最近工作上需要一个小的tcp服务器,就想到了用WsaEventSelect去管理socket, 遂在网上找了下资料,有个多线程的Wsaeventselect的C源码,就想将其封装为类,用了两天(好吧,水平有限)。其中有个问题,是客户端如果closesocket太快的话,服务端这边会收不到FD_CLOSE消息,在客户端closesocket前加了个sleep就正常了,查了资料貌似是和tcp关闭时候的四次握手有关。上代码
#pragma once
// WSAEventSelect IO模型服务器实现
//多线程共享同一个监听套接字socketListen
//各个线程各自管理自己的socket客户连接
#include <WinSock2.h>
#include <windows.h>
#include <list>
#pragma comment(lib, "ws2_32.lib")
using std::list;
#define DELPOINT(p) if ((p) != NULL) delete (p)
#define CLOSESOCKET(S) if ((S) != INVALID_SOCKET) ::closesocket((s))
#define ENTERLOCK(l) ::EnterCriticalSection((l))
#define LEAVELOCK(l) ::LeaveCriticalSection((l))
#define PORT 9324
class CWsaEventSelect;
//套接字对象
typedef struct ST_SOCKET_OBJ
{
SOCKET s;
HANDLE hEvent;
SOCKADDR_IN addrClient;
~ST_SOCKET_OBJ()
{
::CloseHandle(hEvent);
CLOSESOCKET(s);
}
}SOCKETOBJ, *PSOCKETOBJ;
//线程对象
typedef struct ST_THREAD_OBJ
{
HANDLE hEvents[WSA_MAXIMUM_WAIT_EVENTS];
int nSocketCount;//当前线程管理的socket数量
list<PSOCKETOBJ> lstPSocket; //当前线程处理的socket列表
CRITICAL_SECTION cs; //用于本结构的同步访问
ST_THREAD_OBJ()
{
nSocketCount = 0;
::InitializeCriticalSection(&cs);
hEvents[0] = ::WSACreateEvent();
}
~ST_THREAD_OBJ()
{
nSocketCount = 0;
CloseHandle(hEvents[0]);
//释放socket对象
ENTERLOCK(&cs);
for (list<PSOCKETOBJ>::iterator it = lstPSocket.begin();\
it != lstPSocket.end(); it++)
{
DELPOINT(*it);
}
lstPSocket.clear();
LEAVELOCK(&cs);
::DeleteCriticalSection(&cs);
}
//重建线程对象的events数组,将psocket中的event和pthread中的events关联起来
void RebulidArray()
{
list<PSOCKETOBJ>::iterator it;
int iIndex = 1; //下标从1开始
ENTERLOCK(&cs);
for (it = lstPSocket.begin(); it != lstPSocket.end();\
it++)
{
hEvents[iIndex++] = (*it)->hEvent;
}
LEAVELOCK(&cs);
}
//查找相应序号的socket对象
PSOCKETOBJ FindSocketObj(int iIndex)
{
ENTERLOCK(&cs);
list<PSOCKETOBJ>::iterator it = lstPSocket.begin();
for (; it != lstPSocket.end()\
&& iIndex > 0; it++, iIndex--);
if (it == lstPSocket.end())
{
LEAVELOCK(&cs);
return NULL;
}
LEAVELOCK(&cs);
return *it;
}
//删除指定的socket对象
void RemoveSocketObj(PSOCKETOBJ pSocket)
{
ENTERLOCK(&cs);
list<