Synvael/crates/net/src/runtime.rs

347 lines
15 KiB
Rust

// SPDX-License-Identifier: AGPL-3.0-only
//! Threaded `tokio` runtime bridge between the async network and the synchronous simulation.
use std::net::SocketAddr;
use std::sync::{Arc, OnceLock};
use std::thread;
use shared::protocol::chunk::{ChunkMessage, ChunkSubscribe};
use shared::protocol::{ClientHello, HandshakeAck};
use tracing::{info, warn};
use crate::chunk::{ChunkSink, ChunkSubscriber, chunk_stream_task, client_chunk_task};
use crate::endpoint::{client_endpoint, server_endpoint};
use crate::error::NetError;
use crate::handshake::{ServerConnection, accept_connection, connect};
use crate::stats::{self, NetCounters, NetStats};
/// Channel receiver delivering the outcome of a background client connect: the negotiated [`HandshakeAck`] on success, or a human-readable error string on failure.
pub type ConnectOutcome = crossbeam_channel::Receiver<Result<HandshakeAck, String>>;
/// Bounded receiver of chunks delivered by the server, drained by the UI thread with `try_recv`.
pub type ChunkStream = tokio::sync::mpsc::Receiver<ChunkMessage>;
/// Capacity of the client's chunk-delivery channel, in [`ChunkMessage`]s.
// TODO: revisit once meshing moves to a worker pool; the right depth follows the UI's consume rate, so this is a candidate to derive from the meshing budget / view distance in a config layer rather than a hand-set constant.
const CHUNK_DELIVERY_CAPACITY: usize = 32;
/// Handles a background client connection exposes to the synchronous UI thread.
///
/// The network task keeps the QUIC connection alive on its own thread; this bundle is how the winit loop observes the handshake outcome, pushes subscription updates, and drains chunk deliveries, all without touching the async runtime.
pub struct ClientLink {
/// Handshake outcome, drained once for the negotiated ack or the failure reason.
pub handshake: ConnectOutcome,
/// Sends subscription updates (center and radius) to the server as the camera moves.
pub subscribe: ChunkSubscriber,
/// Receives chunk deliveries from the server, drained non-blocking each frame.
pub chunks: ChunkStream,
/// The live QUIC connection, published by the network thread once the handshake completes. Held privately so the `quinn` types stay inside this crate; the UI thread reads through [`ClientLink::stats`].
connection: Arc<OnceLock<quinn::Connection>>,
/// Application-level message counters shared with the chunk task.
counters: Arc<NetCounters>,
}
impl ClientLink {
/// Snapshots the connection's transport statistics.
///
/// Safe to call before the handshake completes; the result then reports the disconnected state rather than failing.
#[must_use]
pub fn stats(&self) -> NetStats {
stats::snapshot(self.connection.get(), &self.counters)
}
}
/// An event surfaced by the network thread to the synchronous server loop.
#[derive(Debug)]
pub enum ServerEvent {
/// A client completed the Synvael handshake. Carries the stable per-session id, the `ClientHello` it presented, and the sink the simulation loop uses to deliver chunks to this connection's chunk stream.
ClientConnected {
/// Stable identifier assigned to this session for the lifetime of the connection.
id: u64,
/// The identity and build parameters the client advertised.
hello: ClientHello,
/// Outbound handle for delivering [`shared::protocol::chunk::ChunkMessage`]s to this client. The simulation loop retains it, keyed by `id`, until the matching [`ServerEvent::ClientDisconnected`].
chunks: ChunkSink,
},
/// A previously connected client's session ended.
ClientDisconnected {
/// Identifier of the session that ended, matching the earlier [`ServerEvent::ClientConnected`].
id: u64,
/// Human-readable description of why the connection closed.
reason: String,
},
/// A connected client updated its chunk subscription: the initial subscribe on connect, or a later update as its center chunk moves.
ChunkSubscribe {
/// Identifier of the session that sent the subscription, matching its [`ServerEvent::ClientConnected`].
id: u64,
/// The center and radius the client wants resident.
request: ChunkSubscribe,
},
}
/// Handle to the background networking thread and its owned `tokio` runtime.
#[derive(Debug)]
pub struct NetworkServer {
/// Events produced by the accept loop, drained by the synchronous simulation thread.
events: crossbeam_channel::Receiver<ServerEvent>,
/// Shutdown signal. Dropping this sender resolves the accept loop's receiver and breaks the loop.
shutdown: Option<tokio::sync::oneshot::Sender<()>>,
/// Join handle for the network thread, awaited on drop for an orderly shutdown.
thread: Option<thread::JoinHandle<()>>,
}
impl NetworkServer {
/// Spawns a dedicated network thread, builds a current-thread `tokio` runtime on it, binds a QUIC server endpoint on `bind`, and runs the accept loop.
///
/// # Errors
///
/// Returns [`NetError::Io`] if the runtime cannot be built, the network thread cannot be spawned, or the thread exits before reporting a bound address, and any error from [`server_endpoint`] if the endpoint cannot be constructed or bound.
pub fn spawn(
bind: SocketAddr,
server_build: String,
tick_rate_hint: u16,
) -> Result<(Self, SocketAddr), NetError> {
let (events_tx, events_rx) = crossbeam_channel::unbounded();
let (shutdown_tx, shutdown_rx) = tokio::sync::oneshot::channel();
// Reports the bound address (or the error that prevented binding) back to this thread, so `spawn` can surface it synchronously.
let (ready_tx, ready_rx) = crossbeam_channel::bounded::<Result<SocketAddr, NetError>>(1);
let thread = thread::Builder::new()
.name("net-server".to_owned())
.spawn(move || {
let runtime = match tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
{
Ok(runtime) => runtime,
Err(error) => {
let _ = ready_tx.send(Err(NetError::Io(error)));
return;
}
};
runtime.block_on(async move {
// The endpoint is constructed inside the runtime context because `quinn` binds its driver task onto the current runtime.
let endpoint = match server_endpoint(bind) {
Ok(endpoint) => endpoint,
Err(error) => {
let _ = ready_tx.send(Err(error));
return;
}
};
let local_addr = match endpoint.local_addr() {
Ok(addr) => addr,
Err(error) => {
let _ = ready_tx.send(Err(NetError::Io(error)));
return;
}
};
// If the caller has already given up, there is nothing to serve.
if ready_tx.send(Ok(local_addr)).is_err() {
return;
}
accept_loop(
endpoint,
events_tx,
shutdown_rx,
server_build,
tick_rate_hint,
)
.await;
});
})
.map_err(NetError::Io)?;
let local_addr = match ready_rx.recv() {
Ok(Ok(addr)) => addr,
Ok(Err(error)) => return Err(error),
Err(_) => {
return Err(NetError::Io(std::io::Error::other(
"network thread exited before reporting a bound address",
)));
}
};
Ok((
Self {
events: events_rx,
shutdown: Some(shutdown_tx),
thread: Some(thread),
},
local_addr,
))
}
/// Drains every [`ServerEvent`] currently queued, without blocking.
pub fn poll_events(&self) -> impl Iterator<Item = ServerEvent> + '_ {
self.events.try_iter()
}
}
impl Drop for NetworkServer {
fn drop(&mut self) {
// Dropping the sender resolves the accept loop's shutdown receiver, breaking the loop and letting `block_on` return so the thread unwinds and the runtime is dropped.
self.shutdown.take();
if let Some(thread) = self.thread.take() {
let _ = thread.join();
}
}
}
/// Accepts incoming QUIC connections until the endpoint stops yielding them or a shutdown is signalled, spawning one handshake task per connection.
async fn accept_loop(
endpoint: quinn::Endpoint,
events: crossbeam_channel::Sender<ServerEvent>,
mut shutdown: tokio::sync::oneshot::Receiver<()>,
server_build: String,
tick_rate_hint: u16,
) {
// Session ids are handed out sequentially; the accept loop is the sole assigner, so a plain counter suffices.
let mut next_id: u64 = 0;
loop {
tokio::select! {
incoming = endpoint.accept() => {
let Some(incoming) = incoming else { break };
let id = next_id;
next_id += 1;
tokio::spawn(handle_connection(
incoming,
id,
events.clone(),
server_build.clone(),
tick_rate_hint,
));
}
// Resolves when the `NetworkServer` handle is dropped (sender gone) or an explicit signal is sent.
_ = &mut shutdown => break,
}
}
info!("network accept loop shutting down");
}
/// Performs the handshake for one incoming connection and, on success, reports connect and disconnect events for its session.
async fn handle_connection(
incoming: quinn::Incoming,
id: u64,
events: crossbeam_channel::Sender<ServerEvent>,
server_build: String,
tick_rate_hint: u16,
) {
match accept_connection(incoming, server_build, tick_rate_hint).await {
Ok(ServerConnection {
connection, hello, ..
}) => {
// The outbound chunk channel bridges the sync simulation loop to this connection's chunk-stream task; the sink is handed to the loop via the connect event.
let (chunk_tx, chunk_rx) = tokio::sync::mpsc::unbounded_channel();
// If the receiver is gone the server is shutting down; drop the connection silently.
if events
.send(ServerEvent::ClientConnected {
id,
hello,
chunks: ChunkSink::new(chunk_tx),
})
.is_err()
{
return;
}
// The chunk pump runs on its own task so the connection-close wait below does not block it.
tokio::spawn(chunk_stream_task(
connection.clone(),
id,
events.clone(),
chunk_rx,
));
let reason = connection.closed().await;
let _ = events.send(ServerEvent::ClientDisconnected {
id,
reason: reason.to_string(),
});
}
Err(error) => {
warn!(%error, id, "connection handshake failed");
}
}
}
/// Runs a connect and Synvael handshake against `server_addr` on a background `tokio` thread, then pumps the chunk stream, returning the handles the UI thread uses to observe and drive the connection.
///
/// The returned [`ClientLink`] is available immediately; its channels buffer until the handshake completes and the chunk task starts. A handshake failure is reported on `handshake` and leaves the subscribe and chunk channels inert.
#[must_use]
pub fn connect_in_background(server_addr: SocketAddr, hello: ClientHello) -> ClientLink {
let (outcome_tx, outcome_rx) = crossbeam_channel::bounded(1);
// Retained so a failure to spawn the thread can still be reported to the caller.
let spawn_err_tx = outcome_tx.clone();
// Published by the network thread once the handshake succeeds, so the UI thread can read `quinn`'s own connection statistics without owning the connection.
let connection = Arc::new(OnceLock::new());
let task_connection = Arc::clone(&connection);
let counters = Arc::new(NetCounters::default());
let task_counters = Arc::clone(&counters);
// Subscription updates flow UI -> network (sync send, async recv); chunk deliveries flow network -> UI (async send, sync try_recv).
let (subscribe_tx, subscribe_rx) = tokio::sync::mpsc::unbounded_channel::<ChunkSubscribe>();
// The delivery channel is bounded so a slow (e.g. debug-build) UI thread applies backpressure to the network task instead of letting undelivered chunks accumulate without limit.
let (chunks_tx, chunks_rx) =
tokio::sync::mpsc::channel::<ChunkMessage>(CHUNK_DELIVERY_CAPACITY);
let spawned = thread::Builder::new()
.name("net-client".to_owned())
.spawn(move || {
let runtime = match tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
{
Ok(runtime) => runtime,
Err(error) => {
let _ = outcome_tx.send(Err(format!("failed to build tokio runtime: {error}")));
return;
}
};
runtime.block_on(async move {
let endpoint = match client_endpoint() {
Ok(endpoint) => endpoint,
Err(error) => {
let _ = outcome_tx.send(Err(error.to_string()));
return;
}
};
// The server name matches the self-signed certificate's subject; the current verifier accepts any certificate regardless.
match connect(&endpoint, server_addr, "localhost", hello).await {
Ok(connected) => {
if outcome_tx.send(Ok(connected.ack.clone())).is_err() {
return;
}
// The cell is written exactly once, here; a failure would mean a second handshake on one link, which cannot occur.
let _ = task_connection.set(connected.connection.clone());
// Pump the chunk stream on this thread until the UI drops its handles or the server closes the connection.
client_chunk_task(
connected.connection,
subscribe_rx,
chunks_tx,
&task_counters,
)
.await;
warn!("server connection closed");
}
Err(error) => {
let _ = outcome_tx.send(Err(error.to_string()));
}
}
});
});
if let Err(error) = spawned {
let _ = spawn_err_tx.send(Err(format!("failed to spawn network thread: {error}")));
}
ClientLink {
handshake: outcome_rx,
subscribe: ChunkSubscriber::new(subscribe_tx),
chunks: chunks_rx,
connection,
counters,
}
}