pvpgn-server/docs/fdwatch.txt
2015-10-16 17:13:24 -07:00

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PvPGN Abstract socket event notification API ie fdwatch
v.01 (C) 2003 Dizzy <>
1. The problem:
I wanted to design and implement a general API to have PvPGN inspect
socket status (read/write availability) in the best possible way that the
host OS may offer (select()/poll()/kqueue()/epoll()/etc..).
Also the old PvPGN code to do such things was doing them in a very
slow way, especially if the system was using poll() (which was the default
with most Unices). When the server started to have lots of active connections
the CPU used in PvPGN to inspect and handle them was increasing very much (the
code complexity of the code executed each main loop run was of O(n^2) complexity,
where n is the number of connections to the server, and the main loop is cycling
at least 1000/BNETD_POLL_INTERVAL times per second ie at least 50 times per second).
2. The fdwatch API:
I started by reading the fdwatch code from the thttpd project, I used the
ideeas found on that code as a start point, but I got much far from those :).
The fdwatch API is described in fdwatch.h as follows:
extern int fdwatch_init(void);
extern int fdwatch_close(void);
extern int fdwatch_add_fd(int fd, t_fdwatch_type rw, fdwatch_handler h, void *data);
extern int fdwatch_update_fd(int fd, t_fdwatch_type rw);
extern int fdwatch_del_fd(int fd);
extern int fdwatch(long timeout_msecs);
extern int fdwatch_check_fd(int fd, t_fdwatch_type rw);
extern void fdwatch_handle(void);
The name of the functions should be self explanatory to what those functions
do.
3. The changed code flow:
A. the code flow before fdwatch
- main() calls server_process()
- server_process() after doing some single time initializations, entered
the main loop
- in the main loop after handing the events it starts to prepare the sockets
for select/poll
- it starts a loop cycling through each address configured in bnetd.conf
to listen on them and adds their sockets to the socket inspection list
- after this, it does a O(n) cycle where it populates the socket inspection list
with the sockets of every t_connection the server has (read availability)
- if any of this t_connections have packets in the outqueue (they need to
send data) then the sockets are also added for write availability
- then pvpgn calls select()/poll() on the socket inspection list
- after the syscall returns, pvpgn cycles through each address configured
in bnetd.conf and checks if they are read available (if a new connection
is to be made)
- pvpgn doesnt want to accept new connections when in shutdown phase but
it did it the wrong way: it completly ignored the listening sockets if
in shutdown phase, this made that once a connection was pending while in
shutdown phase, select/poll imediatly returns because it has it in the read
availability list and thus pvpgn was using 99% cpu while in shutdown phase
- anyway, after this, pvpgn does a O(n) cycle through each t_connection to
check if its socket is read/write available
- problem is that when it was using poll() (the common case on Unices) to
check if a socket was returned as read/write available by poll() it was
using another O(n) function thus making the total cycle of O(n^2)
- while cycling through each connection to inspect if its socket was
returned available by select/poll , pvpgn also checks if the connection
is in destroy state (conn_state_destroy) and if so it destroys it
B. the code flow after fdwatch
- I have tried to get every bit of speed I could from the design, so some
things while it may look complex they have the reason of speed behind
- just like the old code flow main calls server_process()
- here pvpgn does some single time initializations
- different than before, here, in the single time intializations code I also
add the listening sockets to the fdwatch socket inspection list (also
the code will need to update this list when receiving SIGHUP)
- then pvpgn enters main server loop
- the code first treats any received events (just like the old code)
- then it calls fdwatch() to inspect the sockets state
- then it calls conn_reap() to destroy the conn_state_destroy connections
- then it calls fdwatch_handle() to cycle through each ready socket and handle
its changed status
This is it! :)
No cycles, no O(n^2), not even a O(n) there (well in fact there is something
similar to a O(n) inside fdwatch() but about that read bellow).
FAQ:
1. Q: but where do the new connections get into the fdwatch inspection
list ?
A: they get in there when they are created, that means in the
function sd_accept() from server.c
the reason is: why add the connection sockets each time before poll() when the
event of having a new connection, so a new socket to inspect is very very rare
compared to the number of times we call select/poll).
2. Q: where are the connections removed from the fdwatch inspection list ?
A: where they should be, in conn_destroy() just before calling close() on the
socket
3. Q: where do we manifest our interest for write availability of a socket if
we have data to send to it ?
A: in conn_push_outuque. the ideea is if we got data to send, ok update fdwatch
socket inspection list to look for write availability of the socket where we
need to send data
4. Q: what does fdwatch() do ?
A: depending on the chosen backend it calls select or poll, or kqueue etc...
For some backends it has to do some work before calling the syscall. Ex. for
select() and poll() it needs to copy from a template list of sockets to inspect
to the actual working set. The reason why depends on the backend but it really is
a limitation of the how the syscall works and there is nothing pvpgn that can be
made to not do that. For example in the poll backend, one might argue that
instead of updating a template and copy it to a working array before each poll(),
we should update the working set. But that also means that before calling poll(),
we must set all "revents" field of each fd_struct to 0 , and my tests show that
a cycle through 1000 elements of poll fd structs setting revents to 0 is 5 times
slower than using a memcpy() to copy the whole array from a source.
5. Q: what does conn_reap() do ?
A: to get the maximum from each possible backend (kqueue was the main reason here)
I moved the cycling through each ready socket and calling the handling function
for it, outside server.c and inside fdwatch backends. Because the old code used
that cycle from server.c to also check if connections are dead and need destroyed
I had to find another way to do it. The best way I found was to have in connection.c
besides the connlist, another list, conn_dead, which will contain the current
connections which have the state set to conn_set_state. Then conn_reap() just
cycles through each element of conn_dead and destroys them. This was the fastest
solution I could find out.
6. Q: what does fdwatch_handle() do ?
A: it calls the backend's handle function. To get the max from each backend I
had to move the handling cycle as a backend specific function. In general this
functions cycle through each socket which was returned ready by the last
fdwatch() call, and calls the handler function (which was set when the socket
was added to the socket inspection list) giving it arguments a void * parameter
(also set when socket was added to the inspection list), and the type of readiness
(read/write). Currently, pvpgn has 3 possible handlers: handle_tcp, handle_udp
and handle_accept. Each of this calls acordingly sd_accept, sd_tcpinput,
sd_tcpoutput, sd_udpinput (UDP sends are done directly, not queueing them and
checking for socket readiness to write, maybe this is another bug ?)