verdnatura-chat/ios/Pods/Flipper-Folly/folly/io/ShutdownSocketSet.h

147 lines
4.8 KiB
C++

/*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include <atomic>
#include <cstdlib>
#include <memory>
#include <folly/File.h>
#include <folly/net/NetworkSocket.h>
namespace folly {
/**
* Set of sockets that allows immediate, take-no-prisoners abort.
*/
class ShutdownSocketSet {
public:
/**
* Create a socket set that can handle file descriptors < maxFd.
* The default value (256Ki) is high enough for just about all
* applications, even if you increased the number of file descriptors
* on your system.
*/
explicit ShutdownSocketSet(int maxFd = 1 << 18);
ShutdownSocketSet(const ShutdownSocketSet&) = delete;
ShutdownSocketSet& operator=(const ShutdownSocketSet&) = delete;
/**
* Add an already open socket to the list of sockets managed by
* ShutdownSocketSet. You MUST close the socket by calling
* ShutdownSocketSet::close (which will, as a side effect, also handle EINTR
* properly) and not by calling close() on the file descriptor.
*/
void add(NetworkSocket fd);
/**
* Remove a socket from the list of sockets managed by ShutdownSocketSet.
* Note that remove() might block! (which we lamely implement by
* sleep()-ing) in the extremely rare case that the fd is currently
* being shutdown().
*/
void remove(NetworkSocket fd);
/**
* Close a socket managed by ShutdownSocketSet. Returns the same return code
* as ::close() (and sets errno accordingly).
*/
int close(NetworkSocket fd);
/**
* Shut down a socket. If abortive is true, we perform an abortive
* shutdown (send RST rather than FIN). Note that we might still end up
* sending FIN due to the rather interesting implementation.
*
* This is async-signal-safe and ignores errors. Obviously, subsequent
* read() and write() operations to the socket will fail. During normal
* operation, just call ::shutdown() on the socket.
*/
void shutdown(NetworkSocket fd, bool abortive = false);
/**
* Immediate shutdown of all connections. This is a hard-hitting hammer;
* all reads and writes will return errors and no new connections will
* be accepted.
*
* To be used only in dire situations. We're using it from the failure
* signal handler to close all connections quickly, even though the server
* might take multiple seconds to finish crashing.
*
* The optional bool parameter indicates whether to set the active
* connections in to not linger. The effect of that includes RST packets
* being immediately sent to clients which will result
* in errors (and not normal EOF) on the client side. This also causes
* the local (ip, tcp port number) tuple to be reusable immediately, instead
* of having to wait the standard amount of time. For full details see
* the `shutdown` method of `ShutdownSocketSet` (incl. notes about the
* `abortive` parameter).
*
* This is async-signal-safe and ignores errors.
*/
void shutdownAll(bool abortive = false);
private:
void doShutdown(NetworkSocket fd, bool abortive);
// State transitions:
// add():
// FREE -> IN_USE
//
// close():
// IN_USE -> (::close()) -> FREE
// SHUT_DOWN -> (::close()) -> FREE
// IN_SHUTDOWN -> MUST_CLOSE
// (If the socket is currently being shut down, we must defer the
// ::close() until the shutdown completes)
//
// shutdown():
// IN_USE -> IN_SHUTDOWN
// (::shutdown())
// IN_SHUTDOWN -> SHUT_DOWN
// MUST_CLOSE -> (::close()) -> FREE
//
// State atomic operation memory orders:
// All atomic operations on per-socket states use std::memory_order_relaxed
// because there is no associated per-socket data guarded by the state and
// the states for different sockets are unrelated. If there were associated
// per-socket data, acquire and release orders would be desired; and if the
// states for different sockets were related, it could be that sequential
// consistent orders would be desired.
enum State : uint8_t {
FREE = 0,
IN_USE,
IN_SHUTDOWN,
SHUT_DOWN,
MUST_CLOSE,
};
struct Free {
template <class T>
void operator()(T* ptr) const {
::free(ptr);
}
};
const int maxFd_;
std::unique_ptr<std::atomic<uint8_t>[], Free> data_;
folly::File nullFile_;
};
} // namespace folly