Files
UnrealEngineUWP/Engine/Source/Programs/UnrealTraceServer/src/AsioTcpServer.cpp
johan berg 03b67cd765 Change method of checking for sponsor process lifetime
* Move sponsor process check inside store and use asio tasks to check, instead of launching separate thread on Linux/Mac. There was some strange interaction between standalone pthreads and asio.
* How checking is done is now platform independent, but some platform specific code is needed to trigger exit events.

#jira UE-204157
#rb ionut.matasaru

[CL 31126135 by johan berg in ue5-main branch]
2024-02-02 10:53:59 -05:00

146 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Pch.h"
#include "AsioTcpServer.h"
#include "Foundation.h"
#include "Logging.h"
////////////////////////////////////////////////////////////////////////////////
FAsioTcpServer::FAsioTcpServer(asio::io_context& IoContext)
: Acceptor(IoContext)
{
}
////////////////////////////////////////////////////////////////////////////////
FAsioTcpServer::~FAsioTcpServer()
{
check(!IsOpen());
}
////////////////////////////////////////////////////////////////////////////////
bool FAsioTcpServer::IsOpen() const
{
return Acceptor.is_open();
}
////////////////////////////////////////////////////////////////////////////////
asio::io_context& FAsioTcpServer::GetIoContext()
{
return Acceptor.get_executor().context();
}
////////////////////////////////////////////////////////////////////////////////
void FAsioTcpServer::Close()
{
Acceptor.close();
}
////////////////////////////////////////////////////////////////////////////////
uint32 FAsioTcpServer::GetPort() const
{
using asio::ip::tcp;
if (!Acceptor.is_open())
{
return 0;
}
asio::error_code ErrorCode;
tcp::endpoint Endpoint = Acceptor.local_endpoint(ErrorCode);
if (ErrorCode)
{
return 0;
}
return Endpoint.port();
}
////////////////////////////////////////////////////////////////////////////////
bool FAsioTcpServer::StartServer(uint32 Port, uint32 Backlog)
{
if (Acceptor.is_open())
{
return false;
}
using asio::ip::tcp;
tcp::acceptor TempAcceptor(GetIoContext());
#if TS_USING(TS_PLATFORM_WINDOWS)
DWORD Flags = WSA_FLAG_NO_HANDLE_INHERIT|WSA_FLAG_OVERLAPPED;
SOCKET Socket = WSASocketW(AF_INET, SOCK_STREAM, IPPROTO_TCP, nullptr, 0, Flags);
TempAcceptor.assign(tcp::v4(), Socket);
#else
TempAcceptor.open(tcp::v4());
#endif
// Set the reuse address option (SO_REUSEADDR on *nix) otherwise
// when stopping the server the connection is in timed wait prevent
// rebinding to that address.
asio::socket_base::reuse_address reuse_option(true);
TempAcceptor.set_option(reuse_option);
tcp::endpoint Endpoint(tcp::v4(), uint16(Port));
TempAcceptor.bind(Endpoint);
TempAcceptor.listen(Backlog);
tcp::endpoint LocalEndpoint = TempAcceptor.local_endpoint();
if (LocalEndpoint.port() == 0)
{
return false;
}
Acceptor = MoveTemp(TempAcceptor);
AsyncAccept();
return true;
}
////////////////////////////////////////////////////////////////////////////////
bool FAsioTcpServer::StopServer()
{
if (!Acceptor.is_open())
{
return false;
}
Acceptor.close();
return true;
}
////////////////////////////////////////////////////////////////////////////////
void FAsioTcpServer::AsyncAccept()
{
using asio::ip::tcp;
Acceptor.async_accept([this] (
const asio::error_code& ErrorCode,
tcp::socket&& Socket)
{
#if TS_USING(TS_PLATFORM_WINDOWS)
// This is a best effort and likely not to work because WFP filters (e.g.
// antimalware or firewalls) can redirect socket handles.
SetHandleInformation(HANDLE(SOCKET(Socket.native_handle())), HANDLE_FLAG_INHERIT, 0);
#endif
if (!ErrorCode && OnAccept(Socket))
{
AsyncAccept();
return;
}
if (ErrorCode == asio::error::operation_aborted)
{
TS_LOG("Listening cancelled, closing port...");
}
else if (ErrorCode)
{
TS_LOG("Accept failed with error %u, closing port...", ErrorCode);
}
Close();
});
}
/* vim: set noexpandtab : */