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Jeux: Multithreaded CLI Game Server in C

"Jeux" means "games" in French.

This is a low level implementation of a game server, which allows users to play each other in a two-player game. Since implementing the game itself is not my primary interest, I have chosen to support a very simple game: tic-tac-toe.
However, the design of the server is such that it would be very easy to substitute a more interesting game, such as checkers or chess, and with a little bit of extension to the design it could support multiple types of games at once.

Motivation

The goal of this project is to become familiar with low-level POSIX threads, multi-threading safety, concurrency guarantees, and networking. There are more specifically five goals:

  • Have a basic understanding of socket programming
  • Understand thread execution, mutexes, and semaphores
  • Have an advanced understanding of POSIX threads
  • Have some insight into the design of concurrent data structures
  • Have enhanced my C programming abilities

Note: This is a course project for Systems Fundamentals

Usage

Perhaps the easiest way to understand what the server does is to try it out. Launch it using the following command:

$ demo/jeux -p 3333

The -p 3333 option is required, and it specifies the port number on which the server will listen. It will be convenient to start the server in a separate terminal window, because it has not been written to detach from the terminal and run as a daemon like a normal server would do. This is because you will be starting and stopping it frequently and you will want to be able to see the voluminous debugging messages it issues.

The server does not ignore SIGINT as a normal daemon would, so you can ungracefully shut down the server at any time by typing CTRL-C. Note that the only thing that the server prints are debugging messages; in a non-debugging setting there should be no output from the server while it is running.

Once the server is started, you can use a test client program to access it. The test client is called util/jclient and it has been provided only as a binary executable. The client is invoked as follows:

util/jclient -p <port> [-h <host>] [-d]

The -p option is required, and it is used to specify the port number of the server. If the -h option is given, then it specifies the name of the network host on which the server is running. If it is not given, then localhost is used. The optional -d argument turns on some additional debugging printout that shows the network packets being sent and received by the client. Once the client is invoked, it will attempt to connect to the server. If this succeeds, you will be presented with a command prompt and a help message that lists the available commands:

$ util/jclient -p 3333
Jeux test client.
Commands are:
	help
	login <username>
	users
	invite <username> <role>
	revoke <id>
	accept <id>
	decline id>
	move <id> <move>
	resign <id>
Connected to server localhost:3333
> 

Once connected to the server, it is necessary to log in before any commands other than help or login can be used. Logging in is accomplished using the login command, which requires that a username be specified as an argument. Any username can be used, as long as it is not currently in use by some other logged-in user.

Multiple clients can connect to the server at one time. You should try opening several terminal windows and starting a client in each of them to see how this works. If your computer and/or LAN does not firewall the connections, you will also be able to connect to a server running on one computer from a server elsewhere in the Internet. This will be most likely to work between two computers on the same LAN (e.g. connected to the same WiFi router, if the router is configured to allow connected computers to talk to each other).

The Jeux server architecture is that of a multi-threaded network server. When the server is started, a master thread sets up a socket on which to listen for connections from clients. When a connection is accepted, a client service thread is started to handle requests sent by the client over that connection. The client service thread executes a service loop in which it repeatedly receives a request packet sent by the client, performs the request, and possibly sends one or more packets in response. The server will also send packets to the client asynchronously as the result of actions performed by other users. For example, whenever a player makes a move, a packet is sent to the player's opponent announcing that a move has been made and giving the current game state.

:nerd: One of the basic tenets of network programming is that a network connection can be broken at any time and the parties using such a connection must be able to handle this situation. In the present context, the client's connection to the Jeux server may be broken at any time, either as a result of explicit action by the client or for other reasons. When disconnection of the client is noticed by the client service thread, the corresponding player is logged out of the server and the client service thread terminates. Any outstanding invitations to games held by the now-logged-out player are revoked or declined, and games in progress involving that player are resigned. Information about the player remains in the system; in the present implementation this consists of the player's name and rating.

Code Structure

Here is the structure of the code:

.
├── .gitignore
├── .gitlab-ci.yml
└── hw5
    ├── demo
    │   └── jeux
    ├── include
    │   ├── client.h
    │   ├── client_registry.h
    │   ├── debug.h
    │   ├── game.h
    │   ├── invitation.h
    │   ├── jeux_globals.h
    │   ├── player.h
    │   ├── player_registry.h
    │   ├── protocol.h
    │   └── server.h
    ├── lib
    │   ├── jeux.a
    │   └── jeux_debug.a
    ├── Makefile
    ├── src
    │   ├── client.c
    │   ├── client_registry.c
    │   ├── debug.c
    │   ├── game.c
    │   ├── invitation.c
    │   ├── jeux_globals.c
    │   ├── player.c
    │   ├── player_registry.c
    │   ├── protocol.c
    │   └── server.c
    ├── test_output
    │   ├── .git-keep
    │   └── valgrind.out
    ├── tests
    │   └── jeux_tests.c
    └── util
        └── jclient

The base code consists of header files that define module interfaces, a library jeux.a containing binary object code for my implementations of the modules, and a source code file main.c that contains containing a stub for function main(). The Makefile is designed to compile any existing source code files and then link them against the provided library.

Additional Background Information

Reference Counting

Many of the modules in the Jeux server use the technique of reference counting. A reference count is a field maintained in an object to keep track of the number of extant pointers to that object. Each time a new pointer to the object is created, the reference count is incremented. Each time a pointer is released, the reference count is decremented. A reference-counted object is freed when, and only when, the reference count reaches zero. Using this scheme, once a thread has obtained a pointer to an object, with the associated incremented reference count, it can be sure that until it explicitly releases that object and decrements the reference count, that the object will not be freed.

In the Jeux server, several types of objects are reference counted; namely, CLIENT, GAME, INVITATION, and PLAYER. The specifications of the functions provided by the various modules include information on when reference counts are incremented and whose responsibility it is to decrement these reference counts. It is important to pay attention to this information -- if you do not, your implementation will end up with storage leaks, or worse, segmentation faults due to "dangling pointers". A number of "get" functions do not increment the reference count of the object they return. This is to make them more convenient to use in a setting in which one is already holding a reference to the containing object. As long as the containing object is not freed, neither will the objects returned by the "get" function. However, if you obtain an object by a "get" function, and then decrement the reference count on the containing object, it is possible that the containing object will be freed as a result. This will result in the contained objects having their reference counts decremented, and those objects might then be freed. You could then end up with a "dangling pointer" to a free object. To avoid this, if you intend to use a pointer returned by a "get" function after the containing object has had its reference count decreased, then you should first explicitly increase the reference count of the object returned by "get" so that the pointer is guaranteed to be valid until you are finished with it.

Finally, note that, in a multi-threaded setting, the reference count in an object is shared between threads and therefore needs to be protected by a mutex if it is to work reliably.

Thread Safety

Nearly all of the modules in the Jeux server implement data that is shared by multiple threads, so synchronization has to be used to make these modules thread-safe. The basic approach to this is for each object to contain a mutex which is locked while the object is being manipulated and unlocked when the manipulation is finished. The mutexes will be private fields of the objects, which are not exposed by the interfaces of the modules. It will be your responsibility to include the necessary mutexes in your implementation and to determine when the mutexes should be locked or unlocked in each function. Some modules may need some additional synchronization features; for example, for the client registry it is suggested that you use a semaphore in order to implement the creg_wait_for_empty functionality.

Functions that operate on more than one object at a time require special care in order to avoid the possibility of deadlock. An example of this is the player_post_result function of the player module. This function needs to update the ratings of two players based on the result of a just-completed game between those players and the current ratings of those players. A correct rating update involves the transfer of some number of rating points from one player to the other, so that the total number of rating points in the system is conserved. If the PLAYER objects are locked one at a time, then rating updates going on concurrently could violate this conservation property. On the other hand, unless some care is taken, attempting to lock two PLAYER objects at once could result in deadlock. More generally, whenever one mutex is already held while an attempt is made to lock another, care needs to be taken to avoid deadlock. Refer to information given in the lecture notes for some ideas on strategies to prevent this.

Debugging Multi-threaded Programs

GDB has support for debugging multi-threaded programs. At any given time, there is one thread on which the debugger is currently focused. The usual commands such as bt (backtrace, to get a stack trace) pertain to the current thread. If you want to find out about a different thread, you need to change the focus to that thread. The info threads command will show you a list of the existing threads. Each thread has a corresponding "Id" which you can use to specify that thread to gdb. The command thread N (replace N by the ID of a thread) will switch the focus to that particular thread.

Task I: Server Initialization

When the base code is compiled and run, it will print out a message saying that the server will not function until main() is implemented. This is your first task. The main() function will need to do the following things:

  • Obtain the port number to be used by the server from the command-line arguments. The port number is to be supplied by the required option -p <port>.

  • Install a SIGHUP handler so that clean termination of the server can be achieved by sending it a SIGHUP. Note that you need to use sigaction() rather than signal(), as the behavior of the latter is not well-defined in a multithreaded context.

  • Set up the server socket and enter a loop to accept connections on this socket. For each connection, a thread should be started to run function jeux_client_service().

These things should be relatively straightforward to accomplish, given the information presented in class and in the textbook. If you do them properly, the server should function and accept connections on the specified port, and you should be able to connect to the server using the test client. Note that if you build the server using make debug, then the binaries I have supplied will produce a fairly extensive debugging trace of what they are doing. This, together with the specifications in this document and in the header files, will likely be invaluable to you in understanding the desired behavior of the various modules.

Task II: Send and Receive Functions

The header file include/protocol.h defines the format of the packets used in the Jeux network protocol. The concept of a protocol is an important one to understand. A protocol creates a standard for communication so that any program implementing the protocol will be able to connect and operate with any other program implementing the same protocol. Any client should work with any server if they both implement the same protocol correctly. In the Jeux protocol, clients and servers exchange packets with each other. Each packet has two parts: a fixed-size header that describes the packet, and an optional payload that can carry arbitrary data. The fixed-size header always has the same size and format, which is given by the JEUX_PACKET_HEADER structure; however the payload can be of arbitrary size. One of the fields in the header tells how long the payload is.

  • The function proto_send_packet is used to send a packet over a network connection. The fd argument is the file descriptor of a socket over which the packet is to be sent. The hdr argument is a pointer to the fixed-size packet header. The data argument is a pointer to the data payload, if there is one, otherwise it is NULL. The proto_send_packet function uses the write() system call write the packet header to the "wire" (i.e. the network connection). If the length field of the header specifies a nonzero payload length, then an additional write() call is used to write the payload data to the wire immediately following the header.

:nerd: The proto_send_packet assumes that multi-byte fields in the packet passed to it are stored in network byte order, which is a standardized byte order for sending multi-byte values over the network. Note that, as it happens, network byte order is different than the host byte order used on the x86-64 platforms we are using, so you must convert multi-byte quantities from host to network byte order when storing them in a packet, and you must convert from network to host byte order when reading multi-byte quantities out of a packet. These conversions can be accomplished using the library functions htons(), htonl(), ntohs(), ntohl(), etc. See the man page for ntohl() for details and a full list of the available functions.

  • The function proto_recv_packet() reverses the procedure in order to receive a packet. It first uses the read() system call to read a fixed-size packet header from the wire. If the length field of the header is nonzero then an additional read() is used to read the payload from the wire (note that the length field arrives in network byte order!). The proto_recv_packet() uses malloc() to allocate memory for the payload (if any), whose length is not known until the packet header is read. A pointer to the payload is stored in a variable supplied by the caller. It is the caller's responsibility to free() the payload once it is no longer needed.

NOTE: Remember that it is always possible for read() and write() to read or write fewer bytes than requested. You must check for and handle these "short count" situations.

Implement these functions in a file protocol.c. If you do it correctly, the server should function as before.

Task III: Client Registry

You probably noticed the initialization of the client_registry variable in main() and the use of the creg_wait_for_empty() function in terminate(). The client registry provides a way of keeping track of the number of client connections that currently exist, and to allow a "master" thread to forcibly shut down all of the connections and to await the termination of all server threads before finally terminating itself. It is much more organized and modular to simply present to each of the server threads a condition that they can't fail to notice (i.e. EOF on the client connection) and to allow themselves to perform any necessary finalizations and shut themselves down, than it is for the main thread to try to reach in and understand what the server threads are doing at any given time in order to shut them down cleanly.

The functions provided by a client registry are specified in the client_registry.h header file. Provide implementations for these functions in a file src/client_registry.c. Note that these functions need to be thread-safe (as will most of the functions you implement for this assignment), so synchronization will be required. Use a mutex to protect access to the thread counter data. Use a semaphore to perform the required blocking in the creg_wait_for_empty() function. To shut down a client connection, use the shutdown() function described in Section 2 of the Linux manual pages. It is sufficient to use SHUT_RD to shut down just the read-side of the connection, as this will cause the client service thread to see an EOF indication and terminate.

Implementing the client registry should be a fairly easy warm-up exercise in concurrent programming. If you do it correctly, the Bourse server should still shut down cleanly in response to SIGHUP using your version.

Note: You should test your client registry separately from the server. Create test threads that rapidly call creg_register() and creg_unregister() methods concurrently and then check that a call to the creg_wait_for_empty() function blocks until the number of registered clients reaches zero, and then returns.

Task IV: Client Service Thread

Next, you should implement the thread function that performs service for a client. This function is called jeux_client_service, and you should implement it in the src/server.c file.

The jeux_client_service function is invoked as the thread function for a thread that is created (using pthread_create()) to service a client connection. The argument is a pointer to the integer file descriptor to be used to communicate with the client. Once this file descriptor has been retrieved, the storage it occupied needs to be freed. The thread must then become detached, so that it does not have to be explicitly reaped, and it must register the client file descriptor with the client registry. Finally, the thread should enter a service loop in which it repeatedly receives a request packet sent by the client, carries out the request, and sends any response packets.

The possible types of packets that can be received are listed below, together with a discussion of how the server responds to these packets. Note that much of the functionality described is not performed directly by the server module, but by functions in other modules which it calls.

  • LOGIN: The payload portion of the packet contains the player username (not null-terminated) given by the user. Upon receipt of a LOGIN packet, the client_login() function should be called. In case of a successful LOGIN an ACK packet with no payload should be sent back to the client. In case of an unsuccessful LOGIN, a NACK packet (also with no payload) should be sent back to the client.

Until a LOGIN has been successfully processed, other packets sent by the client should elicit a NACK response from the server. Once a LOGIN has been successfully processed, other packets should be processed normally, and LOGIN packets should result in a NACK.

  • USERS: This type of packet has no payload. The server responds by sending an ACK packet whose payload consists of a text string in which each line gives the username of a currently logged in player, followed by a single TAB character, followed by the player's current rating.

  • INVITE: The payload of this type of packet is the username of another player, who is invited to play a game. The sender of the INVITE is the "source" of the invitation; the invited player is the "target". The role field of the header contains an integer value that specifies the role in the game to which the player is invited (1 for first player to move, 2 for second player to move). The server responds either by sending an ACK with no payload in case of success or a NACK with no payload in case of error. In case of an ACK, the id field of the ACK packet will contain the integer ID that the source client can use to identify that invitation in the future. An INVITED packet will be sent to the target as a notification that the invitation has been made. This id field of this packet gives an ID that the target can use to identify the invitation. Note that, in general, the IDs used by the source and target to refer to an invitation will be different from each other.

  • REVOKE: This type of packet has no payload. The id field of the header contains the ID of the invitation to be revoked. The revoking player must be the source of that invitation. The server responds by attempting to revoke the invitation. If successful, an ACK with no payload sent, otherwise a NACK with no payload is sent. A successful revocation causes a REVOKED packet to be sent to notify the invitation target.

  • DECLINE: This type of packet is similar to REVOKE, except that it is sent by the target of an invitation in order to decline it. The server's response is either an ACK or NACK as for REVOKE. If the invitation is successfully declined, a DECLINED packet is sent to notify the source.

  • ACCEPT: This type of packet is sent by the target of an invitation in order to accept it. The id field of the header contains the ID of the invitation to be accepted. If the invitation has been revoked or previously accepted, a NACK is sent by the server. Otherwise a new game is created and an ACK is sent by the server. If the target's role in the game is that of first player to move, then the payload of the ACK will contain a string describing the initial game state. In addition, the source of the invitation will be sent an ACCEPTED packet, the id field of which contains the source's ID for the invitation. If the source's role is that of the first player to move, then the payload of the ACCEPTED packet will contain a string describing the initial game state.

  • MOVE: This type of packet is sent by a client to make a move in a game in progress. The id field of the header contains the client's ID for the invitation that resulted in the game. The payload of the packet contains a string describing the move. For the tic-tac-toe game, a move string may consist either of a single digit in the range ['1' - '9'], or a string consisting of such a digit, followed either by "<-X" or "<-O". The latter forms specify the role of the player making the move as well as the square to be occupied by the player's mark. The server will respond with ACK with no payload if the move is legal and is successfully applied to the game state, otherwise with NACK with no payload. In addition, the opponent of the player making the move will be sent a MOVED packet, the id field of which contains the opponent's ID for the game and the payload of which contains a string that describes the new game state after the move.

  • RESIGN: This type of packet is sent by a client to resign a game in progress. The id field of the header contains the client's ID for the invitation that resulted in the game. There is no payload. If the resignation is successful, then the server responds with ACK, otherwise with NACK. In addition, the opponent of the player who is resigning is sent a RESIGNED packet, the id field of which contains the opponent's ID for the game.

There is one other packet type not mentioned in the above discussion. This is the ENDED packet type. This type of packet is sent by the server when a game terminates to notify the clients participating in a game that the game is over. The id field of the packet header contains an ID that identifies the game to the client. The role field of the packet header contains an integer value 0, 1, 2, according to whether the game was drawn, the first player won, or the second player won.

Task V: Invitation Module

An INVITATION records the status of an offer, made by one CLIENT to another, to participate in a GAME. The CLIENT that initiates the offer is called the "source" of the invitation, and the client that is the recipient of the offer is called the "target" of the invitation. An INVITATION can be in one of three states: "open", "accepted", or "closed. An INVITATION in the "accepted" state will contain a reference to a GAME that is in progress. The invitation module provides the functions listed below. For more detailed specifications, see the comments in the header file invitation.h.

  • inv_create: Create a new INVITATION.
  • inv_ref: Increase the reference count on an INVITATION.
  • inv_unref: Decrease the reference count on an INVITATION, freeing the INVITATION and its contents if the reference count has reached zero.
  • inv_get_source: Get the CLIENT that is the source of an INVITATION.
  • inv_get_target: Get the CLIENT that is the target of an INVITATION.
  • inv_get_source_role: Get the GAME_ROLE to be played by the source of an INVITATION.
  • inv_get_target_role: Get the GAME_ROLE to be played by the target of an INVITATION.
  • inv_get_game: Get the game (if any game is in progress) associated with an INVITATION.
  • inv_accept: Accept an INVITATION, changing it from the "open" state to the "accepted" state, and creating a new GAME.
  • inv_close: Close an invitation, changing it from either the "open" state or the "accepted" state to the "closed" state. Closing an INVITATION with a game in progress will result in the resignation of the player doing the closing.

Task VI: Client Module

This is the most complex module, so you should work on it only when you get to the point that you feel you have developed some understanding of how the Jeux server works. A CLIENT represents the state of a network client connected to the system. It contains the file descriptor of the connection to the client and it provides functions for sending packets to the client. If the client is logged in, it contains a reference to a PLAYER object and it contains a list of invitations for which the client is either the source or the target. CLIENT objects are managed by a client registry. The client module provides the functions listed below. For more detailed specifications, see the comments in the header file client.h.

  • client_create: Create a new CLIENT object.
  • client_ref: Increase the reference count on a CLIENT object.
  • client_unref: Decrease the reference count on a CLIENT, freeing the CLIENT and its contents if the reference count has reached zero.
  • client_login: Log in a CLIENT as a specified PLAYER.
  • client_logout: Log out a CLIENT.
  • client_get_player: Get the PLAYER for a logged-in client.
  • client_get_fd: Get the file descriptor for the network connection associated with a CLIENT.
  • client_send_packet: Send a packet over the network to a connected client.
  • client_send_ack: Send an ACK packet to a client.
  • client_send_nack: Send a NACK packet to a client.
  • client_make_invitation: Make a new invitation from a specified "source" CLIENT to a specified "target" CLIENT.
  • client_revoke_invitation: Called by the source of an INVITATION to revoke it. The target of the invitation is sent a REVOKED packet.
  • client_decline_invitation: Called by the target of an INVITATION to decline it. The source of the invitation is sent a DECLINED packet.
  • client_accept_invitation: Called by the target of an INVITATION to accept it. A new GAME is created and the source of the invitation is sent an ACCEPTED packet.
  • client_resign_game: Called by either the source or target of an INVITATION to resign a game in progress. The invitation is removed from the source's and target's lists and the opponent of the caller is sent a RESIGNED packet.
  • client_make_move: Called by a participant in a GAME to make a move. A MOVED packet is sent to the caller's opponent. If the move results in the game being over, then the invitation containing the terminated game is removed from both player's lists, an ENDED packet is sent to both players, and the result of the game is posted in order to update the players' ratings.

Task VII: Player Module

A PLAYER object represents a user of the system. A PLAYER has a username, which does not change once the PLAYER is created, and it also has a "rating" which is an integer value that reflects the player's skill level among all players known to the system. A player's rating changes as a result of each game in which the player participates. The player module provides the functions listed below. For more detailed specifications, see the comments in the header file player.h.

  • player_create: Create a new PLAYER.
  • player_ref: Increase the reference count on a PLAYER.
  • player_unref: Decrease the reference count on a PLAYER, freeing the PLAYER and its contents if the reference count has reached zero.
  • player_get_name: Get the username of a PLAYER.
  • player_get_rating: Get the rating of a PLAYER.
  • player_post_result: Post the result of a game between two players, updating their ratings accordingly (see the specs for more information).

Task VIII: Player Registry Module

A player registry keeps track of information about known users of the system, in the form of a mapping from user names to PLAYER objects. This information persists from the time a player is first registered until the server is shut down. It provides the functions listed below. For more detailed specifications, see the comments in the header file player_registry.h.

  • preg_init: Initialize a new player registry.
  • preg_fini: Finalize a player registry, freeing all associated resources.
  • preg_register: Register a player with a specified user name or look up an existing player with that name.

Task IX: Game Module

A GAME represents the current state of a game between participating players. I have listed this module last because most of what is involved in coding it has to do with the game (tic-tac-toe) that is implemented, rather than additional features involving threads and concurrency. It is certainly not the main point of the assignment to program the game of tic-tac-toe, so you should not get bogged down here. In addition to the GAME type, this module also defines the auxiliary types GAME_MOVE, which represents a move in a game, and GAME_ROLE, which represents the role of a player in the game. The GAME_ROLE type is an enumerated type which is defined in the game.h header file, but the details of the GAME_MOVE structure are up to you.

The functions provided by the game module are listed below. For more detailed specifications, see the comments in the header file game.h.

  • game_create: Create a new game.
  • game_ref: Increase the reference count on a GAME.
  • game_unref: Decrease the reference count on a GAME, freeing the GAME and its contents if the reference count has reached zero.
  • game_apply_move: Apply a GAME_MOVE to a GAME.
  • game_resign: Called by one of the players to resign the game.
  • game_unparse_state: Get a string that describes the current GAME state, in a format appropriate for human users.
  • game_is_over: Determine if a specified GAME has terminated.
  • game_get_winner: Get the GAME_ROLE of the player who has won the game.
  • game_parse_move: Attempt to interpret a string as a move in the specified GAME, for the player in the specified GAME_ROLE.
  • game_unparse_move: Get a string that describes a specified GAME_MOVE, in a format appropriate to be shown to human users.

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