diff options
Diffstat (limited to 'src/ipc_state.cpp')
-rw-r--r-- | src/ipc_state.cpp | 164 |
1 files changed, 135 insertions, 29 deletions
diff --git a/src/ipc_state.cpp b/src/ipc_state.cpp index c0bdc9b..24d0115 100644 --- a/src/ipc_state.cpp +++ b/src/ipc_state.cpp | |||
@@ -15,18 +15,21 @@ | |||
15 | #include <tuple> | 15 | #include <tuple> |
16 | #include <wswrap.hpp> | 16 | #include <wswrap.hpp> |
17 | 17 | ||
18 | #include "ap_state.h" | ||
18 | #include "logger.h" | 19 | #include "logger.h" |
19 | #include "tracker_frame.h" | 20 | #include "tracker_frame.h" |
20 | 21 | ||
21 | namespace { | 22 | namespace { |
22 | 23 | ||
23 | constexpr const char* kIpcAddress = "ws://127.0.0.1:41253"; | ||
24 | |||
25 | struct IPCState { | 24 | struct IPCState { |
26 | std::mutex state_mutex; | 25 | std::mutex state_mutex; |
27 | TrackerFrame* tracker_frame = nullptr; | 26 | TrackerFrame* tracker_frame = nullptr; |
28 | 27 | ||
29 | // Protected state | 28 | // Protected state |
29 | bool initialized = false; | ||
30 | std::string address; | ||
31 | bool should_disconnect = false; | ||
32 | |||
30 | std::optional<std::string> status_message; | 33 | std::optional<std::string> status_message; |
31 | 34 | ||
32 | bool slot_matches = false; | 35 | bool slot_matches = false; |
@@ -38,16 +41,27 @@ struct IPCState { | |||
38 | std::optional<std::tuple<int, int>> player_position; | 41 | std::optional<std::tuple<int, int>> player_position; |
39 | std::set<std::string> solved_panels; | 42 | std::set<std::string> solved_panels; |
40 | 43 | ||
41 | int backoff_amount = 0; | ||
42 | |||
43 | // Thread state | 44 | // Thread state |
44 | std::unique_ptr<wswrap::WS> ws; | 45 | std::unique_ptr<wswrap::WS> ws; |
45 | bool connected = false; | 46 | bool connected = false; |
46 | 47 | ||
47 | void Start(TrackerFrame* frame) { | 48 | void SetTrackerFrame(TrackerFrame* frame) { tracker_frame = frame; } |
48 | tracker_frame = frame; | 49 | |
50 | void Connect(std::string a) { | ||
51 | // This is the main concurrency concern, as it mutates protected state in an | ||
52 | // important way. Thread() is documented with how it interacts with this | ||
53 | // function. | ||
54 | std::lock_guard state_guard(state_mutex); | ||
55 | |||
56 | if (!initialized) { | ||
57 | std::thread([this]() { Thread(); }).detach(); | ||
49 | 58 | ||
50 | std::thread([this]() { Thread(); }).detach(); | 59 | initialized = true; |
60 | } else if (address != a) { | ||
61 | should_disconnect = true; | ||
62 | } | ||
63 | |||
64 | address = a; | ||
51 | } | 65 | } |
52 | 66 | ||
53 | std::optional<std::string> GetStatusMessage() { | 67 | std::optional<std::string> GetStatusMessage() { |
@@ -57,6 +71,13 @@ struct IPCState { | |||
57 | } | 71 | } |
58 | 72 | ||
59 | void SetTrackerSlot(std::string server, std::string user) { | 73 | void SetTrackerSlot(std::string server, std::string user) { |
74 | // This is function is called from the APState thread, not the main thread, | ||
75 | // and it mutates protected state. It only really competes with OnMessage(), | ||
76 | // when a "Connect" message is received. If this is called right before, | ||
77 | // and the tracker slot does not match the old game slot, it will initiate a | ||
78 | // disconnect, and then the OnMessage() handler will see should_disconnect | ||
79 | // and stop processing the "Connect" message. If this is called right after | ||
80 | // and the slot does not match, IPC will disconnect, which is tolerable. | ||
60 | std::lock_guard state_guard(state_mutex); | 81 | std::lock_guard state_guard(state_mutex); |
61 | 82 | ||
62 | tracker_ap_server = std::move(server); | 83 | tracker_ap_server = std::move(server); |
@@ -64,7 +85,10 @@ struct IPCState { | |||
64 | 85 | ||
65 | CheckIfSlotMatches(); | 86 | CheckIfSlotMatches(); |
66 | 87 | ||
67 | backoff_amount = 0; | 88 | if (!slot_matches) { |
89 | should_disconnect = true; | ||
90 | address.clear(); | ||
91 | } | ||
68 | } | 92 | } |
69 | 93 | ||
70 | bool IsConnected() { | 94 | bool IsConnected() { |
@@ -88,54 +112,126 @@ struct IPCState { | |||
88 | private: | 112 | private: |
89 | void Thread() { | 113 | void Thread() { |
90 | for (;;) { | 114 | for (;;) { |
91 | player_position = std::nullopt; | 115 | SetStatusMessage("Disconnected from game."); |
92 | |||
93 | TrackerLog("Looking for game over IPC..."); | ||
94 | 116 | ||
117 | // initialized is definitely true because it is set to true when the thread | ||
118 | // is created and only set to false within this block, when the thread is | ||
119 | // killed. Thus, a call to Connect would always at most set | ||
120 | // should_disconnect and address. If this happens before this block, it is | ||
121 | // as if we are starting from a new thread anyway because should_disconnect | ||
122 | // is immediately reset. If a call to Connect happens after this block, | ||
123 | // then a connection attempt will be made to the wrong address, but the | ||
124 | // thread will grab the mutex right after this and back out the wrong | ||
125 | // connection. | ||
126 | std::string ipc_address; | ||
95 | { | 127 | { |
96 | std::lock_guard state_guard(state_mutex); | 128 | std::lock_guard state_guard(state_mutex); |
97 | backoff_amount = 0; | ||
98 | } | ||
99 | 129 | ||
100 | while (!TryConnect() || !connected) { | 130 | should_disconnect = false; |
101 | int backoff_limit; | 131 | |
102 | { | 132 | slot_matches = false; |
103 | std::lock_guard state_guard(state_mutex); | 133 | game_ap_server.clear(); |
104 | backoff_limit = (backoff_amount + 1) * 10; | 134 | game_ap_user.clear(); |
135 | |||
136 | player_position = std::nullopt; | ||
137 | solved_panels.clear(); | ||
138 | |||
139 | if (address.empty()) { | ||
140 | initialized = false; | ||
141 | return; | ||
105 | } | 142 | } |
106 | 143 | ||
144 | ipc_address = address; | ||
145 | } | ||
146 | |||
147 | int backoff_amount = 0; | ||
148 | |||
149 | SetStatusMessage("Connecting to game..."); | ||
150 | TrackerLog(fmt::format("Looking for game over IPC ({})...", ipc_address)); | ||
151 | |||
152 | while (!TryConnect(ipc_address) || !connected) { | ||
153 | int backoff_limit = (backoff_amount + 1) * 10; | ||
154 | |||
107 | for (int i = 0; i < backoff_limit && !connected; i++) { | 155 | for (int i = 0; i < backoff_limit && !connected; i++) { |
156 | // If Connect is called right before this block, we will see and handle | ||
157 | // should_disconnect. If it is called right after, we will do one bad | ||
158 | // poll, one sleep, and then grab the mutex again right after. | ||
159 | { | ||
160 | std::lock_guard state_guard(state_mutex); | ||
161 | if (should_disconnect) { | ||
162 | break; | ||
163 | } | ||
164 | } | ||
165 | |||
108 | ws->poll(); | 166 | ws->poll(); |
109 | 167 | ||
110 | // Back off | 168 | // Back off |
111 | std::this_thread::sleep_for(std::chrono::milliseconds(100)); | 169 | std::this_thread::sleep_for(std::chrono::milliseconds(100)); |
112 | } | 170 | } |
113 | 171 | ||
172 | backoff_amount++; | ||
173 | |||
174 | // If Connect is called right before this block, we will see and handle | ||
175 | // should_disconnect. If it is called right after, and the connection | ||
176 | // was unsuccessful, we will grab the mutex after one bad connection | ||
177 | // attempt. If the connection was successful, we grab the mutex right | ||
178 | // after exiting the loop. | ||
114 | { | 179 | { |
115 | std::lock_guard state_guard(state_mutex); | 180 | std::lock_guard state_guard(state_mutex); |
116 | backoff_amount = std::min(9, backoff_amount + 1); | ||
117 | 181 | ||
118 | if (!connected) { | 182 | if (should_disconnect) { |
119 | TrackerLog(fmt::format("Retrying IPC in {} second(s)...", | 183 | break; |
120 | backoff_amount + 1)); | 184 | } else if (!connected) { |
185 | if (backoff_amount >= 10) { | ||
186 | should_disconnect = true; | ||
187 | address.clear(); | ||
188 | |||
189 | TrackerLog("Giving up on IPC."); | ||
190 | SetStatusMessage("Disconnected from game."); | ||
191 | |||
192 | wxMessageBox("Connection to Lingo timed out.", | ||
193 | "Connection failed", wxOK | wxICON_ERROR); | ||
194 | |||
195 | break; | ||
196 | } else { | ||
197 | TrackerLog(fmt::format("Retrying IPC in {} second(s)...", | ||
198 | backoff_amount + 1)); | ||
199 | } | ||
121 | } | 200 | } |
122 | } | 201 | } |
123 | } | 202 | } |
124 | 203 | ||
204 | // Pretty much every lock guard in the thread is the same. We check for | ||
205 | // should_disconnect, and if it gets set directly after the block, we do | ||
206 | // minimal bad work before checking for it again. | ||
207 | { | ||
208 | std::lock_guard state_guard(state_mutex); | ||
209 | if (should_disconnect) { | ||
210 | ws.reset(); | ||
211 | continue; | ||
212 | } | ||
213 | } | ||
214 | |||
125 | while (connected) { | 215 | while (connected) { |
126 | ws->poll(); | 216 | ws->poll(); |
127 | 217 | ||
128 | std::this_thread::sleep_for(std::chrono::milliseconds(100)); | 218 | std::this_thread::sleep_for(std::chrono::milliseconds(100)); |
129 | } | ||
130 | 219 | ||
131 | SetStatusMessage("Disconnected from game."); | 220 | { |
221 | std::lock_guard state_guard(state_mutex); | ||
222 | if (should_disconnect) { | ||
223 | ws.reset(); | ||
224 | break; | ||
225 | } | ||
226 | } | ||
227 | } | ||
132 | } | 228 | } |
133 | } | 229 | } |
134 | 230 | ||
135 | bool TryConnect() { | 231 | bool TryConnect(std::string ipc_address) { |
136 | try { | 232 | try { |
137 | ws = std::make_unique<wswrap::WS>( | 233 | ws = std::make_unique<wswrap::WS>( |
138 | kIpcAddress, [this]() { OnConnect(); }, [this]() { OnClose(); }, | 234 | ipc_address, [this]() { OnConnect(); }, [this]() { OnClose(); }, |
139 | [this](const std::string& s) { OnMessage(s); }, | 235 | [this](const std::string& s) { OnMessage(s); }, |
140 | [this](const std::string& s) { OnError(s); }); | 236 | [this](const std::string& s) { OnError(s); }); |
141 | return true; | 237 | return true; |
@@ -174,11 +270,19 @@ struct IPCState { | |||
174 | 270 | ||
175 | if (msg["cmd"] == "Connect") { | 271 | if (msg["cmd"] == "Connect") { |
176 | std::lock_guard state_guard(state_mutex); | 272 | std::lock_guard state_guard(state_mutex); |
273 | if (should_disconnect) { | ||
274 | return; | ||
275 | } | ||
177 | 276 | ||
178 | game_ap_server = msg["slot"]["server"]; | 277 | game_ap_server = msg["slot"]["server"]; |
179 | game_ap_user = msg["slot"]["player"]; | 278 | game_ap_user = msg["slot"]["player"]; |
180 | 279 | ||
181 | CheckIfSlotMatches(); | 280 | CheckIfSlotMatches(); |
281 | |||
282 | if (!slot_matches) { | ||
283 | tracker_frame->ConnectToAp(game_ap_server, game_ap_user, | ||
284 | msg["slot"]["password"]); | ||
285 | } | ||
182 | } else if (msg["cmd"] == "UpdatePosition") { | 286 | } else if (msg["cmd"] == "UpdatePosition") { |
183 | std::lock_guard state_guard(state_mutex); | 287 | std::lock_guard state_guard(state_mutex); |
184 | 288 | ||
@@ -207,8 +311,6 @@ struct IPCState { | |||
207 | status_message = "Connected to game."; | 311 | status_message = "Connected to game."; |
208 | 312 | ||
209 | Sync(); | 313 | Sync(); |
210 | } else if (tracker_ap_server.empty()) { | ||
211 | status_message = std::nullopt; | ||
212 | } else if (connected) { | 314 | } else if (connected) { |
213 | status_message = "Local game doesn't match AP slot."; | 315 | status_message = "Local game doesn't match AP slot."; |
214 | } | 316 | } |
@@ -240,7 +342,11 @@ IPCState& GetState() { | |||
240 | 342 | ||
241 | } // namespace | 343 | } // namespace |
242 | 344 | ||
243 | void IPC_Start(TrackerFrame* tracker_frame) { GetState().Start(tracker_frame); } | 345 | void IPC_SetTrackerFrame(TrackerFrame* tracker_frame) { |
346 | GetState().SetTrackerFrame(tracker_frame); | ||
347 | } | ||
348 | |||
349 | void IPC_Connect(std::string address) { GetState().Connect(address); } | ||
244 | 350 | ||
245 | std::optional<std::string> IPC_GetStatusMessage() { | 351 | std::optional<std::string> IPC_GetStatusMessage() { |
246 | return GetState().GetStatusMessage(); | 352 | return GetState().GetStatusMessage(); |