qt类中的服务器线程(需要互斥?)

paz*_*uha 1 c++ qt multithreading tcp

我创建了这个服务器类,在新连接进入时启动一个线程.在某些情况下它可以运行,但它不是很稳定.我想解决它破裂的地方.我的调试器告诉我一些关于qmutex的事情.如果有人能发现问题.TY

它通过信号和插槽连接父节点并获取数据.

这是标题:

#ifndef FORTUNESERVER_H
#define FORTUNESERVER_H

#include <QStringList>
#include <QTcpServer>
#include <QThread>
#include <QTcpSocket>
#include <string>
using namespace  std;


class FortuneServer : public QTcpServer
{
    Q_OBJECT

 public:
    FortuneServer(QObject *parent = 0);

public slots:


void procesServerString(string serverString);
void getStringToThread(string serverString);

protected:
void incomingConnection(int socketDescriptor);

private:
QStringList fortunes;

signals:

void procesServerStringToParent(string serverString);
void getStringToThreadSignal(string serverString);
};


class FortuneThread : public QObject
 {
Q_OBJECT

public:
FortuneThread(int socketDescriptor, QObject *parent);

public slots:

void getString();
void sendString(string sendoutString);

signals:

void error(QTcpSocket::SocketError socketError);
void fromThreadString(string serverString);
void finished();


private:
int socketDescriptor;
QString text;
QTcpSocket tcpSocket;
};

#endif
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和cc:

#include <stdlib.h>
#include <QtNetwork>
#include "MeshServer.hh"
#include <iostream>
#include "TableView.hh"

using namespace  std;

FortuneServer::FortuneServer(QObject *parent)
: QTcpServer(parent)
{

}

void FortuneServer::procesServerString(string serverString){

emit procesServerStringToParent(serverString);

}
void FortuneServer::getStringToThread(string serverString){

emit getStringToThreadSignal(serverString);

}

void FortuneServer::incomingConnection(int socketDescriptor)
{


FortuneThread *serverthread = new FortuneThread(socketDescriptor, this);
//connect(&serverthread, SIGNAL(finished()), &serverthread, SLOT(deleteLater()));


QThread* thread = new QThread;

serverthread->moveToThread(thread);

connect(thread, SIGNAL(started()), serverthread, SLOT(getString()));
connect(serverthread, SIGNAL(fromThreadString(string)), this,        SLOT(procesServerString(string)));
connect(this, SIGNAL(getStringToThreadSignal(string)), serverthread, SLOT(sendString(string)));

connect(serverthread, SIGNAL(finished()), thread, SLOT(quit()));
connect(serverthread, SIGNAL(finished()), serverthread, SLOT(deleteLater()));
connect(serverthread, SIGNAL(finished()), thread, SLOT(deleteLater()));

thread->start();

}



FortuneThread::FortuneThread(int socketDescriptor, QObject *parent)
: QObject(parent), socketDescriptor(socketDescriptor)
{



}

void FortuneThread::getString()
{

if (!tcpSocket.setSocketDescriptor(socketDescriptor)) {
    emit error(tcpSocket.error());
    cout<<"socket error"<<endl;
    return;
}
//in part
if(!tcpSocket.waitForReadyRead(10000)){

    emit finished();
    return;
}
int joj = tcpSocket.bytesAvailable();
char inbuffer[1024];
tcpSocket.read(inbuffer,1024);
string instring;
instring = inbuffer;
instring.resize(joj);

emit fromThreadString(instring);

}   


void FortuneThread::sendString(string sendoutString)
{       


//out part
char buffer[1024];
int buffer_len = 1024;
int bytecount;

memset(buffer, '\0', buffer_len);


string outstring = sendoutString;



int TempNumOne= (int)outstring.size();

for (int a=0;a<TempNumOne;a++)
    {
        buffer[a]=outstring[a];
    }

QByteArray block;
block = buffer;



tcpSocket.write(block);
tcpSocket.disconnectFromHost();
tcpSocket.waitForDisconnected();
emit finished();
}
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这是来自父母:

//server start

QHostAddress adr;
adr.setAddress( QString("127.0.0.1") );
adr.toIPv4Address();
quint16 port = 1101;

if (!server.listen( adr, port)) {
  QMessageBox::critical(this, tr("CR_bypasser"),
      tr("Unable to start the server: %1.")
      .arg(server.errorString()));
  close();
  return;
}

QString ipAddress;
ipAddress = server.serverAddress().toString();
statusLabel->setText(tr("The server is running on\n\nIP: %1\nport: %2\n\n"
  "Run the Fortune Client example now.")
  .arg(ipAddress).arg(server.serverPort()));

connect (&server, SIGNAL(procesServerStringToParent(string)), this,  SLOT(procesServerString(string))); 
connect (this, SIGNAL(StringToServer(string)), &server, SLOT(getStringToThread(string))); 
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编辑:我想做什么:

我有一个客户端(游戏引擎(Cryengine)的一部分),我用它来发送一串游戏坐标和一些其他的东西,就像我之前给出的链接一样.这没问题.我在"127.0.0.1"端口1101上获取数据.现在我只需要在我自己的程序中评估这些数据,该程序有这个TableView类,我可以在其中收集从字符串中获取的坐标,从坐标调用一些数据,然后通过服务器将这个新字符串返回给gameengine.在游戏中,我将点击对象获取他们的coor.,从中创建一个字符串(包含coor,entityid等等),将此字符串发送到服务器,从TableView返回调用信息.我只需要这种单向流只有一个发送字符串的客户端.我不确定recv(hsock,buffer,buffer_len,0),我想在游戏中负责字符串发送的节点会等待返回字符串吗?这是我的第一个程序之一,我真的很困惑......

Rei*_*ica 6

您提供的代码是货物编码的典范:您做了各种不必要的事情,显然是希望解决问题.

可能的Crasher ......

代码有很多问题,但我认为崩溃的原因是:tcpSocket.write(block)不会发送一个零终止的字符串.该块是零终止的,但是对字节数组的赋值不会将此零终止添加到size()QByteArray.下面的代码打印1,即使字节数组的内容在内部有一个零终止字节.

QByteArray arr = "a";
qDebug("len=%d", arr.size());
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接收代码期望零终止,但从不接收它.然后,您继续将非零终止缓冲区分配给std::string:

string instring;
instring = inbuffer;
instring.resize(joj);
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随后的调整大小是货币崇拜:你已经尝试解决问题,std::string & std::string::operator=(const char*)因为已经读过你的缓冲区,很有可能.

千万不能拿这个去意味着固定只是这是正确的前进道路.一点也不.正确的方法是删除你编写的代码并正确执行,没有大量不必要的咒语.

......以及所有其他问题

你陷入了相信魔法的陷阱,在各种论坛中无休止地延续下去.

线程不是神奇的对象,你可以只应用于那里的任何问题,希望它们有所帮助.我不知道是什么让人觉得线程是神奇的,但经验法则是:如果有人告诉你"哦,你应该尝试线程",他们很可能是错的.如果他们说出与网络有关的话,他们几乎从不对,他们没有帮助,他们根本不理解你的问题(看来你也不是).除非你清楚地了解你的问题,否则线程通常不会有帮助.Qt的网络系统是异步的:如果你不使用这些waitxxxx()功能,它不会阻止代码的执行.顺便说一下,你不应该使用它们,所以这里一切都很好.不需要太多的线程.

因此,完全没有必要为每个传入连接启动一个新线程.它会降低服务器的性能 - 特别是如果服务器执行简单的处理,因为您为每个连接添加了上下文切换和线程创建/拆除的开销.您希望系统中每个核心少于2个线程,因此使用QThread::idealThreadCount()池中的线程数将是一个很好的起点.

由于您仅使用网络线程接收数据,然后发出fromThreadString(string)信号,您也会剥夺自己的线程优势.我假设信号被发送到您的应用程序的主线程.现在这很愚蠢,因为从网络套接字接收一堆字节是非常微不足道的.你的线程不做任何工作,他们所做的所有工作都浪费在他们的创建和删除上.

下面的代码是一个简单的例子,说明了如何正确使用Qt API来实现客户端 - 服务器系统,该系统以循环方式在物理内核之间分配工作.它应该表现得很好.Qt中包含的Fortune客户端示例确实非常不幸,因为这是错误的做事方式.

人们会注意到的是:

  1. 这并非完全无足轻重.Qt可能更有帮助,但事实并非如此.

  2. 客户端和发件人都从线程池移入线程.

  3. 断开连接的客户端不会被删除,而只会返回到由步骤池保留的客户端列表.当需要客户端时,它们会被重用.

  4. QThread不是源于.QTcpServer仅派生用于访问套接字句柄.

  5. wait()使用名称以其开头的函数.一切都是异步处理的.

  6. ThreadPool为newConnection(int)客户端的插槽保留一个查找的QMetaMethod .这比使用更快,QMetaObject::invokeMethod()因为它每次都要查找.

  7. 在主线程中运行的计时器通过删除第一个发送者来引发信号 - 时隙链.每个发件人的删除都会触发删除下一个发件人.最后,最后一个发件人设置quit()了线程池中的插槽.finished()当所有线程确实完成时,后者发出信号.

#include <QtCore/QCoreApplication>
#include <QtNetwork/QTcpServer>
#include <QtNetwork/QTcpSocket>
#include <QtCore/QQueue>
#include <QtCore/QThread>
#include <QtCore/QTimer>
#include <QtCore/QMetaMethod>

// Processes data on a socket connection
class Client : public QObject
{
    Q_OBJECT
public:
    Client(QObject* parent = 0) : QObject(parent), socket(new QTcpSocket(this))
    {
        connect(socket, SIGNAL(readyRead()), SLOT(newData()));
        connect(socket, SIGNAL(stateChanged(QAbstractSocket::SocketState)),
                SLOT(newState(QAbstractSocket::SocketState)));
        qDebug("Client()");
    }
    ~Client() { qDebug("~Client()"); }
signals:
    void done();
public slots:
    void newConnection(int descriptor) {
        socket->setSocketDescriptor(descriptor);
    }
private slots:
    void newData() {
        QByteArray data = socket->readAll();
        if (0) qDebug("got %d bytes", data.size());
        if (0) qDebug("got a string %s", data.constData());
        // here we can process the data
    }
    void newState(QAbstractSocket::SocketState state) {
        qDebug("client new state %d", state);
        if (state == QAbstractSocket::UnconnectedState) { emit done(); }
    }
protected:
    QTcpSocket* socket;
    int descriptor;
};

// Connects to a client and sends data to it
class Sender : public QObject
{
    Q_OBJECT
public:
    Sender(const QString & address, quint16 port, QObject * parent = 0) :
        QObject(parent), socket(new QTcpSocket(this)),
        bytesInFlight(0), maxBytesInFlight(65536*8)
    {
        connect(socket, SIGNAL(stateChanged(QAbstractSocket::SocketState)),
                SLOT(newState(QAbstractSocket::SocketState)));
        connect(socket, SIGNAL(bytesWritten(qint64)), SLOT(sentData(qint64)));
        socket->connectToHost(address, port);
        qDebug("Sender()");
    }
    ~Sender() { qDebug("~Sender()"); }
protected:
    // sends enough data to keep a maximum number of bytes in flight
    void sendData() {
        qint64 n = maxBytesInFlight - bytesInFlight;
        if (n <= 0) return;
        bytesInFlight += n;
        socket->write(QByteArray(n, 44)); // 44 is the answer, after all
    }
protected slots:
    void sentData(qint64 n) {
        bytesInFlight -= n;
        Q_ASSERT(bytesInFlight >= 0);
        sendData();
    }
    void newState(QAbstractSocket::SocketState state) {
        qDebug("sender new state %d", state);
        if (state == QAbstractSocket::ConnectedState) sendData();
    }
protected:
    QTcpSocket* socket;
    qint64 bytesInFlight;
    qint64 maxBytesInFlight;
};

// Keeps track of threads and client objects
class ThreadPool : public QTcpServer
{
    Q_OBJECT
public:
    ThreadPool(QObject* parent = 0) : QTcpServer(parent), nextThread(0) {
        for (int i=0; i < QThread::idealThreadCount(); ++i) {
            QThread * thread = new QThread(this);
            connect(thread, SIGNAL(finished()), SLOT(threadDone()));
            thread->start();
            threads << thread;
        }
        const QMetaObject & mo = Client::staticMetaObject;
        int idx = mo.indexOfMethod("newConnection(int)");
        Q_ASSERT(idx>=0);
        method = mo.method(idx);
    }
    void poolObject(QObject* obj) const {
        if (nextThread >= threads.count()) nextThread = 0;
        QThread* thread = threads.at(nextThread);
        obj->moveToThread(thread);
    }
protected:
    void incomingConnection(int descriptor) {
        Client * client;
        if (threads.isEmpty()) return;
        if (! clients.isEmpty()) {
            client = clients.dequeue();
        } else {
            client = new Client();
            connect(client, SIGNAL(done()), SLOT(clientDone()));
        }
        poolObject(client);
        method.invoke(client, Q_ARG(int, descriptor));
    }
signals:
    void finished();
public slots:
    void quit() {
        foreach (QThread * thread, threads) { thread->quit(); }
    }
private slots:
    void clientDone() {
        clients.removeAll(qobject_cast<Client*>(sender()));
    }
    void threadDone() {
        QThread * thread = qobject_cast<QThread*>(sender());
        if (threads.removeAll(thread)) delete thread;
        if (threads.isEmpty()) emit finished();
    }
private:
    QList<QThread*> threads;
    QQueue<Client*> clients;
    QMetaMethod method;
    mutable int nextThread;
};

int main(int argc, char *argv[])
{
    QCoreApplication a(argc, argv);
    ThreadPool server;
    if (!server.listen(QHostAddress::Any, 1101)) qCritical("cannot establish a listening server");
    const int senderCount = 10;
    Sender *prevSender = 0, *firstSender = 0;
    for (int i = 0; i < senderCount; ++ i) {
        Sender * sender = new Sender("localhost", server.serverPort());
        server.poolObject(sender);
        if (!firstSender) firstSender = sender;
        if (prevSender) sender->connect(prevSender, SIGNAL(destroyed()), SLOT(deleteLater()));
        prevSender = sender;
    }
    QTimer::singleShot(3000, firstSender, SLOT(deleteLater())); // run for 3s
    server.connect(prevSender, SIGNAL(destroyed()), SLOT(quit()));
    qApp->connect(&server, SIGNAL(finished()), SLOT(quit()));
    // Deletion chain: timeout deletes first sender, then subsequent senders are deleted,
    // finally the last sender tells the thread pool to quit. Finally, the thread pool
    // quits the application.
    return a.exec();
}

#include "main.moc"
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根据您的解释,您启动游戏引擎并创建与localhost上某个端口的连接.您的Qt程序应该接受端口1101上的连接,接收一些字符串,处理它们,然后将它们发回.

修改代码以接受固定端口号上的连接.所有数据处理,包括发回响应,都必须从newData()插槽完成.如果计算非常复杂,您还可以将该数据传递给其他线程.复杂的意思是成千上万的操作,如加法和乘法,或成千上万的触发操作.

这个Sender课就是一个例子.当然,您的游戏引擎会进行发送,因此您不需要Sender类.