynchIO::notifyIdle(void) { if (idleCallback) idleCallback(*this); } /* * Asynch reader/writer using overlapped I/O */ void AsynchIO::startWrite(AsynchIO::BufferBase* buff) { writeInProgress = true; InterlockedIncrement(&opsInProgress); AsynchWriteResult *result = new AsynchWriteResult(boost::bind(&AsynchIO::completion, this, _1), buff, buff->dataCount); DWORD bytesSent = 0; int status = WSASend(toSocketHandle(socket), const_cast(result->getWSABUF()), 1, &bytesSent, 0, result->overlapped(), 0); if (status != 0) { int error = WSAGetLastError(); if (error != WSA_IO_PENDING) { result->failure(error); // Also decrements in-progress count result = 0; // result is invalid here return; } } // On status 0 or WSA_IO_PENDING, completion will handle the rest. return; } /* * Close the socket and callback to say we've done it */ void AsynchIO::close(void) { socket.close(); notifyClosed(); } void AsynchIO::readComplete(AsynchReadResult *result) { int status = result->getStatus(); size_t bytes = result->getTransferred(); if (status == 0 && bytes > 0) { if (readCallback) readCallback(*this, result->getBuff()); startReading(); } else { // No data read, so put the buffer back. It may be partially filled, // so "unread" it back to the front of the queue. unread(result->getBuff()); if (queuedClose && status == ERROR_OPERATION_ABORTED) { return; // Expected reap from CancelIoEx } notifyEof(); if (status != 0) { notifyDisconnect(); } } } /* * NOTE - this completion is called for completed writes and also when * a write is desired. The difference is in the buff - if a write is desired * the buff is 0. */ void AsynchIO::writeComplete(AsynchWriteResult *result) { int status = result->getStatus(); size_t bytes = result->getTransferred(); AsynchIO::BufferBase *buff = result->getBuff(); if (buff != 0) { writeInProgress = false; if (status == 0 && bytes > 0) { if (bytes < result->getRequested()) // Still more to go; resubmit startWrite(buff); else queueReadBuffer(buff); // All done; back to the pool } else { // An error... if it's a connection close, ignore it - it will be // noticed and handled on a read completion any moment now. // What to do with real error??? Save the Buffer? } } // If there are no writes outstanding, check for more writes to initiate // (either queued or via idle). The opsInProgress count is handled in // completion() if (!writeInProgress) { bool writing = false; { QLock l(bufferQueueLock); if (writeQueue.size() > 0) { buff = writeQueue.front(); assert(buff); writeQueue.pop_front(); startWrite(buff); writing = true; } } if (!writing && !queuedClose) { notifyIdle(); } } return; } void AsynchIO::completion(AsynchIoResult *result) { { ScopedLock l(completionLock); if (working) { completionQueue.push(result); return; } // First thread in with something to do; note we're working then keep // handling completions. working = true; while (result != 0) { // New scope to unlock temporarily. { ScopedUnlock ul(completionLock); AsynchReadResult *r = dynamic_cast(result); if (r != 0) { readComplete(r); // Set pendingRead to 0 if it's still pointing to (newly completed) r InterlockedCompareExchangePointer((void * volatile *)&pendingRead, 0, r); } else { AsynchWriteResult *w = dynamic_cast(result); if (w != 0) writeComplete(w); else { AsynchCallbackRequest *req = dynamic_cast(result); req->reqCallback(*this); } } delete result; result = 0; InterlockedDecrement(&opsInProgress); } // Lock is held again. if (completionQueue.empty()) continue; result = completionQueue.front(); completionQueue.pop(); } working = false; } // Lock released; ok to close if ops are done and close requested. // Layer above will call back to queueForDeletion() if it hasn't // already been done. If it already has, go ahead and delete. if (opsInProgress == 0) { if (queuedClose) // close() may cause a delete; don't trust 'this' on return close(); else if (queuedDelete) delete this; } else { if (queuedClose && pendingRead) { // Force outstanding read to completion. Layer above will // call back. CancelIoEx((HANDLE)toSocketHandle(socket), ((AsynchReadResult *)pendingRead)->overlapped()); pendingRead = 0; } } } } // namespace windows AsynchIO* qpid::sys::AsynchIO::create(const Socket& s, AsynchIO::ReadCallback rCb, AsynchIO::EofCallback eofCb, AsynchIO::DisconnectCallback disCb, AsynchIO::ClosedCallback cCb, AsynchIO::BuffersEmptyCallback eCb, AsynchIO::IdleCallback iCb) { return new qpid::sys::windows::AsynchIO(s, rCb, eofCb, disCb, cCb, eCb, iCb); } }} // namespace qpid::sys