epoll_wait()返回可用uid時,對uid取狀態,本該是BROKEN的,卻取到CLOSED,然而,不能像處理BROKEN事件那樣處理CLOSED事件,這樣移除不了CLOSED事件,於是epoll_wait不斷返回該uid,就造成了死迴圈。跟蹤代碼至底層,尋找原因。 int CUDTUnite ...
epoll_wait()返回可用uid時,對uid取狀態,本該是BROKEN的,卻取到CLOSED,然而,不能像處理BROKEN事件那樣處理CLOSED事件,這樣移除不了CLOSED事件,於是epoll_wait不斷返回該uid,就造成了死迴圈。跟蹤代碼至底層,尋找原因。 int CUDTUnited::epoll_remove_usock(const int eid, const UDTSOCKET u) { int ret = m_EPoll.remove_usock(eid, u); CUDTSocket* s = locate(u); if (NULL != s) { s->m_pUDT->removeEPoll(eid); } //else //{ // throw CUDTException(5, 4); //} return ret; } CUDTSocket* CUDTUnited::locate(const UDTSOCKET u) { CGuard cg(m_ControlLock); map<UDTSOCKET, CUDTSocket*>::iterator i = m_Sockets.find(u); if ((i == m_Sockets.end()) || (i->second->m_Status == CLOSED)) return NULL; return i->second; } void CUDT::removeEPoll(const int eid) { // clear IO events notifications; // since this happens after the epoll ID has been removed, they cannot be set again set<int> remove; remove.insert(eid); s_UDTUnited.m_EPoll.update_events(m_SocketID, remove, UDT_EPOLL_IN | UDT_EPOLL_OUT, false); CGuard::enterCS(s_UDTUnited.m_EPoll.m_EPollLock); m_sPollID.erase(eid); CGuard::leaveCS(s_UDTUnited.m_EPoll.m_EPollLock); } CUDTUnited::epoll_remove_usock里,先locate目前uid的位置,但如果此時uid的狀態是CLOSED,則返回NULL, 於是,epoll_remove_usock無法再繼續調用removeEPoll,所以無法移除epoll事件。 但為什麼會發生CLOSED事件呢?按照作者的原意,應該是只會發生BROKEN事件,不會發生CLOSED事件的,繼續查找原因。 首先看看BROKEN事件怎麼發生的。 客戶端疑似斷開十秒以上之後, CUDT::checkTimers()做以下操作 …… …… m_bClosing = true; m_bBroken = true; m_iBrokenCounter = 30; // update snd U list to remove this socket m_pSndQueue->m_pSndUList->update(this); releaseSynch(); // app can call any UDT API to learn the connection_broken error s_UDTUnited.m_EPoll.update_events(m_SocketID, m_sPollID, UDT_EPOLL_IN | UDT_EPOLL_OUT | UDT_EPOLL_ERR, true); CTimer::triggerEvent(); …… …… 在這裡把m_bBroken置為true,並觸發epoll事件。 然而,在epoll_wait返回事件之前,還可能發生這個: #ifndef WIN32 void* CUDTUnited::garbageCollect(void* p) #else DWORD WINAPI CUDTUnited::garbageCollect(LPVOID p) #endif { CUDTUnited* self = (CUDTUnited*)p; CGuard gcguard(self->m_GCStopLock); while (!self->m_bClosing) { self->checkBrokenSockets(); …… …… void CUDTUnited::checkBrokenSockets() { CGuard cg(m_ControlLock); // set of sockets To Be Closed and To Be Removed vector<UDTSOCKET> tbc; vector<UDTSOCKET> tbr; for (map<UDTSOCKET, CUDTSocket*>::iterator i = m_Sockets.begin(); i != m_Sockets.end(); ++ i) { // check broken connection if (i->second->m_pUDT->m_bBroken) { if (i->second->m_Status == LISTENING) { // for a listening socket, it should wait an extra 3 seconds in case a client is connecting if (CTimer::getTime() - i->second->m_TimeStamp < 3000000) continue; } else if ((i->second->m_pUDT->m_pRcvBuffer != NULL) && (i->second->m_pUDT->m_pRcvBuffer->getRcvDataSize() > 0) && (i->second->m_pUDT->m_iBrokenCounter -- > 0)) { // if there is still data in the receiver buffer, wait longer continue; } //close broken connections and start removal timer i->second->m_Status = CLOSED; i->second->m_TimeStamp = CTimer::getTime(); tbc.push_back(i->first); m_ClosedSockets[i->first] = i->second; …… …… GC線程是UDT的垃圾回收處理,在UDT調用cleanup(),之前,會一直處於checkBrokenSocket和阻塞的迴圈中。 然後在checkBrokenSocket里,當socket的m_bBroken為true時,m_Status的狀態被置為CLOSED。 所以,這時候再用getsocketstate取socket的狀態,就會取到CLOSED,也就是明明是BROKEN事件,硬生生變成了CLOSED事件!然後接下去epoll事件的移除就失敗了。 於是,修改如下, 把 int CEPoll::remove_usock(const int eid, const UDTSOCKET& u) { CGuard pg(m_EPollLock); map<int, CEPollDesc>::iterator p = m_mPolls.find(eid); if (p == m_mPolls.end()) throw CUDTException(5, 13); p->second.m_sUDTSocksIn.erase(u); p->second.m_sUDTSocksOut.erase(u); p->second.m_sUDTSocksEx.erase(u); return 0; } 改為 int CEPoll::remove_usock2(const int eid, const UDTSOCKET& u) { CGuard pg(m_EPollLock); map<int, CEPollDesc>::iterator p = m_mPolls.find(eid); if (p == m_mPolls.end()) throw CUDTException(5, 13); p->second.m_sUDTSocksIn.erase(u); p->second.m_sUDTSocksOut.erase(u); p->second.m_sUDTSocksEx.erase(u); p->second.m_sUDTWrites.erase(u); p->second.m_sUDTReads.erase(u); p->second.m_sUDTExcepts.erase(u); return 0; } 並去掉CUDTUnited::epoll_remove_usock()中對removeEPoll()的調用。 這是比較簡單也比較粗糙的改法,應該有更方便的思路才對。