pub struct SessionPool { /* private fields */ }
Expand description

A data structure that is responsible for holding sessions, and pooling sockets between them. This means that we only provide new unique sockets to new connections to the same gameserver, and we share sockets across multiple gameservers.

Traffic from different gameservers is then demuxed using their address to send back to the original client.

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impl SessionPool

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pub fn new( config: Arc<Config>, downstream_sender: Sender<(PoolBuffer, Option<IpNetEntry>, SocketAddr)>, buffer_pool: Arc<BufferPool>, shutdown_rx: ShutdownRx ) -> Arc<Self>

Constructs a new session pool, it’s created with an Arc as that’s required for the pool to provide a reference to the children to be able to release their sockets back to the parent.

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pub async fn get<'pool>( self: &'pool Arc<Self>, key: SessionKey, asn_info: Option<IpNetEntry> ) -> Result<Sender<(FrozenPoolBuffer, Option<IpNetEntry>, SocketAddr)>, PipelineError>

Returns a reference to an existing session mapped to key, otherwise creates a new session either from a fresh socket, or if there are sockets allocated that are not reserved by an existing destination, using the existing socket.

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pub fn sessions(&self) -> &TtlMap<SessionKey, Session>

Returns a map of active sessions.

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pub async fn send( self: &Arc<Self>, key: SessionKey, asn_info: Option<IpNetEntry>, packet: FrozenPoolBuffer ) -> Result<(), PipelineError>

Sends packet data to the appropiate session based on its key.

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impl Debug for SessionPool

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Drop for SessionPool

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fn drop(&mut self)

Executes the destructor for this type. Read more

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