version 1.7, 2005/02/21 21:27:59
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version 1.12, 2005/02/22 05:15:01
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#include <winsock.h> | #include <winsock.h> |
#include <wtypes.h> | #include <wtypes.h> |
#include <winerror.h> | #include <winerror.h> |
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#include <string.h> |
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#ifndef STANDALONE | #ifndef STANDALONE |
#include "wine/test.h" | #include "wine/test.h" |
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#define TRANSFER_SIZE 1000000 | #define TRANSFER_SIZE 1000000 |
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int clientsDone = 0; | int clientsDone = 0; |
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int sizeofSOCKADDR_IN = sizeof(SOCKADDR_IN); |
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struct TestParams { | struct TestParams { |
int serverSock; | int serverSock; |
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int clientNum; // 1...NUM_CLIENTS | int clientNum; // 1...NUM_CLIENTS |
}; | }; |
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struct ServerThread { |
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HANDLE* ServerThread; |
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DWORD* ServerThreadID; |
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SOCKET Socket; // socket to communicate with client |
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SOCKADDR_IN Client; // client info |
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}; |
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static void test_Startup(void); | static void test_Startup(void); |
void BlockingClient(int *serverPort); | void BlockingClient(int *serverPort); |
void BlockingServer(int *port); | void BlockingServer(int *port); |
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SOCKET sock; | SOCKET sock; |
SOCKADDR_IN client, server; | SOCKADDR_IN client, server; |
HOSTENT *hp; | HOSTENT *hp; |
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char* msg="Some message to send to server"; |
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StartNetworkApp(SOCK_STREAM, &sock, &client); | StartNetworkApp(SOCK_STREAM, &sock, &client); |
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hp = gethostbyname("localhost"); | hp = gethostbyname("localhost"); |
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server.sin_addr = *(struct in_addr *) hp->h_addr; | server.sin_addr = *(struct in_addr *) hp->h_addr; |
server.sin_port = *serverPort; | server.sin_port = *serverPort; |
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if(connect(sock, (struct sockaddr *)&server, sizeof(struct sockaddr)) < 0){ |
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ok( 0 , "Error connecting client to socket\n"); |
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WSACleanup(); |
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exit(0); |
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} |
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if((send(sock, msg, strlen(msg), 0))==-1){ |
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ok( 0 , "Error sending message\n"); |
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WSACleanup(); |
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exit(0); |
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} |
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trace("blocking client done\n"); | trace("blocking client done\n"); |
clientsDone++; | clientsDone++; |
} | } |
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void BlockingServer(int *port) |
void ProcessConnection(SOCKET *ConnectedSocket) |
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{ |
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// this will handle all connections to the server, it's in its own function to allow for multithreading |
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int bClosed; |
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bClosed = close(ConnectedSocket); |
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//ok(bClosed,"Error closing socket"); |
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} |
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void BlockingServer(int *port) // listens for incoming connections and accepts up to NUM_CLIENTS connections at once |
{ | { |
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struct ServerThread *Threads; |
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HANDLE* ServerThreads; // the handles for the threads that process connections |
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DWORD* ServerThreadIDs; // the thread ids for the threads that process connections |
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SOCKET* ConnectedSockets; // the threads created by accept() that get sent to the processing function |
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int ThreadIndex = 0; |
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SOCKET sock; | SOCKET sock; |
SOCKADDR_IN server; | SOCKADDR_IN server; |
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int ListenReturn; |
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StartNetworkApp(SOCK_STREAM, &sock, &server); | StartNetworkApp(SOCK_STREAM, &sock, &server); |
*port = server.sin_port; | *port = server.sin_port; |
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Threads = malloc(sizeof(struct ServerThread) * NUM_CLIENTS); |
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memset(Threads, 0, sizeof(struct ServerThread) * NUM_CLIENTS); |
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ServerThreads = malloc(sizeof(HANDLE) * NUM_CLIENTS); |
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memset(ServerThreads, 0, sizeof(HANDLE) * NUM_CLIENTS); |
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ServerThreadIDs = malloc(sizeof(DWORD) * NUM_CLIENTS); |
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memset(ServerThreadIDs, 0, sizeof(DWORD) * NUM_CLIENTS); |
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ConnectedSockets = malloc(sizeof(DWORD) * NUM_CLIENTS); |
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memset(ConnectedSockets, 0, sizeof(DWORD) * NUM_CLIENTS); |
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//SOCKADDR_IN RemoteAddress; |
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ListenReturn = listen(sock, 5); |
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ok(ListenReturn != SOCKET_ERROR, "error listening on socket"); |
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for (ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) |
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{ |
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ConnectedSockets[ThreadIndex] = accept(sock, (SOCKADDR *) &Threads[ThreadIndex].Client, &sizeofSOCKADDR_IN); // this can be modified to include the address of the remote socket |
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ok(ConnectedSockets[ThreadIndex] != INVALID_SOCKET, "error accepting socket"); |
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ServerThreads[ThreadIndex] = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &ProcessConnection, &ConnectedSockets[ThreadIndex], 0, &ServerThreadIDs[ThreadIndex]); |
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} |
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// network code here | // network code here |
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free(ServerThreads); |
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free(ServerThreadIDs); |
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free(ConnectedSockets); |
trace("blocking server done\n"); | trace("blocking server done\n"); |
} | } |
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static void test_ClientServerBlocking_1(void) | static void test_ClientServerBlocking_1(void) |
{ | { |
int serverPort = 0; |
int ThreadIndex = 0; |
HANDLE Thread1, Thread2; |
int serverPort = 0; // I think the server port would work better as a #DEFINE rather than a variable that gets passed around everywhere |
DWORD ThreadId1, ThreadId2; |
HANDLE ServerThread; |
Thread1 = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingClient, &serverPort, 0, &ThreadId1); |
DWORD ServerThreadId; |
Thread2 = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer, &serverPort, 0, &ThreadId2); |
DWORD *ClientThreadIds; |
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HANDLE *ClientThreads; |
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ServerThread = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingClient, &serverPort, 0, &ServerThreadId); |
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ClientThreads = malloc(sizeof(HANDLE) * NUM_CLIENTS); |
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memset(ClientThreads, 0, sizeof(HANDLE) * NUM_CLIENTS); |
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ClientThreadIds = malloc(sizeof(DWORD) * NUM_CLIENTS); |
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memset(ClientThreadIds, 0, sizeof(DWORD) * NUM_CLIENTS); |
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for(ThreadIndex = 0; ThreadIndex < NUM_CLIENTS; ThreadIndex++) { |
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ClientThreads[ThreadIndex] = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) &BlockingServer, &serverPort, 0, &ClientThreadIds[ThreadIndex]); |
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} |
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trace("test_ClientServerBlocking_1 done\n"); | trace("test_ClientServerBlocking_1 done\n"); |
} | } |
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