win_iocp_io_service浅析

本文详细解析了Boost库中的asio服务在Windows上基于IOCP实现的原理,探讨了win_iocp_io_service如何通过IOCP技术调度任务,线程如何在run和post之间协作完成工作,以及io_service如何实现任务队列的线程安全。文中还介绍了run、post、stop等关键方法的实现细节,展示了如何利用IOCP达到高效、解耦的任务执行。
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进入正题,简要说一下asio的实现原理吧。在win32平台上,asio是基于IOCP技术实现的,我以前也用过IOCP,却没想到居然能扩展成这样,真是神奇!在其他平台下还会有别的方法去实现,具体见io_service类下面这部分的源码:

  // The type of the platform-specific implementation.
#if defined(BOOST_ASIO_HAS_IOCP)
  typedef detail::win_iocp_io_service impl_type;
  friend class detail::win_iocp_overlapped_ptr;
#elif defined(BOOST_ASIO_HAS_EPOLL)
  typedef detail::task_io_service<detail::epoll_reactor<false> > impl_type;
#elif defined(BOOST_ASIO_HAS_KQUEUE)
  typedef detail::task_io_service<detail::kqueue_reactor<false> > impl_type;
#elif defined(BOOST_ASIO_HAS_DEV_POLL)
  typedef detail::task_io_service<detail::dev_poll_reactor<false> > impl_type;
#else
  typedef detail::task_io_service<detail::select_reactor<false> > impl_type;
#endif

这部分代码其实就在boost::asio::io_service类声明中的最前面几行,可以看见在不同平台下,io_service类的实现将会不同。很显然,windows平台下当然是win_iocp_io_service类为实现了(不过我一开始还以为win_iocp_io_service是直接拿出来用的呢,还在疑惑这样怎么有移植性呢?官方文档也对该类只字不提,其实我卡壳就是卡在这里了,差点就直接用这个类了^_^!)。

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IOCP(Input/Output Completion Ports)是一种Windows系统下的高性能网络编程方式,通过异步I/O模型和多线程技术来提升服务器的吞吐量和性能。下面是一个简单的IOCP服务器代码示例: ```c++ #include <iostream> #include <Winsock2.h> #include <Windows.h> #pragma comment(lib, "ws2_32.lib") #define MAX_BUFFER_SIZE 4096 #define SERVER_PORT 8080 struct ClientContext { OVERLAPPED overlapped; SOCKET socket; CHAR buffer[MAX_BUFFER_SIZE]; WSABUF wsaBuf; }; DWORD WINAPI ServerWorkerThread(LPVOID lpParam) { HANDLE iocp = (HANDLE)lpParam; DWORD numBytes = 0; ULONG_PTR completionKey = 0; LPOVERLAPPED overlapped = NULL; ClientContext* clientContext = NULL; while (TRUE) { if (!GetQueuedCompletionStatus(iocp, &numBytes, &completionKey, &overlapped, INFINITE)) { std::cout << "IOCP Error: " << GetLastError() << std::endl; continue; } clientContext = CONTAINING_RECORD(overlapped, ClientContext, overlapped); if (numBytes == 0) { closesocket(clientContext->socket); delete clientContext; continue; } std::cout << "Received data: " << clientContext->buffer << std::endl; // Process client request // Send response to client // Prepare for next I/O operation ZeroMemory(&(clientContext->overlapped), sizeof(OVERLAPPED)); clientContext->wsaBuf.buf = clientContext->buffer; clientContext->wsaBuf.len = MAX_BUFFER_SIZE; DWORD flags = 0; DWORD recvBytes = 0; int ret = WSARecv(clientContext->socket, &(clientContext->wsaBuf), 1, &recvBytes, &flags, &(clientContext->overlapped), NULL); if (ret == SOCKET_ERROR && WSAGetLastError() != WSA_IO_PENDING) { std::cout << "WSARecv Error: " << WSAGetLastError() << std::endl; closesocket(clientContext->socket); delete clientContext; } } return 0; } int main() { WSADATA wsaData; if (WSAStartup(MAKEWORD(2, 2), &wsaData) != 0) { std::cout << "Failed to initialize Winsock" << std::endl; return -1; } // Create socket SOCKET listenSocket = socket(AF_INET, SOCK_STREAM, 0); if (listenSocket == INVALID_SOCKET) { std::cout << "Failed to create socket" << std::endl; return -1; } // Bind socket SOCKADDR_IN serverAddr; serverAddr.sin_family = AF_INET; serverAddr.sin_port = htons(SERVER_PORT); serverAddr.sin_addr.S_un.S_addr = INADDR_ANY; if (bind(listenSocket, (SOCKADDR*)&serverAddr, sizeof(serverAddr)) == SOCKET_ERROR) { std::cout << "Failed to bind socket" << std::endl; return -1; } // Listen if (listen(listenSocket, SOMAXCONN) == SOCKET_ERROR) { std::cout << "Failed to listen" << std::endl; return -1; } // Create IOCP HANDLE iocp = CreateIoCompletionPort(INVALID_HANDLE_VALUE, NULL, 0, 0); if (iocp == NULL) { std::cout << "Failed to create IOCP" << std::endl; return -1; } SYSTEM_INFO systemInfo; GetSystemInfo(&systemInfo); int numThreads = systemInfo.dwNumberOfProcessors * 2; for (int i = 0; i < numThreads; i++) { HANDLE threadHandle = CreateThread(NULL, 0, ServerWorkerThread, iocp, 0, NULL); CloseHandle(threadHandle); } // Associate listen socket with IOCP CreateIoCompletionPort((HANDLE)listenSocket, iocp, 0, 0); while (TRUE) { // Accept incoming client connections SOCKADDR_IN clientAddr; int addrLen = sizeof(clientAddr); SOCKET clientSocket = accept(listenSocket, (SOCKADDR*)&clientAddr, &addrLen); if (clientSocket == INVALID_SOCKET) { std::cout << "Failed to accept client connection" << std::endl; continue; } // Register client socket with IOCP ClientContext* clientContext = new ClientContext(); clientContext->socket = clientSocket; ZeroMemory(&(clientContext->overlapped), sizeof(OVERLAPPED)); clientContext->wsaBuf.buf = clientContext->buffer; clientContext->wsaBuf.len = MAX_BUFFER_SIZE; DWORD flags = 0; DWORD recvBytes = 0; int ret = WSARecv(clientSocket, &(clientContext->wsaBuf), 1, &recvBytes, &flags, &(clientContext->overlapped), NULL); if (ret == SOCKET_ERROR && WSAGetLastError() != WSA_IO_PENDING) { std::cout << "WSARecv Error: " << WSAGetLastError() << std::endl; closesocket(clientSocket); delete clientContext; continue; } } closesocket(listenSocket); WSACleanup(); return 0; } ``` 以上是一个简单的IOCP服务器代码示例,通过IOCP模型和多线程技术实现异步高性能的网络通信。服务器在循环中等待客户端连接请求,并通过AcceptEx函数接受客户端连接,并将相关的客户端Socket与IOCP关联。每个线程通过WaitForMultipleObjects函数等待来自客户端的I/O完成事件,并进行相应的处理。对于已连接的客户端,通过WSARecv函数接收客户端发送的数据,并根据具体业务逻辑进行处理,然后通过WSASend函数发送响应给客户端,最后继续等待下一个I/O操作的完成。这样的方式可以充分利用系统资源,提高服务器的并发性能和吞吐量。
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