UDT Server在执行UDT::listen()之后,就可以接受其它节点的连接请求了。这里我们研究一下UDT连接建立的过程。
连接的发起
来看连接的发起方。如前面我们看到的那样,UDT Client创建一个Socket,可以将该Socket绑定到某个端口,也可以不绑定,然后就可以调用UDT::connect()将这个Socket连接到UDT Server了。来看UDT::connect()的定义(src/api.cpp):
int CUDTUnited::connect(const UDTSOCKET u, const sockaddr* name, int namelen) {
CUDTSocket* s = locate(u);
if (NULL == s)
throw CUDTException(5, 4, 0);
CGuard cg(s->m_ControlLock);
// check the size of SOCKADDR structure
if (AF_INET == s->m_iIPversion) {
if (namelen != sizeof(sockaddr_in))
throw CUDTException(5, 3, 0);
} else {
if (namelen != sizeof(sockaddr_in6))
throw CUDTException(5, 3, 0);
}
// a socket can "connect" only if it is in INIT or OPENED status
if (INIT == s->m_Status) {
if (!s->m_pUDT->m_bRendezvous) {
s->m_pUDT->open();
updateMux(s);
s->m_Status = OPENED;
} else
throw CUDTException(5, 8, 0);
} else if (OPENED != s->m_Status)
throw CUDTException(5, 2, 0);
// connect_complete() may be called before connect() returns.
// So we need to update the status before connect() is called,
// otherwise the status may be overwritten with wrong value (CONNECTED vs. CONNECTING).
s->m_Status = CONNECTING;
try {
s->m_pUDT->connect(name);
} catch (CUDTException &e) {
s->m_Status = OPENED;
throw e;
}
// record peer address
delete s->m_pPeerAddr;
if (AF_INET == s->m_iIPversion) {
s->m_pPeerAddr = (sockaddr*) (new sockaddr_in);
memcpy(s->m_pPeerAddr, name, sizeof(sockaddr_in));
} else {
s->m_pPeerAddr = (sockaddr*) (new sockaddr_in6);
memcpy(s->m_pPeerAddr, name, sizeof(sockaddr_in6));
}
return 0;
}
int CUDT::connect(UDTSOCKET u, const sockaddr* name, int namelen) {
try {
return s_UDTUnited.connect(u, name, namelen);
} catch (CUDTException &e) {
s_UDTUnited.setError(new CUDTException(e));
return ERROR;
} catch (bad_alloc&) {
s_UDTUnited.setError(new CUDTException(3, 2, 0));
return ERROR;
} catch (...) {
s_UDTUnited.setError(new CUDTException(-1, 0, 0));
return ERROR;
}
}
int connect(UDTSOCKET u, const struct sockaddr* name, int namelen) {
return CUDT::connect(u, name, namelen);
}
UDT::connect() API实现的结构跟其它的API没有太大的区别,不再赘述,直接来分析CUDTUnited::connect():
1. 调用CUDTUnited::locate(),查找UDT Socket对应的CUDTSocket结构。若找不到,则抛出异常直接返回;否则,继续执行。
2. 根据UDT Socket的IP版本,检查目标地址的有效性。若无效,则退出,否则继续执行。
3. 检查UDT Socket的状态。确保只有处于INIT或OPENED状态的UDT Socket才可以执行connect()操作。新创建的UDT Socket处于INIT状态,bind之后UDT Socket处于OPENED状态。如果UDT Socket处于INIT状态,且不是Rendezvous模式,还会执行s->m_pUDT->open(),将UDT Socket与多路复用器CMultiplexer,然后将状态置为OPENED。
前面我们在bind的执行过程中有看到将UDT Socket与多路复用器CMultiplexer关联的过程CUDTUnited::updateMux()。但这里执行的updateMux()的不同之处在于,它既没有传递有效的系统UDP socket,也没有传递有效的本地端口地址。回想updateMux()的实现,这两个参数主要决定了CMultiplexer的CChannel将与哪个端口关联。来看两个CChannel::open()的实现(src/channel.cpp):
void CChannel::open(const sockaddr* addr) {
// construct an socket
m_iSocket = ::socket(m_iIPversion, SOCK_DGRAM, 0);
#ifdef WIN32
if (INVALID_SOCKET == m_iSocket)
#else
if (m_iSocket < 0)
#endif
throw CUDTException(1, 0, NET_ERROR);
if (NULL != addr) {
socklen_t namelen = m_iSockAddrSize;
if (0 != ::bind(m_iSocket, addr, namelen))
throw CUDTException(1, 3, NET_ERROR);
} else {
//sendto or WSASendTo will also automatically bind the socket
addrinfo hints;
addrinfo* res;
memset(&hints, 0, sizeof(struct addrinfo));
hints.ai_flags = AI_PASSIVE;
hints.ai_family = m_iIPversion;
hints.ai_socktype = SOCK_DGRAM;
if (0 != ::getaddrinfo(NULL, "0", &hints, &res))
throw CUDTException(1, 3, NET_ERROR);
if (0 != ::bind(m_iSocket, res->ai_addr, res->ai_addrlen))
throw CUDTException(1, 3, NET_ERROR);
::freeaddrinfo(res);
}
setUDPSockOpt();
}
void CChannel::open(UDPSOCKET udpsock) {
m_iSocket = udpsock;
setUDPSockOpt();
}
void CChannel::setUDPSockOpt() {
#if defined(BSD) || defined(OSX)
// BSD system will fail setsockopt if the requested buffer size exceeds system maximum value
int maxsize = 64000;
if (0 != ::setsockopt(m_iSocket, SOL_SOCKET, SO_RCVBUF, (char*)&m_iRcvBufSize, sizeof(int)))
::setsockopt(m_iSocket, SOL_SOCKET, SO_RCVBUF, (char*)&maxsize, sizeof(int));
if (0 != ::setsockopt(m_iSocket, SOL_SOCKET, SO_SNDBUF, (char*)&m_iSndBufSize, sizeof(int)))
::setsockopt(m_iSocket, SOL_SOCKET, SO_SNDBUF, (char*)&maxsize, sizeof(int));
#else
// for other systems, if requested is greated than maximum, the maximum value will be automactally used
if ((0 != ::setsockopt(m_iSocket, SOL_SOCKET, SO_RCVBUF, (char*) &m_iRcvBufSize, sizeof(int)))
|| (0 != ::setsockopt(m_iSocket, SOL_SOCKET, SO_SNDBUF, (char*) &m_iSndBufSize, sizeof(int))))
throw CUDTException(1, 3, NET_ERROR);
#endif
timeval tv;
tv.tv_sec = 0;
#if defined (BSD) || defined (OSX)
// Known BSD bug as the day I wrote this code.
// A small time out value will cause the socket to block forever.
tv.tv_usec = 10000;
#else
tv.tv_usec = 100;
#endif
#ifdef UNIX
// Set non-blocking I/O
// UNIX does not support SO_RCVTIMEO
int opts = ::fcntl(m_iSocket, F_GETFL);
if (-1 == ::fcntl(m_iSocket, F_SETFL, opts | O_NONBLOCK))
throw CUDTException(1, 3, NET_ERROR);
#elif WIN32
DWORD ot = 1; //milliseconds
if (0 != ::setsockopt(m_iSocket, SOL_SOCKET, SO_RCVTIMEO, (char *)&ot, sizeof(DWORD)))
throw CUDTException(1, 3, NET_ERROR);
#else
// Set receiving time-out value
if (0 != ::setsockopt(m_iSocket, SOL_SOCKET, SO_RCVTIMEO, (char *) &tv, sizeof(timeval)))
throw CUDTException(1, 3, NET_ERROR);
#endif
}
可以看到CChannel::open()主要是把UDT的CChannel与一个系统的UDP socket关联起来,它们总共处理了3中情况,一是调用者已经创建并绑定到了目标端口的系统UDP socket,这种最简单,直接将传递进来的UDPSOCKET赋值给CChannel的m_iSocket,然后设置系统UDP socket的选项;二是传递进来了一个有效的本地端口地址,此时CChannel会自己先创建一个系统UDP socket,并将该socket绑定到传进来的目标端口地址,一、二两种情况正是UDT的两个bind API的情况;三是既没有有效的系统UDP socket,又没有有效的本地端口地址传进来,则会在创建了系统UDP socket之后,先再找一个可用的端口地址,然后将该socket绑定到找到的端口地址,这也就是UDT Socket没有bind,直接connect的情况。
4. 将UDT Socket的状态置为CONNECTING。
5. 执行s->m_pUDT->connect(name),连接UDT Server。如果连接失败,有异常抛出,UDT Socket的状态会退回到OPENED状态,然后返回。在这个函数中会完成建立连接整个的网络消息交互过程。
6. 将连接的目标地址复制到UDT Socket的Peer Address。然后返回0表示成功结束。
在仔细地分析连接建立过程中的数据包交互之前,可以先粗略地看一下这个过程收发了几个包,及各个包收发的顺序。我们知道在UDT中,所有数据包的收发都是通过CChannel完成的,我们可以在CChannel::sendto()和CChannel::recvfrom()中加log来track这一过程。通过UDT提供的demo程序appserver和appclient(在app/目录下)来研究。先在一个终端下执行appserver:
xxxxxx@ThundeRobot:/media/data/downloads/hudt/app$ ./appserver
server is ready at port: 9000
改造appclient,使得它只发送一个比较小的数据包就结束,编译后在另一个终端下执行,可以看到有如下的logs吐出来:
xxxxxx@ThundeRobot:/media/data/downloads/hudt/app$ ./appclient 127.0.0.1 9000
To connect
CRcvQueue::registerConnector
Send packet 0
Receive packet 364855723
unit->m_Packet.m_iID 364855723
Send packet 0
Receive packet 364855723
unit->m_Packet.m_iID 364855723
To send data.
send 10 bytes
Send packet 1020108693
Receive packet 364855723
unit->m_Packet.m_iID 364855723
Send packet 1020108693
Receive packet 364855723
unit->m_Packet.m_iID 364855723
Send packet 1020108693
Receive packet 364855723
unit->m_Packet.m_iID 364855723
Send packet 1020108693
在appclient运行的这段时间,在运行appserver的终端下的可以看到有如下的logs输出:
xxxxxx@ThundeRobot:/media/data/downloads/hudt/app$ ./appserver
server is ready at port: 9000
Receive packet 0
unit->m_Packet.m_iID 0
Send packet 364855723
Receive packet 0
unit->m_Packet.m_iID 0
new CUDTSocket SocketID is 1020108693 PeerID 364855723
Send packet 364855723
new connection: 127.0.0.1:59847
Receive packet 1020108693
unit->m_Packet.m_iID 1020108693
Send packet 364855723
Send packet 364855723
Send packet 364855723
Receive packet 1020108693
unit->m_Packet.m_iID 1020108693
Receive packet 1020108693
unit->m_Packet.m_iID 1020108693
Receive packet 1020108693
unit->m_Packet.m_iID 1020108693
recv:Connection was broken.
可以看到,UDT Client端先发送了一个消息MSG1给UDT Server;UDT Server端收到消息MSG1之后,回了一个消息MSG2给UDT Client;UDT Client收到消息MSG2,又回了一个消息MSG3给UDT Server;UDT Server收到消息MSG3后又回了一个消息MSG4给UDT Client,然后从UDT::accept()返回,自此UDT Server认为一个连接已经成功建立;UDT Client则在收到消息MSG4后,从UDT::connect()返回,并自此认为连接已成功建立,可以进行数据的收发了。用一幅图来描述这个过程:
至于MSG1、2、3、4的具体格式及内容,则留待我们后面来具体分析了。
接着来看连接建立过程消息交互具体的实现,也就是CUDT::connect()函数:
void CUDT::connect(const sockaddr* serv_addr) {
CGuard cg(m_ConnectionLock);
if (!m_bOpened)
throw CUDTException(5, 0, 0);
if (m_bListening)
throw CUDTException(5, 2, 0);
if (m_bConnecting || m_bConnected)
throw CUDTException(5, 2, 0);
// record peer/server address
delete m_pPeerAddr;
m_pPeerAddr = (AF_INET == m_iIPversion) ? (sockaddr*) new sockaddr_in : (sockaddr*) new sockaddr_in6;
memcpy(m_pPeerAddr, serv_addr, (AF_INET == m_iIPversion) ? sizeof(sockaddr_in) : sizeof(sockaddr_in6));
// register this socket in the rendezvous queue
// RendezevousQueue is used to temporarily store incoming handshake, non-rendezvous connections also require this function
uint64_t ttl = 3000000;
if (m_bRendezvous)
ttl *= 10;
ttl += CTimer::getTime();
m_pRcvQueue->registerConnector(m_SocketID, this, m_iIPversion, serv_addr, ttl);
// This is my current configurations
m_ConnReq.m_iVersion = m_iVersion;
m_ConnReq.m_iType = m_iSockType;
m_ConnReq.m_iMSS = m_iMSS;
m_ConnReq.m_iFlightFlagSize = (m_iRcvBufSize < m_iFlightFlagSize) ? m_iRcvBufSize : m_iFlightFlagSize;
m_ConnReq.m_iReqType = (!m_bRendezvous) ? 1 : 0;
m_ConnReq.m_iID = m_SocketID;
CIPAddress::ntop(serv_addr, m_ConnReq.m_piPeerIP, m_iIPversion);
// Random Initial Sequence Number
srand((unsigned int) CTimer::getTime());
m_iISN = m_ConnReq.m_iISN = (int32_t) (CSeqNo::m_iMaxSeqNo * (double(rand()) / RAND_MAX));
m_iLastDecSeq = m_iISN - 1;
m_iSndLastAck = m_iISN;
m_iSndLastDataAck = m_iISN;
m_iSndCurrSeqNo = m_iISN - 1;
m_iSndLastAck2 = m_iISN;
m_ullSndLastAck2Time = CTimer::getTime();
// Inform the server my configurations.
CPacket request;
char* reqdata = new char[m_iPayloadSize];
request.pack(0, NULL, reqdata, m_iPayloadSize);
// ID = 0, connection request
request.m_iID = 0;
int hs_size = m_iPayloadSize;
m_ConnReq.serialize(reqdata, hs_size);
request.setLength(hs_size);
m_pSndQueue->sendto(serv_addr, request);
m_llLastReqTime = CTimer::getTime();
m_bConnecting = true;
// asynchronous connect, return immediately
if (!m_bSynRecving) {
delete[] reqdata;
return;
}
// Wait for the negotiated configurations from the peer side.
CPacket response;
char* resdata = new char[m_iPayloadSize];
response.pack(0, NULL, resdata, m_iPayloadSize);
CUDTException e(0, 0);
while (!m_bClosing) {
// avoid sending too many requests, at most 1 request per 250ms
if (CTimer::getTime() - m_llLastReqTime > 250000) {
m_ConnReq.serialize(reqdata, hs_size);
request.setLength(hs_size);
if (m_bRendezvous)
request.m_iID = m_ConnRes.m_iID;
m_pSndQueue->sendto(serv_addr, request);
m_llLastReqTime = CTimer::getTime();
}
response.setLength(m_iPayloadSize);
if (m_pRcvQueue->recvfrom(m_SocketID, response) > 0) {
if (connect(response) <= 0)
break;
// new request/response should be sent out immediately on receving a response
m_llLastReqTime = 0;
}
if (CTimer::getTime() > ttl) {
// timeout
e = CUDTException(1, 1, 0);
break;
}
}
delete[] reqdata;
delete[] resdata;
if (e.getErrorCode() == 0) {
if (m_bClosing) // if the socket is closed before connection...
e = CUDTException(1);
else if (1002 == m_ConnRes.m_iReqType) // connection request rejected
e = CUDTException(1, 2, 0);
else if ((!m_bRendezvous) && (m_iISN != m_ConnRes.m_iISN)) // secuity check
e = CUDTException(1, 4, 0);
}
if (e.getErrorCode() != 0)
throw e;
}
可以看到,在这个函数中主要完成了如下的这样一些事情:
1. 检查CUDT的状态。确保只有已经与多路复用器关联,即处于OPENED状态的UDT Socket才能执行CUDT::connect()操作。如前面看到的,bind操作可以使UDT Socket进入OPENED状态。对于没有进行过bind的UDT Socket,CUDTUnited::connect()会做这样的保证。
2. 拷贝目标网络地址为UDT Socket的PeerAddr。
3. 执行m_pRcvQueue->registerConnector()向接收队列注册Connector。来看这个函数的执行过程(src/queue.cpp):
void CRendezvousQueue::insert(const UDTSOCKET& id, CUDT* u, int ipv, const sockaddr* addr, uint64_t ttl) {
CGuard vg(m_RIDVectorLock);
CRL r;
r.m_iID = id;
r.m_pUDT = u;
r.m_iIPversion = ipv;
r.m_pPeerAddr = (AF_INET == ipv) ? (sockaddr*) new sockaddr_in : (sockaddr*) new sockaddr_in6;
memcpy(r.m_pPeerAddr, addr, (AF_INET == ipv) ? sizeof(sockaddr_in) : sizeof(sockaddr_in6));
r.m_ullTTL = ttl;
m_lRendezvousID.push_back(r);
}
void CRcvQueue::registerConnector(const UDTSOCKET& id, CUDT* u, int ipv, const sockaddr* addr, uint64_t ttl) {
m_pRendezvousQueue->insert(id, u, ipv, addr, ttl);
}
可以看到,在这个函数中,主要是向接收队列CRcvQueue的CRendezvousQueue m_pRendezvousQueue中插入了一个CRL结构。那CRendezvousQueue又是个什么东西呢?来看它的定义(src/queue.h):
class CRendezvousQueue {
public:
CRendezvousQueue();
~CRendezvousQueue();
public:
void insert(const UDTSOCKET& id, CUDT* u, int ipv, const sockaddr* addr, uint64_t ttl);
void remove(const UDTSOCKET& id);
CUDT* retrieve(const sockaddr* addr, UDTSOCKET& id);
void updateConnStatus();
private:
struct CRL {
UDTSOCKET m_iID; // UDT socket ID (self)
CUDT* m_pUDT; // UDT instance
int m_iIPversion; // IP version
sockaddr* m_pPeerAddr; // UDT sonnection peer address
uint64_t m_ullTTL; // the time that this request expires
};
std::list<CRL> m_lRendezvousID; // The sockets currently in rendezvous mode
pthread_mutex_t m_RIDVectorLock;
};
可以看到,它就是一个简单的容器,提供的操作也是常规的插入、移除及检索等操作:
void CRendezvousQueue::remove(const UDTSOCKET& id) {
CGuard vg(m_RIDVectorLock);
for (list<CRL>::iterator i = m_lRendezvousID.begin(); i != m_lRendezvousID.end(); ++i) {
if (i->m_iID == id) {
if (AF_INET == i->m_iIPversion)
delete (sockaddr_in*) i->m_pPeerAddr;
else
delete (sockaddr_in6*) i->m_pPeerAddr;
m_lRendezvousID.erase(i);
return;
}
}
}
CUDT* CRendezvousQueue::retrieve(const sockaddr* addr, UDTSOCKET& id) {
CGuard vg(m_RIDVectorLock);
// TODO: optimize search
for (list<CRL>::iterator i = m_lRendezvousID.begin(); i != m_lRendezvousID.end(); ++i) {
if (CIPAddress::ipcmp(addr, i->m_pPeerAddr, i->m_iIPversion) && ((0 == id) || (id == i->m_iID))) {
id = i->m_iID;
return i->m_pUDT;
}
}
return NULL;
}
那接收队列CRcvQueue是用这个队列来做什么的呢?这主要与接收队列CRcvQueue的消息dispatch机制有关。在接收队列CRcvQueue的worker线程中,接收到一条消息之后,它会根据消息的目标SocketID,及发送端的地址等信息,将消息以不同的方式进行dispatch,m_pRendezvousQueue中的CUDT是其中的一类dispatch目标。后面我们在研究消息接收时,会再来仔细研究接收队列CRcvQueue的worker线程及m_pRendezvousQueue。
4. 构造 连接请求 消息CHandShake m_ConnReq。可以看一下CHandShake的定义(src/packet.h):
class CHandShake {
public:
CHandShake();
int serialize(char* buf, int& size);
int deserialize(const char* buf, int size);
public:
static const int m_iContentSize; // Size of hand shake data
public:
int32_t m_iVersion; // UDT version
int32_t m_iType; // UDT socket type
int32_t m_iISN; // random initial sequence number
int32_t m_iMSS; // maximum segment size
int32_t m_iFlightFlagSize; // flow control window size
int32_t m_iReqType; // connection request type: 1: regular connection request, 0: rendezvous connection request, -1/-2: response
int32_t m_iID; // socket ID
int32_t m_iCookie; // cookie
uint32_t m_piPeerIP[4]; // The IP address that the peer's UDP port is bound to
};
CHandShake的m_iID为发起端UDT Socket的SocketID,请求类型m_iReqType将被设置为了1,还设置了m_iMSS用于协商MSS值。CHandShake的构造函数会初始化所有的字段(src/packet.cpp):
CHandShake::CHandShake()
: m_iVersion(0),
m_iType(0),
m_iISN(0),
m_iMSS(0),
m_iFlightFlagSize(0),
m_iReqType(0),
m_iID(0),
m_iCookie_iCookie(0) {
for (int i = 0; i < 4; ++i)
m_piPeerIP[i] = 0;
}
可以看到m_iCookie被初始化为了0。但注意在这里,CHandShake m_ConnReq的构造过程中,m_iCookie并没有被赋予新值。
5. 随机初始化序列号Sequence Number。
6. 创建一个CPacket结构request,为它创建大小为m_iPayloadSize的缓冲区,将该缓冲区pack进CPacket结构,并专门把request.m_iID,也就是这个包发送的目的UDT SocketID,设置为0。
m_iPayloadSize的值根据UDT Socket创建者的不同,在不同的地方设置。由应用程序创建的UDT Socket在CUDT::open()中设置,比如Listening的UDT Socket在bind时会执行CUDT::open(),或者连接UDT Server但没有执行过bind操作的UDT Socket会在CUDTUnited::connect()中执行CUDT::open();UDT Server中由Listening的UDT Socket收到连接请求时创建的UDT Socket,在CUDT::connect(const sockaddr* peer, CHandShake* hs)中初设置;发起连接的UDT Socket还会在CUDT::connect(const CPacket& response)中再次更新这个值。但这个值总是被设置为m_iPktSize - CPacket::m_iPktHdrSize,CPacket::m_iPktHdrSize为固定的UDT Packet Header大小16。
m_iPktSize总是与m_iPayloadSize在相同的地方设置,被设置为m_iMSS - 28。m_iMSS,MSS(Maximum Segment Size,最大报文长度),这里是UDT协议定义的一个选项,用于在UDT连接建立时,收发双方协商通信时每一个报文段所能承载的最大数据长度。在CUDT对象创建时被初始化为1500,但可以通过UDT::setsockopt()进行设置。
这里先来看一下CPacket的结构(src/packet.h):
class CPacket {
friend class CChannel;
friend class CSndQueue;
friend class CRcvQueue;
public:
int32_t& m_iSeqNo; // alias: sequence number
int32_t& m_iMsgNo; // alias: message number
int32_t& m_iTimeStamp; // alias: timestamp
int32_t& m_iID; // alias: socket ID
char*& m_pcData; // alias: data/control information
static const int m_iPktHdrSize; // packet header size
public:
CPacket();
~CPacket();
// Functionality:
// Get the payload or the control information field length.
// Parameters:
// None.
// Returned value:
// the payload or the control information field length.
int getLength() const;
// Functionality:
// Set the payload or the control information field length.
// Parameters:
// 0) [in] len: the payload or the control information field length.
// Returned value:
// None.
void setLength(int len);
// Functionality:
// Pack a Control packet.
// Parameters:
// 0) [in] pkttype: packet type filed.
// 1) [in] lparam: pointer to the first data structure, explained by the packet type.
// 2) [in] rparam: pointer to the second data structure, explained by the packet type.
// 3) [in] size: size of rparam, in number of bytes;
// Returned value:
// None.
void pack(int pkttype, void* lparam = NULL, void* rparam = NULL, int size = 0);
// Functionality:
// Read the packet vector.
// Parameters:
// None.
// Returned value:
// Pointer to the packet vector.
iovec* getPacketVector();
// Functionality:
// Read the packet flag.
// Parameters:
// None.
// Returned value:
// packet flag (0 or 1).
int getFlag() const;
// Functionality:
// Read the packet type.
// Parameters:
// None.
// Returned value:
// packet type filed (000 ~ 111).
int getType() const;
// Functionality:
// Read the extended packet type.
// Parameters:
// None.
// Returned value:
// extended packet type filed (0x000 ~ 0xFFF).
int getExtendedType() const;
// Functionality:
// Read the ACK-2 seq. no.
// Parameters:
// None.
// Returned value:
// packet header field (bit 16~31).
int32_t getAckSeqNo() const;
// Functionality:
// Read the message boundary flag bit.
// Parameters:
// None.
// Returned value:
// packet header field [1] (bit 0~1).
int getMsgBoundary() const;
// Functionality:
// Read the message inorder delivery flag bit.
// Parameters:
// None.
// Returned value:
// packet header field [1] (bit 2).
bool getMsgOrderFlag() const;
// Functionality:
// Read the message sequence number.
// Parameters:
// None.
// Returned value:
// packet header field [1] (bit 3~31).
int32_t getMsgSeq() const;
// Functionality:
// Clone this packet.
// Parameters:
// None.
// Returned value:
// Pointer to the new packet.
CPacket* clone() const;
protected:
uint32_t m_nHeader[4]; // The 128-bit header field
iovec m_PacketVector[2]; // The 2-demension vector of UDT packet [header, data]
int32_t __pad;
protected:
CPacket& operator=(const CPacket&);
};
它的数据成员是有4个uint32_t元素的数组m_nHeader,描述UDT Packet的Header,和有两个元素的iovec数组m_PacketVector。另外的几个引用则主要是为了方便对这些数据成员的访问,看下CPacket的构造函数就一目了然了(src/packet.cpp):
// Set up the aliases in the constructure
CPacket::CPacket()
: m_iSeqNo((int32_t&) (m_nHeader[0])),
m_iMsgNo((int32_t&) (m_nHeader[1])),
m_iTimeStamp((int32_t&) (m_nHeader[2])),
m_iID((int32_t&) (m_nHeader[3])),
m_pcData((char*&) (m_PacketVector[1].iov_base)),
__pad() {
for (int i = 0; i < 4; ++i)
m_nHeader[i] = 0;
m_PacketVector[0].iov_base = (char *) m_nHeader;
m_PacketVector[0].iov_len = CPacket::m_iPktHdrSize;
m_PacketVector[1].iov_base = NULL;
m_PacketVector[1].iov_len = 0;
}
注意m_PacketVector的第一个元素指向了m_nHeader。
在CPacket::pack()中:
void CPacket::pack(int pkttype, void* lparam, void* rparam, int size) {
// Set (bit-0 = 1) and (bit-1~15 = type)
m_nHeader[0] = 0x80000000 | (pkttype << 16);
// Set additional information and control information field
switch (pkttype) {
case 2: //0010 - Acknowledgement (ACK)
// ACK packet seq. no.
if (NULL != lparam)
m_nHeader[1] = *(int32_t *) lparam;
// data ACK seq. no.
// optional: RTT (microsends), RTT variance (microseconds) advertised flow window size (packets), and estimated link capacity (packets per second)
m_PacketVector[1].iov_base = (char *) rparam;
m_PacketVector[1].iov_len = size;
break;
case 6: //0110 - Acknowledgement of Acknowledgement (ACK-2)
// ACK packet seq. no.
m_nHeader[1] = *(int32_t *) lparam;
// control info field should be none
// but "writev" does not allow this
m_PacketVector[1].iov_base = (char *) &__pad; //NULL;
m_PacketVector[1].iov_len = 4; //0;
break;
case 3: //0011 - Loss Report (NAK)
// loss list
m_PacketVector[1].iov_base = (char *) rparam;
m_PacketVector[1].iov_len = size;
break;
case 4: //0100 - Congestion Warning
// control info field should be none
// but "writev" does not allow this
m_PacketVector[1].iov_base = (char *) &__pad; //NULL;
m_PacketVector[1].iov_len = 4; //0;
break;
case 1: //0001 - Keep-alive
// control info field should be none
// but "writev" does not allow this
m_PacketVector[1].iov_base = (char *) &__pad; //NULL;
m_PacketVector[1].iov_len = 4; //0;
break;
case 0: //0000 - Handshake
// control info filed is handshake info
m_PacketVector[1].iov_base = (char *) rparam;
m_PacketVector[1].iov_len = size; //sizeof(CHandShake);
break;
case 5: //0101 - Shutdown
// control info field should be none
// but "writev" does not allow this
m_PacketVector[1].iov_base = (char *) &__pad; //NULL;
m_PacketVector[1].iov_len = 4; //0;
break;
case 7: //0111 - Message Drop Request
// msg id
m_nHeader[1] = *(int32_t *) lparam;
//first seq no, last seq no
m_PacketVector[1].iov_base = (char *) rparam;
m_PacketVector[1].iov_len = size;
break;
case 8: //1000 - Error Signal from the Peer Side
// Error type
m_nHeader[1] = *(int32_t *) lparam;
// control info field should be none
// but "writev" does not allow this
m_PacketVector[1].iov_base = (char *) &__pad; //NULL;
m_PacketVector[1].iov_len = 4; //0;
break;
case 32767: //0x7FFF - Reserved for user defined control packets
// for extended control packet
// "lparam" contains the extended type information for bit 16 - 31
// "rparam" is the control information
m_nHeader[0] |= *(int32_t *) lparam;
if (NULL != rparam) {
m_PacketVector[1].iov_base = (char *) rparam;
m_PacketVector[1].iov_len = size;
} else {
m_PacketVector[1].iov_base = (char *) &__pad;
m_PacketVector[1].iov_len = 4;
}
break;
default:
break;
}
}
在CPacket::pack()中,首先将m_nHeader[0],也就是m_iSeqNo的bit-0设为1表示这是一个控制包,将bit-1~15设置为消息的类型,然后根据消息的不同类型进行不同的处理。对于Handshake消息,其pkttype为0,这里主要关注pkttype为0的case。可见它就是让m_PacketVector[1]指向前面创建的缓冲区。
7. 将Handshake消息m_ConnReq序列化进前面创建的缓冲区,并正确地设置CPacket request的长度:
void CPacket::setLength(int len) {
m_PacketVector[1].iov_len = len;
}
int CHandShake::serialize(char* buf, int& size) {
if (size < m_iContentSize)
return -1;
int32_t* p = (int32_t*) buf;
*p++ = m_iVersion;
*p++ = m_iType;
*p++ = m_iISN;
*p++ = m_iMSS;
*p++ = m_iFlightFlagSize;
*p++ = m_iReqType;
*p++ = m_iID;
*p++ = m_iCookie;
for (int i = 0; i < 4; ++i)
*p++ = m_piPeerIP[i];
size = m_iContentSize;
return 0;
}
序列化时,会将Handshake消息m_ConnReq全部的内容拷贝进缓冲区。略感奇怪,这个地方竟然完全没有顾及字节序的问题。
8. 调用发送队列的sendto()函数,向目标地址发送消息:
int CSndQueue::sendto(const sockaddr* addr, CPacket& packet) {
// send out the packet immediately (high priority), this is a control packet
m_pChannel->sendto(addr, packet);
return packet.getLength();
}
CSndQueue的sendto()函数直接调用了CChannel::sendto():
int CChannel::sendto(const sockaddr* addr, CPacket& packet) const {
cout << "CChannel send packet " << packet.m_iID << endl << endl;
// convert control information into network order
if (packet.getFlag())
for (int i = 0, n = packet.getLength() / 4; i < n; ++i)
*((uint32_t *) packet.m_pcData + i) = htonl(*((uint32_t *) packet.m_pcData + i));
// convert packet header into network order
//for (int j = 0; j < 4; ++ j)
// packet.m_nHeader[j] = htonl(packet.m_nHeader[j]);
uint32_t* p = packet.m_nHeader;
for (int j = 0; j < 4; ++j) {
*p = htonl(*p);
++p;
}
#ifndef WIN32
msghdr mh;
mh.msg_name = (sockaddr*) addr;
mh.msg_namelen = m_iSockAddrSize;
mh.msg_iov = (iovec*) packet.m_PacketVector;
mh.msg_iovlen = 2;
mh.msg_control = NULL;
mh.msg_controllen = 0;
mh.msg_flags = 0;
int res = ::sendmsg(m_iSocket, &mh, 0);
#else
DWORD size = CPacket::m_iPktHdrSize + packet.getLength();
int addrsize = m_iSockAddrSize;
int res = ::WSASendTo(m_iSocket, (LPWSABUF)packet.m_PacketVector, 2, &size, 0, addr, addrsize, NULL, NULL);
res = (0 == res) ? size : -1;
#endif
// convert back into local host order
//for (int k = 0; k < 4; ++ k)
// packet.m_nHeader[k] = ntohl(packet.m_nHeader[k]);
p = packet.m_nHeader;
for (int k = 0; k < 4; ++k) {
*p = ntohl(*p);
++p;
}
if (packet.getFlag()) {
for (int l = 0, n = packet.getLength() / 4; l < n; ++l)
*((uint32_t *) packet.m_pcData + l) = ntohl(*((uint32_t *) packet.m_pcData + l));
}
return res;
}
在CChannel::sendto()中会处理Header的字节序问题。
这里总结一下,UDT Client向UDT Server发送的连接建立请求消息的内容:消息主要分为两个部分一个是消息的Header,一个是消息的Content。Header为4个uint32_t类型变量,从前到后这4个变量的含义分别为sequence number,message number,timestamp和目标SocketID。就Handshake而言,sequence number的最高位,也就是bit-0为1,表示这是一个控制消息,bit-1~15为pkttype 0,其它位为0;message number及timestamp均为0,目标SocketID为0。
Content部分,总共48个字节,主要用于进行连接的协商,如MSS等,具体可以看CHandShake。
9. 检查是否是同步接收模式。如果不是的话,则delete掉前面为request CPacket的CHandShake创建的缓冲区并退出。后面与UDT Server端进一步的消息交互会有接收队列等帮忙异步地推动。否则继续执行。值得一提的是,CUDT在其构造函数中,会将m_bSynRecving置为true,但在拷贝构造函数中,则会继承传入的值。但这个值如同MSS值一样,也可以通过UDT::setOpt()设置。也就是说由应用程序创建的UDT Socket默认处于同步接收模式,比如Listening的UDT Socket和发起连接的UDT Socket,但可以自行设置,由Listening的UDT Socket在接收到连接建立请求时创建的UDT Socket,则会继承Listening UDT Socket的对应值。
我们暂时先看SynRecving模式,也就是默认模式下的UDT Socket的行为。
10. 创建一个CPacket response,同样为它创建一个大小为m_iPayloadSize的缓冲区以存放数据,并将缓冲区pack进response中。这个CPacket response会被用来存放从UDT Server发回的相应的信息。
11. 进入一个循环执行后续的握手动作,及消息的超时重传等动作。可以将这个循环看做由3个部分组成。
循环开始的地方是一段发送消息的代码,在这段代码中,其实做了两个事情,或者说可能会发送两种类型的消息,一是第一个握手消息的超时重传,二是第二个握手消息的发送及超时重传。看上去发送的都是CHandShake m_ConnReq,但在接收到第一个握手消息的响应之后,这个结构的某些成员会根据响应而被修改。注意,发送第一个握手消息之后,首次进入循环,将会跳过这个部分。
之后的第二部分,主要用于接收响应,第一个握手消息的响应及第二个握手消息的响应。来看CRcvQueue::recvfrom()(src/queue.cpp):
int CRcvQueue::recvfrom(int32_t id, CPacket& packet) {
CGuard bufferlock(m_PassLock);
map<int32_t, std::queue<CPacket*> >::iterator i = m_mBuffer.find(id);
if (i == m_mBuffer.end()) {
#ifndef WIN32
uint64_t now = CTimer::getTime();
timespec timeout;
timeout.tv_sec = now / 1000000 + 1;
timeout.tv_nsec = (now % 1000000) * 1000;
pthread_cond_timedwait(&m_PassCond, &m_PassLock, &timeout);
#else
ReleaseMutex(m_PassLock);
WaitForSingleObject(m_PassCond, 1000);
WaitForSingleObject(m_PassLock, INFINITE);
#endif
i = m_mBuffer.find(id);
if (i == m_mBuffer.end()) {
packet.setLength(-1);
return -1;
}
}
// retrieve the earliest packet
CPacket* newpkt = i->second.front();
if (packet.getLength() < newpkt->getLength()) {
packet.setLength(-1);
return -1;
}
// copy packet content
memcpy(packet.m_nHeader, newpkt->m_nHeader, CPacket::m_iPktHdrSize);
memcpy(packet.m_pcData, newpkt->m_pcData, newpkt->getLength());
packet.setLength(newpkt->getLength());
delete[] newpkt->m_pcData;
delete newpkt;
// remove this message from queue,
// if no more messages left for this socket, release its data structure
i->second.pop();
if (i->second.empty())
m_mBuffer.erase(i);
return packet.getLength();
}
这也是一个生产者-消费者模型,在这里就如同listen的过程一样,也只能看到这个生产与消费的故事的一半,即消费的那一半。生产者也是RcvQueue的worker线程。这个地方会等待着消息的到来,但也不会无限制的等待,可以看到,这里接收消息的等待时间大概为1s。这里是在等待一个CPacket队列的出现,也就是m_mBuffer中目标UDT Socket的CPacket队列。这里会从这个队列中取出第一个packet返回给调用者。如果队列被取空了,会直接将这个队列从m_mBuffer中移除出去。
循环的第三部分是整个连接建立消息交互过程的超时处理,可以看到,非Rendezvous模式下超时时间为3s,Rendezvous模式下,超时时间则会延长十倍。
CUDT::connect()执行到接收第一个握手消息的相应时,连接建立请求的发起也算是基本完成了。下面来看UDT Server端收到这个消息时是如何处理的。
UDT Server对首个Handshake消息的处理
来看UDT Server端收到这个消息时是如何处理的。如我们前面在 UDT协议实现分析——bind、listen与accept 一文中了解到的,Listening的UDT Socket会在UDT::accept()中等待连接请求进来,那是一个生产者与消费者的故事,UDT::accept()是生产者,接收队列RcvQueue的worker线程是消费者。
我们这就来仔细地看一下RcvQueue的worker线程,当然重点会关注对于Handshake消息,也就是目标SocketID为0,pkttype为0的packet的处理(src/queue.cpp):
#ifndef WIN32
void* CRcvQueue::worker(void* param)
#else
DWORD WINAPI CRcvQueue::worker(LPVOID param)
#endif
{
CRcvQueue* self = (CRcvQueue*) param;
sockaddr* addr =
(AF_INET == self->m_UnitQueue.m_iIPversion) ? (sockaddr*) new sockaddr_in : (sockaddr*) new sockaddr_in6;
CUDT* u = NULL;
int32_t id;
while (!self->m_bClosing) {
#ifdef NO_BUSY_WAITING
self->m_pTimer->tick();
#endif
// check waiting list, if new socket, insert it to the list
while (self->ifNewEntry()) {
CUDT* ne = self->getNewEntry();
if (NULL != ne) {
self->m_pRcvUList->insert(ne);
self->m_pHash->insert(ne->m_SocketID, ne);
}
}
// find next available slot for incoming packet
CUnit* unit = self->m_UnitQueue.getNextAvailUnit();
if (NULL == unit) {
// no space, skip this packet
CPacket temp;
temp.m_pcData = new char[self->m_iPayloadSize];
temp.setLength(self->m_iPayloadSize);
self->m_pChannel->recvfrom(addr, temp);
delete[] temp.m_pcData;
goto TIMER_CHECK;
}
unit->m_Packet.setLength(self->m_iPayloadSize);
// reading next incoming packet, recvfrom returns -1 is nothing has been received
if (self->m_pChannel->recvfrom(addr, unit->m_Packet) < 0)
goto TIMER_CHECK;
id = unit->m_Packet.m_iID;
// ID 0 is for connection request, which should be passed to the listening socket or rendezvous sockets
if (0 == id) {
if (NULL != self->m_pListener)
self->m_pListener->listen(addr, unit->m_Packet);
else if (NULL != (u = self->m_pRendezvousQueue->retrieve(addr, id))) {
// asynchronous connect: call connect here
// otherwise wait for the UDT socket to retrieve this packet
if (!u->m_bSynRecving)
u->connect(unit->m_Packet);
else
self->storePkt(id, unit->m_Packet.clone());
}
} else if (id > 0) {
if (NULL != (u = self->m_pHash->lookup(id))) {
if (CIPAddress::ipcmp(addr, u->m_pPeerAddr, u->m_iIPversion)) {
if (u->m_bConnected && !u->m_bBroken && !u->m_bClosing) {
if (0 == unit->m_Packet.getFlag())
u->processData(unit);
else
u->processCtrl(unit->m_Packet);
u->checkTimers();
self->m_pRcvUList->update(u);
}
}
} else if (NULL != (u = self->m_pRendezvousQueue->retrieve(addr, id))) {
if (!u->m_bSynRecving)
u->connect(unit->m_Packet);
else
self->storePkt(id, unit->m_Packet.clone());
}
}
TIMER_CHECK:
// take care of the timing event for all UDT sockets
uint64_t currtime;
CTimer::rdtsc(currtime);
CRNode* ul = self->m_pRcvUList->m_pUList;
uint64_t ctime = currtime - 100000 * CTimer::getCPUFrequency();
while ((NULL != ul) && (ul->m_llTimeStamp < ctime)) {
CUDT* u = ul->m_pUDT;
if (u->m_bConnected && !u->m_bBroken && !u->m_bClosing) {
u->checkTimers();
self->m_pRcvUList->update(u);
} else {
// the socket must be removed from Hash table first, then RcvUList
self->m_pHash->remove(u->m_SocketID);
self->m_pRcvUList->remove(u);
u->m_pRNode->m_bOnList = false;
}
ul = self->m_pRcvUList->m_pUList;
}
// Check connection requests status for all sockets in the RendezvousQueue.
self->m_pRendezvousQueue->updateConnStatus();
}
if (AF_INET == self->m_UnitQueue.m_iIPversion)
delete (sockaddr_in*) addr;
else
delete (sockaddr_in6*) addr;
#ifndef WIN32
return NULL;
#else
SetEvent(self->m_ExitCond);
return 0;
#endif
}
这个函数,首先创建了一个sockaddr,用于保存发送端的地址。
然后就进入了一个循环,不断地接收UDP消息。
循环内的第一行是执行Timer的tick(),这个是UDT自己的定时器Timer机制的一部分。
接下来的这个子循环也主要与RcvQueue的worker线程中消息的dispatch机制有关。
然后是取一个CUnit,用来接收其它端点发送过来的消息。如果取不到,则接收UDP包并丢弃。然后跳过后面消息dispatch的过程。这个地方的m_UnitQueue用来做缓存,也用来防止收到过多的包消耗过多的资源。完整的CUnitQueue机制暂时先不去仔细分析。
然后就是取到了CUnit的情况,则先通过CChannel接收一个包,并根据包的内容进行包的dispatch。不能跑偏了,这里主要关注目标SocketID为0,pkttype为0的包的dispatch。可以看到,在Listener存在的情况下,是dispatch给了listener,也就是Listening的UDT Socket的CUDT的listen()函数,否则会dispatch给通道上处于Rendezvous模式的UDT Socket。(在 UDT协议实现分析——bind、listen与accept 一文中关于listen的部分有具体理过这个listener的设置过程。)可以看到,对于相同的通道CChannel,也就是同一个端口上,Rendezvous模式下的UDT Socket和Listening的UDT Socket不能共存,或者说同时存在时,Rendezvous的行为可能不是预期的,但多个处于Rendezvous模式下的UDT Socket可以共存。
接收队列CRcvQueue的worker()线程做的其它事情,暂时先不去仔细看。这里先来理一下Listening的UDT Socket在接收到Handshake消息的处理过程,也就是CUDT::listen(sockaddr* addr, CPacket& packet)(src/core.cpp):
int CUDT::listen(sockaddr* addr, CPacket& packet) {
if (m_bClosing)
return 1002;
if (packet.getLength() != CHandShake::m_iContentSize)
return 1004;
CHandShake hs;
hs.deserialize(packet.m_pcData, packet.getLength());
// SYN cookie
char clienthost[NI_MAXHOST];
char clientport[NI_MAXSERV];
getnameinfo(addr, (AF_INET == m_iVersion) ? sizeof(sockaddr_in) : sizeof(sockaddr_in6), clienthost,
sizeof(clienthost), clientport, sizeof(clientport), NI_NUMERICHOST | NI_NUMERICSERV);
int64_t timestamp = (CTimer::getTime() - m_StartTime) / 60000000; // secret changes every one minute
stringstream cookiestr;
cookiestr << clienthost << ":" << clientport << ":" << timestamp;
unsigned char cookie[16];
CMD5::compute(cookiestr.str().c_str(), cookie);
if (1 == hs.m_iReqType) {
hs.m_iCookie = *(int*) cookie;
packet.m_iID = hs.m_iID;
int size = packet.getLength();
hs.serialize(packet.m_pcData, size);
m_pSndQueue->sendto(addr, packet);
return 0;
} else {
if (hs.m_iCookie != *(int*) cookie) {
timestamp--;
cookiestr << clienthost << ":" << clientport << ":" << timestamp;
CMD5::compute(cookiestr.str().c_str(), cookie);
if (hs.m_iCookie != *(int*) cookie)
return -1;
}
}
int32_t id = hs.m_iID;
// When a peer side connects in...
if ((1 == packet.getFlag()) && (0 == packet.getType())) {
if ((hs.m_iVersion != m_iVersion) || (hs.m_iType != m_iSockType)) {
// mismatch, reject the request
hs.m_iReqType = 1002;
int size = CHandShake::m_iContentSize;
hs.serialize(packet.m_pcData, size);
packet.m_iID = id;
m_pSndQueue->sendto(addr, packet);
} else {
int result = s_UDTUnited.newConnection(m_SocketID, addr, &hs);
if (result == -1)
hs.m_iReqType = 1002;
// send back a response if connection failed or connection already existed
// new connection response should be sent in connect()
if (result != 1) {
int size = CHandShake::m_iContentSize;
hs.serialize(packet.m_pcData, size);
packet.m_iID = id;
m_pSndQueue->sendto(addr, packet);
} else {
// a new connection has been created, enable epoll for write
s_UDTUnited.m_EPoll.update_events(m_SocketID, m_sPollID, UDT_EPOLL_OUT, true);
}
}
}
return hs.m_iReqType;
}
在这个函数中主要做了这样的一些事情:
1. 检查UDT Socket的状态,如果处于Closing状态下,就返回,否则继续执行。
2. 检查包的数据部分长度。若长度不为CHandShake::m_iContentSize 48字节,则说明这不是一个有效的Handshake,则返回,否则继续执行。
3. 创建一个CHandShake hs,并将传入的packet的数据部分反序列化进这个CHandShake。这里来扫一眼这个CHandShake::deserialize()(src/packet.cpp):
int CHandShake::deserialize(const char* buf, int size) {
if (size < m_iContentSize)
return -1;
int32_t* p = (int32_t*) buf;
m_iVersion = *p++;
m_iType = *p++;
m_iISN = *p++;
m_iMSS = *p++;
m_iFlightFlagSize = *p++;
m_iReqType = *p++;
m_iID = *p++;
m_iCookie = *p++;
for (int i = 0; i < 4; ++i)
m_piPeerIP[i] = *p++;
return 0;
}
这个函数如同它的反函数serialize()一样没有处理字节序的问题。
4. 计算cookie值。所谓cookie值,即由连接发起端的网络地址(包括IP地址与端口号)及时间戳组成的字符串计算出来的16个字节长度的MD5值。时间戳精确到分钟值。用于计算MD5值的字符串类似127.0.0.1:49033:0。
5. 计算出来cookie值之后的部分,应该被分成两个部分。一部分处理连接发起端发送的地一个握手包,也就是hs.m_iReqType == 1的block,在CUDT::connect()中构造m_ConnReq的部分我们有看到这个值要被设为1的;另一部分则处理连接发起端发送的第二个握手消息。这里我们先来看hs.m_iReqType == 1的block。
它取前一步计算的cookie的前4个字节,直接将其强转为一个int值,赋给前面反序列化的CHandShake的m_iCookie。这个地方竟然顾及字节序的问题,也没有顾及不同平台的差异,即int类型的长度在不同的机器上可能不同,这个地方用int32_t似乎要更安全一点。将CHandShake的m_iID,如我们在CUDT::connect()中构造m_ConnReq的部分我们有看到的,为连接发起端UDT Socket的SocketID,设置给packet的m_iID,也就是包的目标SocketID。再将hs重新序列化进packet。通过发送队列SndQueue发送经过了这一番修改的packet。然后返回。
总结一下UDT Server中Listening的UDT Socket接收到第一个HandShake包时,对于这个包的处理过程:
计算一个cookie值,设置给接收到的HandShake的cookie字段,修改包的目标SocketID字段为发起连接的UDT Socket的SocketID,包的其它部分原封不动,最后将这个包重新发回给连接发起端。
UDT Client发送第二个HandShake消息
UDT Server接收到第一个HandShake消息,回给UDT Client一个HandShake消息。这样球就又被踢回给了UDT Client端。接着来看在UDT Client端接收到首个HandShake包的响应后会做什么样的处理。
我们知道在CUDT::connect(const sockaddr* serv_addr)中,发送首个HandShake包之后,会调用CRcvQueue::recvfrom()来等着接收UDT Server的响应,消费者焦急地等待着食物的到来。在消息到来时,CUDT::connect()会被生产者,也就是CRcvQueue的worker线程唤醒。这里就来具体看一下这个生产与消费的故事的另一半,生产的故事,也就是CRcvQueue的worker线程的消息dispatch。
在CRcvQueue::worker()中包dispatch的部分可以看到:
} else if (id > 0) {
if (NULL != (u = self->m_pHash->lookup(id))) {
if (CIPAddress::ipcmp(addr, u->m_pPeerAddr, u->m_iIPversion)) {
cout << "Receive packet by m_pHash table" << endl;
if (u->m_bConnected && !u->m_bBroken && !u->m_bClosing) {
if (0 == unit->m_Packet.getFlag())
u->processData(unit);
else
u->processCtrl(unit->m_Packet);
u->checkTimers();
self->m_pRcvUList->update(u);
}
}
} else if (NULL != (u = self->m_pRendezvousQueue->retrieve(addr, id))) {
cout << "Receive packet by m_pRendezvousQueue, u->m_bSynRecving " << u->m_bSynRecving << endl;
if (!u->m_bSynRecving)
u->connect(unit->m_Packet);
else
self->storePkt(id, unit->m_Packet.clone());
}
}
我们知道UDT Server回复的消息中是设置了目标SocketID了的。因而会走id > 0的block。
在CUDT::connect( const sockaddr* serv_addr )中有看到调用m_pRcvQueue->registerConnector()将CUDT添加进RcvQueue的m_pRendezvousQueue中,因而这里会执行id > 0 block中下面的那个block。
如果前面对于m_bSynRecving的分析,默认情况为true。因而这个地方会执行CRcvQueue::storePkt()来存储包。来看这个函数的实现:
void CRcvQueue::storePkt(int32_t id, CPacket* pkt) {
CGuard bufferlock(m_PassLock);
map<int32_t, std::queue<CPacket*> >::iterator i = m_mBuffer.find(id);
if (i == m_mBuffer.end()) {
m_mBuffer[id].push(pkt);
#ifndef WIN32
pthread_cond_signal(&m_PassCond);
#else
SetEvent(m_PassCond);
#endif
} else {
//avoid storing too many packets, in case of malfunction or attack
if (i->second.size() > 16)
return;
i->second.push(pkt);
}
}
在这个函数中会保存接收到的packet,并在必要的时候唤醒等待接收消息的线程。(对应CRcvQueue::recvfrom()的逻辑来看。)
然后来看CUDT::connect(const sockaddr* serv_addr)在收到第一个HandShake消息的响应之后会做什么样的处理,也就是CUDT::connect(const CPacket& response)(src/core.cpp):
int CUDT::connect(const CPacket& response) throw () {
// this is the 2nd half of a connection request. If the connection is setup successfully this returns 0.
// returning -1 means there is an error.
// returning 1 or 2 means the connection is in process and needs more handshake
if (!m_bConnecting)
return -1;
if (m_bRendezvous && ((0 == response.getFlag()) || (1 == response.getType())) && (0 != m_ConnRes.m_iType)) {
//a data packet or a keep-alive packet comes, which means the peer side is already connected
// in this situation, the previously recorded response will be used
goto POST_CONNECT;
}
if ((1 != response.getFlag()) || (0 != response.getType()))
return -1;
m_ConnRes.deserialize(response.m_pcData, response.getLength());
if (m_bRendezvous) {
// regular connect should NOT communicate with rendezvous connect
// rendezvous connect require 3-way handshake
if (1 == m_ConnRes.m_iReqType)
return -1;
if ((0 == m_ConnReq.m_iReqType) || (0 == m_ConnRes.m_iReqType)) {
m_ConnReq.m_iReqType = -1;
// the request time must be updated so that the next handshake can be sent out immediately.
m_llLastReqTime = 0;
return 1;
}
} else {
// set cookie
if (1 == m_ConnRes.m_iReqType) {
m_ConnReq.m_iReqType = -1;
m_ConnReq.m_iCookie = m_ConnRes.m_iCookie;
m_llLastReqTime = 0;
return 1;
}
}
这个函数会处理第一个HandShake的响应,也会处理第二个HandShake的响应,这里先来关注第一个HandShake的响应的处理,因而只列出它的一部分的代码。
这个函数先是检查了CUDT的状态,检查了packet的有效性,然后就是将接收到的包的数据部分反序列化至CHandShake m_ConnRes中。我们不关注对于Rendezvous模式的处理。
接着会检查m_ConnRes的m_iReqType,若为1,则设置m_ConnReq.m_iReqType为-1,设置m_ConnReq.m_iCookie为m_ConnRes.m_iCookie用以标识m_ConnReq为一个合法的第二个HandShake packet;同时设置m_llLastReqTime为0,如我们前面对CUDT::connect(const sockaddr* serv_addr)的分析,以便于此刻保存于m_ConnReq中的第二个HandShake能够被发送出去as soon as possible。
这第二个HandShake,与第一个HandShake的差异仅仅在于有了有效的Cookie值,且请求类型ReqType为-1。其它则完全一样。
UDT Server对第二个HandShake的处理
UDT Client对于m_ConnReq的改变并不足以改变接收队列中worker线程对这个包的dispatch规则,因而直接来看CUDT::listen(sockaddr* addr, CPacket& packet)中对于这第二个HandShake消息的处理。
接着前面对于这个函数的分析,接前面的第4步。
5. 对于这第二个HandShake,它的ReqType自然不再是1了,而是-1。因而在计算完了cookie值之后,它会先验证一下HandShake包中的cookie值是否是有效的,如果无效,则直接返回。根据这个地方的逻辑,可以看到cookie的有效时间最长为2分钟。
6. 检查包的Flag和Type,如果不是HandShake包,则直接返回,否则继续执行。
7. 检查连接发起端IP的版本及Socket类型SockType与本地Listen的UDT Socket是否匹配。若不匹配,则将错误码1002放在发过来的HandShanke的ReqType字段中,设置packet的目标SocketID为发起连接的SocketID,然后将这个包重新发回给UDT Client。
8. 检查之后,发现完全匹配的情况。调用CUDTUnited::newConnection()创建一个新的UDT Socket。若创建过程执行失败,则将错误码1002放在发过来的HandShanke的ReqType字段中。若创建成功,会设置发过来的packet的目标SocketID为适当的值,然后将同一个包再发送回UDT Client。CUDTUnited::newConnection()会适当地修改HandShake packet的一些字段。若失败在执行s_UDTUnited.m_EPoll.update_events()。
9. 返回hs.m_iReqType。
然后来看在CUDTUnited::newConnection()中是如何新建Socket的:
int CUDTUnited::newConnection(const UDTSOCKET listen, const sockaddr* peer, CHandShake* hs) {
CUDTSocket* ns = NULL;
CUDTSocket* ls = locate(listen);
if (NULL == ls)
return -1;
// if this connection has already been processed
if (NULL != (ns = locate(peer, hs->m_iID, hs->m_iISN))) {
if (ns->m_pUDT->m_bBroken) {
// last connection from the "peer" address has been broken
ns->m_Status = CLOSED;
ns->m_TimeStamp = CTimer::getTime();
CGuard::enterCS(ls->m_AcceptLock);
ls->m_pQueuedSockets->erase(ns->m_SocketID);
ls->m_pAcceptSockets->erase(ns->m_SocketID);
CGuard::leaveCS(ls->m_AcceptLock);
} else {
// connection already exist, this is a repeated connection request
// respond with existing HS information
hs->m_iISN = ns->m_pUDT->m_iISN;
hs->m_iMSS = ns->m_pUDT->m_iMSS;
hs->m_iFlightFlagSize = ns->m_pUDT->m_iFlightFlagSize;
hs->m_iReqType = -1;
hs->m_iID = ns->m_SocketID;
return 0;
//except for this situation a new connection should be started
}
}
// exceeding backlog, refuse the connection request
if (ls->m_pQueuedSockets->size() >= ls->m_uiBackLog)
return -1;
try {
ns = new CUDTSocket;
ns->m_pUDT = new CUDT(*(ls->m_pUDT));
if (AF_INET == ls->m_iIPversion) {
ns->m_pSelfAddr = (sockaddr*) (new sockaddr_in);
((sockaddr_in*) (ns->m_pSelfAddr))->sin_port = 0;
ns->m_pPeerAddr = (sockaddr*) (new sockaddr_in);
memcpy(ns->m_pPeerAddr, peer, sizeof(sockaddr_in));
} else {
ns->m_pSelfAddr = (sockaddr*) (new sockaddr_in6);
((sockaddr_in6*) (ns->m_pSelfAddr))->sin6_port = 0;
ns->m_pPeerAddr = (sockaddr*) (new sockaddr_in6);
memcpy(ns->m_pPeerAddr, peer, sizeof(sockaddr_in6));
}
} catch (...) {
delete ns;
return -1;
}
CGuard::enterCS(m_IDLock);
ns->m_SocketID = --m_SocketID;
cout << "new CUDTSocket SocketID is " << ns->m_SocketID << " PeerID " << hs->m_iID << endl;
CGuard::leaveCS(m_IDLock);
ns->m_ListenSocket = listen;
ns->m_iIPversion = ls->m_iIPversion;
ns->m_pUDT->m_SocketID = ns->m_SocketID;
ns->m_PeerID = hs->m_iID;
ns->m_iISN = hs->m_iISN;
int error = 0;
try {
// bind to the same addr of listening socket
ns->m_pUDT->open();
updateMux(ns, ls);
ns->m_pUDT->connect(peer, hs);
} catch (...) {
error = 1;
goto ERR_ROLLBACK;
}
ns->m_Status = CONNECTED;
// copy address information of local node
ns->m_pUDT->m_pSndQueue->m_pChannel->getSockAddr(ns->m_pSelfAddr);
CIPAddress::pton(ns->m_pSelfAddr, ns->m_pUDT->m_piSelfIP, ns->m_iIPversion);
// protect the m_Sockets structure.
CGuard::enterCS(m_ControlLock);
try {
m_Sockets[ns->m_SocketID] = ns;
m_PeerRec[(ns->m_PeerID << 30) + ns->m_iISN].insert(ns->m_SocketID);
} catch (...) {
error = 2;
}
CGuard::leaveCS(m_ControlLock);
CGuard::enterCS(ls->m_AcceptLock);
try {
ls->m_pQueuedSockets->insert(ns->m_SocketID);
} catch (...) {
error = 3;
}
CGuard::leaveCS(ls->m_AcceptLock);
// acknowledge users waiting for new connections on the listening socket
m_EPoll.update_events(listen, ls->m_pUDT->m_sPollID, UDT_EPOLL_IN, true);
CTimer::triggerEvent();
ERR_ROLLBACK: if (error > 0) {
ns->m_pUDT->close();
ns->m_Status = CLOSED;
ns->m_TimeStamp = CTimer::getTime();
return -1;
}
// wake up a waiting accept() call
#ifndef WIN32
pthread_mutex_lock(&(ls->m_AcceptLock));
pthread_cond_signal(&(ls->m_AcceptCond));
pthread_mutex_unlock(&(ls->m_AcceptLock));
#else
SetEvent(ls->m_AcceptCond);
#endif
return 1;
}
在这个函数中做了如下这样的一些事情:
1. 找到listening的UDT Socket的CUDTSocket结构,若找不到则直接返回-1。否则继续执行。
2. 检查相同的连接请求是否已经处理过了。在CUDTUnited有一个专门的缓冲区m_PeerRec,用来存放由Listening的Socket创建的UDT Socket,这里主要是通过在这个缓冲区中查找是否已经有connection请求对应的socket来判断:
CUDTSocket* CUDTUnited::locate(const sockaddr* peer, const UDTSOCKET id, int32_t isn) {
CGuard cg(m_ControlLock);
map<int64_t, set<UDTSOCKET> >::iterator i = m_PeerRec.find((id << 30) + isn);
if (i == m_PeerRec.end())
return NULL;
for (set<UDTSOCKET>::iterator j = i->second.begin(); j != i->second.end(); ++j) {
map<UDTSOCKET, CUDTSocket*>::iterator k = m_Sockets.find(*j);
// this socket might have been closed and moved m_ClosedSockets
if (k == m_Sockets.end())
continue;
if (CIPAddress::ipcmp(peer, k->second->m_pPeerAddr, k->second->m_iIPversion))
return k->second;
}
return NULL;
}
如果已经为这个connection请求创建了UDT Socket,又分为两种情况:
(1). 为connection请求创建的UDT Socket还是好的,可用的,则根据之前创建的UDT Socket的一些字段设置接收到的HandShake,m_iReqType会被设置为-1,m_iID会被设置为UDT Socket的SocketID。然后返回0。如我们前面在CUDTUnited::newConnection()中看到的,这样返回之后,CUDTUnited::newConnection()会发送一个响应消息给UDT Client。
(2). 为connection请求创建的UDT Socket已经烂掉了,不可用了,此时则主要会将其状态设置为CLOSED,设置时间戳,将其从m_pQueuedSockets和m_pAcceptSockets中移除出去。然后执行后续的新建UDT Socket的流程。
但对于一个由Listening Socket创建的UDT Socket而言,又会是什么原因导致它处于broken状态呢?此处这样的检查是否真有必要呢?后面会再来研究。
3. 检查m_pQueuedSockets的大小是否超出了为Listening的UDT Socket设置的backlog大小,若超出,则返回-1,否则继续执行。
4. 创建一个CUDTSocket对象。创建一个CUDT对象,这里创建的CUDT对象会继承Listening的UDT Socket的许多属性(src/api.cpp):
CUDT::CUDT(const CUDT& ancestor) {
m_pSndBuffer = NULL;
m_pRcvBuffer = NULL;
m_pSndLossList = NULL;
m_pRcvLossList = NULL;
m_pACKWindow = NULL;
m_pSndTimeWindow = NULL;
m_pRcvTimeWindow = NULL;
m_pSndQueue = NULL;
m_pRcvQueue = NULL;
m_pPeerAddr = NULL;
m_pSNode = NULL;
m_pRNode = NULL;
// Initilize mutex and condition variables
initSynch();
// Default UDT configurations
m_iMSS = ancestor.m_iMSS;
m_bSynSending = ancestor.m_bSynSending;
m_bSynRecving = ancestor.m_bSynRecving;
m_iFlightFlagSize = ancestor.m_iFlightFlagSize;
m_iSndBufSize = ancestor.m_iSndBufSize;
m_iRcvBufSize = ancestor.m_iRcvBufSize;
m_Linger = ancestor.m_Linger;
m_iUDPSndBufSize = ancestor.m_iUDPSndBufSize;
m_iUDPRcvBufSize = ancestor.m_iUDPRcvBufSize;
m_iSockType = ancestor.m_iSockType;
m_iIPversion = ancestor.m_iIPversion;
m_bRendezvous = ancestor.m_bRendezvous;
m_iSndTimeOut = ancestor.m_iSndTimeOut;
m_iRcvTimeOut = ancestor.m_iRcvTimeOut;
m_bReuseAddr = true; // this must be true, because all accepted sockets shared the same port with the listener
m_llMaxBW = ancestor.m_llMaxBW;
m_pCCFactory = ancestor.m_pCCFactory->clone();
m_pCC = NULL;
m_pCache = ancestor.m_pCache;
// Initial status
m_bOpened = false;
m_bListening = false;
m_bConnecting = false;
m_bConnected = false;
m_bClosing = false;
m_bShutdown = false;
m_bBroken = false;
m_bPeerHealth = true;
m_ullLingerExpiration = 0;
}
为SelfAddr分配内存。
为PeerAddr分配内存。
拷贝发送端地址到PeerAddr。
设置SocketID。等等。
5. 执行ns->m_pUDT->open()完成打开动作。然后执行updateMux(ns, ls),将新建的这个UDT Socket绑定到Listening的UDT Socket所绑定的多路复用器:
void CUDTUnited::updateMux(CUDTSocket* s, const CUDTSocket* ls) {
CGuard cg(m_ControlLock);
int port = (AF_INET == ls->m_iIPversion) ?
ntohs(((sockaddr_in*) ls->m_pSelfAddr)->sin_port) :
ntohs(((sockaddr_in6*) ls->m_pSelfAddr)->sin6_port);
// find the listener's address
for (map<int, CMultiplexer>::iterator i = m_mMultiplexer.begin(); i != m_mMultiplexer.end(); ++i) {
if (i->second.m_iPort == port) {
// reuse the existing multiplexer
++i->second.m_iRefCount;
s->m_pUDT->m_pSndQueue = i->second.m_pSndQueue;
s->m_pUDT->m_pRcvQueue = i->second.m_pRcvQueue;
s->m_iMuxID = i->second.m_iID;
return;
}
}
}
6. 执行 ns->m_pUDT->connect(peer, hs):
void CUDT::connect(const sockaddr* peer, CHandShake* hs) {
CGuard cg(m_ConnectionLock);
// Uses the smaller MSS between the peers
if (hs->m_iMSS > m_iMSS)
hs->m_iMSS = m_iMSS;
else
m_iMSS = hs->m_iMSS;
// exchange info for maximum flow window size
m_iFlowWindowSize = hs->m_iFlightFlagSize;
hs->m_iFlightFlagSize = (m_iRcvBufSize < m_iFlightFlagSize) ? m_iRcvBufSize : m_iFlightFlagSize;
m_iPeerISN = hs->m_iISN;
m_iRcvLastAck = hs->m_iISN;
m_iRcvLastAckAck = hs->m_iISN;
m_iRcvCurrSeqNo = hs->m_iISN - 1;
m_PeerID = hs->m_iID;
hs->m_iID = m_SocketID;
// use peer's ISN and send it back for security check
m_iISN = hs->m_iISN;
m_iLastDecSeq = m_iISN - 1;
m_iSndLastAck = m_iISN;
m_iSndLastDataAck = m_iISN;
m_iSndCurrSeqNo = m_iISN - 1;
m_iSndLastAck2 = m_iISN;
m_ullSndLastAck2Time = CTimer::getTime();
// this is a reponse handshake
hs->m_iReqType = -1;
// get local IP address and send the peer its IP address (because UDP cannot get local IP address)
memcpy(m_piSelfIP, hs->m_piPeerIP, 16);
CIPAddress::ntop(peer, hs->m_piPeerIP, m_iIPversion);
m_iPktSize = m_iMSS - 28;
m_iPayloadSize = m_iPktSize - CPacket::m_iPktHdrSize;
// Prepare all structures
try {
m_pSndBuffer = new CSndBuffer(32, m_iPayloadSize);
m_pRcvBuffer = new CRcvBuffer(&(m_pRcvQueue->m_UnitQueue), m_iRcvBufSize);
m_pSndLossList = new CSndLossList(m_iFlowWindowSize * 2);
m_pRcvLossList = new CRcvLossList(m_iFlightFlagSize);
m_pACKWindow = new CACKWindow(1024);
m_pRcvTimeWindow = new CPktTimeWindow(16, 64);
m_pSndTimeWindow = new CPktTimeWindow();
} catch (...) {
throw CUDTException(3, 2, 0);
}
CInfoBlock ib;
ib.m_iIPversion = m_iIPversion;
CInfoBlock::convert(peer, m_iIPversion, ib.m_piIP);
if (m_pCache->lookup(&ib) >= 0) {
m_iRTT = ib.m_iRTT;
m_iBandwidth = ib.m_iBandwidth;
}
m_pCC = m_pCCFactory->create();
m_pCC->m_UDT = m_SocketID;
m_pCC->setMSS(m_iMSS);
m_pCC->setMaxCWndSize(m_iFlowWindowSize);
m_pCC->setSndCurrSeqNo(m_iSndCurrSeqNo);
m_pCC->setRcvRate(m_iDeliveryRate);
m_pCC->setRTT(m_iRTT);
m_pCC->setBandwidth(m_iBandwidth);
m_pCC->init();
m_ullInterval = (uint64_t) (m_pCC->m_dPktSndPeriod * m_ullCPUFrequency);
m_dCongestionWindow = m_pCC->m_dCWndSize;
m_pPeerAddr = (AF_INET == m_iIPversion) ? (sockaddr*) new sockaddr_in : (sockaddr*) new sockaddr_in6;
memcpy(m_pPeerAddr, peer, (AF_INET == m_iIPversion) ? sizeof(sockaddr_in) : sizeof(sockaddr_in6));
// And of course, it is connected.
m_bConnected = true;
// register this socket for receiving data packets
m_pRNode->m_bOnList = true;
m_pRcvQueue->setNewEntry(this);
//send the response to the peer, see listen() for more discussions about this
CPacket response;
int size = CHandShake::m_iContentSize;
char* buffer = new char[size];
hs->serialize(buffer, size);
response.pack(0, NULL, buffer, size);
response.m_iID = m_PeerID;
m_pSndQueue->sendto(peer, response);
delete[] buffer;
}
这个函数里会根据HandShake包设置非常多的成员。但主要来关注m_pRcvQueue->setNewEntry(this),这个调用也是与RcvQueue的worker线程的消息dispatch机制有关。后面我们会再来仔细地了解这个函数。
这个函数会在最后发送响应给UDT Client。
7. 将UDT Socket的状态置为CONNECTED。拷贝Channel的地址到PeerAddr。
8. 将创建的CUDTSocket放进m_Sockets中,同时放进m_PeerRec中。
9. 将创建的UDT Socket放进m_pQueuedSockets中。这正是Listening UDT Socket accept那个生产-消费故事的另一半,这里是生产者。
10. 将等待在accept()的线程唤醒。至此在UDT Server端,accept()返回一个UDT Socket,UDT Server认为一个连接成功建立。
UDT Client从UDT::connect()返回
如我们前面看到的,CUDT::connect(const sockaddr* serv_addr)在发送了第二个Handshake消息之后,它就会开是等待UDT Server的第二次响应。UDT Server发送第二个Handshake消息的相应之后,UDT Client端将会返回并处理它。这个消息的dispatch过程与第一个HandShake的响应消息的处理过程一致,这里不再赘述。这里来看这第二个HandShake的响应消息的处理,同样是在CUDT::connect(const CPacket& response)中:
} else {
// set cookie
if (1 == m_ConnRes.m_iReqType) {
m_ConnReq.m_iReqType = -1;
m_ConnReq.m_iCookie = m_ConnRes.m_iCookie;
m_llLastReqTime = 0;
return 1;
}
}
POST_CONNECT:
// Remove from rendezvous queue
m_pRcvQueue->removeConnector(m_SocketID);
// Re-configure according to the negotiated values.
m_iMSS = m_ConnRes.m_iMSS;
m_iFlowWindowSize = m_ConnRes.m_iFlightFlagSize;
m_iPktSize = m_iMSS - 28;
m_iPayloadSize = m_iPktSize - CPacket::m_iPktHdrSize;
m_iPeerISN = m_ConnRes.m_iISN;
m_iRcvLastAck = m_ConnRes.m_iISN;
m_iRcvLastAckAck = m_ConnRes.m_iISN;
m_iRcvCurrSeqNo = m_ConnRes.m_iISN - 1;
m_PeerID = m_ConnRes.m_iID;
memcpy(m_piSelfIP, m_ConnRes.m_piPeerIP, 16);
// Prepare all data structures
try {
m_pSndBuffer = new CSndBuffer(32, m_iPayloadSize);
m_pRcvBuffer = new CRcvBuffer(&(m_pRcvQueue->m_UnitQueue), m_iRcvBufSize);
// after introducing lite ACK, the sndlosslist may not be cleared in time, so it requires twice space.
m_pSndLossList = new CSndLossList(m_iFlowWindowSize * 2);
m_pRcvLossList = new CRcvLossList(m_iFlightFlagSize);
m_pACKWindow = new CACKWindow(1024);
m_pRcvTimeWindow = new CPktTimeWindow(16, 64);
m_pSndTimeWindow = new CPktTimeWindow();
} catch (...) {
throw CUDTException(3, 2, 0);
}
CInfoBlock ib;
ib.m_iIPversion = m_iIPversion;
CInfoBlock::convert(m_pPeerAddr, m_iIPversion, ib.m_piIP);
if (m_pCache->lookup(&ib) >= 0) {
m_iRTT = ib.m_iRTT;
m_iBandwidth = ib.m_iBandwidth;
}
m_pCC = m_pCCFactory->create();
m_pCC->m_UDT = m_SocketID;
m_pCC->setMSS(m_iMSS);
m_pCC->setMaxCWndSize(m_iFlowWindowSize);
m_pCC->setSndCurrSeqNo(m_iSndCurrSeqNo);
m_pCC->setRcvRate(m_iDeliveryRate);
m_pCC->setRTT(m_iRTT);
m_pCC->setBandwidth(m_iBandwidth);
m_pCC->init();
m_ullInterval = (uint64_t) (m_pCC->m_dPktSndPeriod * m_ullCPUFrequency);
m_dCongestionWindow = m_pCC->m_dCWndSize;
// And, I am connected too.
m_bConnecting = false;
m_bConnected = true;
// register this socket for receiving data packets
m_pRNode->m_bOnList = true;
m_pRcvQueue->setNewEntry(this);
// acknowledge the management module.
s_UDTUnited.connect_complete(m_SocketID);
// acknowledde any waiting epolls to write
s_UDTUnited.m_EPoll.update_events(m_SocketID, m_sPollID, UDT_EPOLL_OUT, true);
return 0;
}
1. 这里做的第一件事就是调用m_pRcvQueue->removeConnector(m_SocketID)将自己从RevQueue的RendezvousQueue中移除,以表示自己将不再接收Rendezvous消息(src/queue.cpp):
void CRcvQueue::removeConnector(const UDTSOCKET& id) {
m_pRendezvousQueue->remove(id);
CGuard bufferlock(m_PassLock);
map<int32_t, std::queue<CPacket*> >::iterator i = m_mBuffer.find(id);
if (i != m_mBuffer.end()) {
while (!i->second.empty()) {
delete[] i->second.front()->m_pcData;
delete i->second.front();
i->second.pop();
}
m_mBuffer.erase(i);
}
}
这个函数执行完之后,RcvQueue暂时将无法向UDT Socket dispatch包。
2. 根据协商的值重新做配置。这里我们可以再来看一下UDT的协商指的是什么。纵览连接建立的整个过程,我们并没有看到针对这些需要协商的值UDT本身有什么特殊的算法来计算,因而所谓的协商则主要是UDT Client端和UDT Server端,针对这些选项,不同应用程序层不同设置的同步协调。
3. 准备所有的数据缓冲区。
4. 设置CUDT的状态,m_bConnecting为false,m_bConnected为true。
5. 执行m_pRcvQueue->setNewEntry(this),注册socket来接收数据包。这里来看一下CRcvQueue::setNewEntry(CUDT* u):
void CRcvQueue::setNewEntry(CUDT* u) {
CGuard listguard(m_IDLock);
m_vNewEntry.push_back(u);
}
这个操作本身非常简单。但把CUDT结构放进CRcvQueue之后,又会发生什么呢?回忆我们前面看到的CRcvQueue::worker(void* param)函数中循环开始部分的这段代码:
// check waiting list, if new socket, insert it to the list
while (self->ifNewEntry()) {
CUDT* ne = self->getNewEntry();
if (NULL != ne) {
self->m_pRcvUList->insert(ne);
self->m_pHash->insert(ne->m_SocketID, ne);
}
}
对照这段代码中用到的几个函数的实现:
bool CRcvQueue::ifNewEntry() {
return !(m_vNewEntry.empty());
}
CUDT* CRcvQueue::getNewEntry() {
CGuard listguard(m_IDLock);
if (m_vNewEntry.empty())
return NULL;
CUDT* u = (CUDT*) *(m_vNewEntry.begin());
m_vNewEntry.erase(m_vNewEntry.begin());
return u;
}
可以了解到,在 执行m_pRcvQueue->setNewEntry(this),注册socket之后,CRcvQueue的worker线程会将这个CUDT结构从它的m_vNewEntry中移到另外的两个容器m_pRcvUList和m_pHash中。那然后呢?在CRcvQueue::worker(void* param)中不是还有下面这段吗:
if (NULL != (u = self->m_pHash->lookup(id))) {
if (CIPAddress::ipcmp(addr, u->m_pPeerAddr, u->m_iIPversion)) {
cout << "Receive packet by m_pHash table" << endl;
if (u->m_bConnected && !u->m_bBroken && !u->m_bClosing) {
if (0 == unit->m_Packet.getFlag())
u->processData(unit);
else
u->processCtrl(unit->m_Packet);
u->checkTimers();
self->m_pRcvUList->update(u);
}
}
} else if (NULL != (u = self->m_pRendezvousQueue->retrieve(addr, id))) {
就是这样,可以说,在CUDT::connect(const CPacket& response)中是完成了一次UDT Socket消息接收方式的转变。
6. 执行s_UDTUnited.connect_complete(m_SocketID)结束整个的connect()过程:
void CUDTUnited::connect_complete(const UDTSOCKET u) {
CUDTSocket* s = locate(u);
if (NULL == s)
throw CUDTException(5, 4, 0);
// copy address information of local node
// the local port must be correctly assigned BEFORE CUDT::connect(),
// otherwise if connect() fails, the multiplexer cannot be located by garbage collection and will cause leak
s->m_pUDT->m_pSndQueue->m_pChannel->getSockAddr(s->m_pSelfAddr);
CIPAddress::pton(s->m_pSelfAddr, s->m_pUDT->m_piSelfIP, s->m_iIPversion);
s->m_Status = CONNECTED;
}
UDT Socket至此进入CONNECTED状态。
Done。