Replace server Select loop with individual client threads.

This guarantees that any unexpected blocking calls due to network
issues cannot stall the main server thread.
This commit is contained in:
Paul Chote
2021-05-25 22:04:47 +01:00
committed by reaperrr
parent 6535411744
commit 2a26ddc622
4 changed files with 292 additions and 257 deletions

View File

@@ -10,21 +10,22 @@
#endregion #endregion
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Net; using System.Net;
using System.Net.Sockets; using System.Net.Sockets;
using System.Threading;
namespace OpenRA.Server namespace OpenRA.Server
{ {
public class Connection public class Connection : IDisposable
{ {
public const int MaxOrderLength = 131072; public const int MaxOrderLength = 131072;
public readonly Socket Socket;
public readonly List<byte> Data = new List<byte>();
public readonly int PlayerIndex; public readonly int PlayerIndex;
public readonly string AuthToken; public readonly string AuthToken;
public readonly EndPoint EndPoint;
public long TimeSinceLastResponse => Game.RunTime - lastReceivedTime; public long TimeSinceLastResponse => Game.RunTime - lastReceivedTime;
public int MostRecentFrame { get; private set; } public int MostRecentFrame { get; private set; }
@@ -32,130 +33,143 @@ namespace OpenRA.Server
public bool TimeoutMessageShown; public bool TimeoutMessageShown;
public bool Validated; public bool Validated;
ReceiveState state = ReceiveState.Header;
int expectLength = 8;
int frame = 0;
long lastReceivedTime = 0; long lastReceivedTime = 0;
public Connection(Socket socket, int playerIndex, string authToken) readonly BlockingCollection<byte[]> sendQueue = new BlockingCollection<byte[]>();
public Connection(Socket socket, int playerIndex, string authToken, Action<Connection, int, byte[]> onPacket, Action<Connection> onDisconnect)
{ {
Socket = socket;
PlayerIndex = playerIndex; PlayerIndex = playerIndex;
AuthToken = authToken; AuthToken = authToken;
} EndPoint = socket.RemoteEndPoint;
public byte[] PopBytes(int n) new Thread(SendReceiveLoop)
{
var result = Data.GetRange(0, n);
Data.RemoveRange(0, n);
return result.ToArray();
}
bool ReadDataInner(Server server)
{
var rx = new byte[1024];
var len = 0;
while (true)
{ {
try Name = $"Client communication ({EndPoint}",
{ IsBackground = true
// Poll the socket first to see if there's anything there. }.Start((socket, onPacket, onDisconnect));
// This avoids the exception with SocketErrorCode == `SocketError.WouldBlock` thrown
// from `socket.Receive(rx)`.
if (!Socket.Poll(0, SelectMode.SelectRead)) break;
if ((len = Socket.Receive(rx)) > 0)
Data.AddRange(rx.Take(len));
else
{
if (len == 0)
server.DropClient(this);
break;
}
}
catch (SocketException e)
{
// This should no longer be needed with the socket.Poll call above.
if (e.SocketErrorCode == SocketError.WouldBlock) break;
server.DropClient(this);
Log.Write("server", "Dropping client {0} because reading the data failed: {1}", PlayerIndex, e);
return false;
}
}
lastReceivedTime = Game.RunTime;
TimeoutMessageShown = false;
return true;
} }
public void ReadData(Server server) void SendReceiveLoop(object s)
{ {
if (ReadDataInner(server)) var (socket, onPacket, onDisconnect) = (ValueTuple<Socket, Action<Connection, int, byte[]>, Action<Connection>>)s;
socket.Blocking = false;
socket.NoDelay = true;
var receiveBuffer = new byte[1024];
var readBuffer = new List<byte>();
var state = ReceiveState.Header;
var expectLength = 8;
var frame = 0;
try
{ {
while (Data.Count >= expectLength) while (true)
{ {
var bytes = PopBytes(expectLength); // Wait up to 100ms for data to arrive before checking for data to send
switch (state) if (socket.Poll(100000, SelectMode.SelectRead))
{ {
case ReceiveState.Header: var read = socket.Receive(receiveBuffer);
if (read == 0)
{
// Empty packet signals that the client has been dropped
return;
}
if (read > 0)
{
readBuffer.AddRange(receiveBuffer.Take(read));
lastReceivedTime = Game.RunTime;
TimeoutMessageShown = false;
}
while (readBuffer.Count >= expectLength)
{
var bytes = readBuffer.GetRange(0, expectLength).ToArray();
readBuffer.RemoveRange(0, expectLength);
switch (state)
{ {
expectLength = BitConverter.ToInt32(bytes, 0) - 4; case ReceiveState.Header:
frame = BitConverter.ToInt32(bytes, 4);
state = ReceiveState.Data;
if (expectLength < 0 || expectLength > MaxOrderLength)
{ {
server.DropClient(this); expectLength = BitConverter.ToInt32(bytes, 0) - 4;
Log.Write("server", "Dropping client {0} for excessive order length = {1}", PlayerIndex, expectLength); frame = BitConverter.ToInt32(bytes, 4);
return; state = ReceiveState.Data;
if (expectLength < 0 || expectLength > MaxOrderLength)
{
Log.Write("server", $"Closing socket connection to {EndPoint} because of excessive order length: {expectLength}");
return;
}
break;
} }
break; case ReceiveState.Data:
} {
if (MostRecentFrame < frame)
MostRecentFrame = frame;
case ReceiveState.Data: onPacket(this, frame, bytes);
expectLength = 8;
state = ReceiveState.Header;
break;
}
}
}
}
// Client has been dropped by the server
if (sendQueue.IsCompleted)
return;
// Send all data immediately, we will block again on read
while (sendQueue.TryTake(out var data, 0))
{
var start = 0;
var length = data.Length;
// Non-blocking sends are free to send only part of the data
while (start < length)
{
var sent = socket.Send(data, start, length - start, SocketFlags.None, out var error);
if (error == SocketError.WouldBlock)
{ {
if (MostRecentFrame < frame) Log.Write("server", "Non-blocking send of {0} bytes failed. Falling back to blocking send.", length - start);
MostRecentFrame = frame; socket.Blocking = true;
sent = socket.Send(data, start, length - start, SocketFlags.None);
server.DispatchOrders(this, frame, bytes); socket.Blocking = false;
expectLength = 8;
state = ReceiveState.Header;
break;
} }
else if (error != SocketError.Success)
throw new SocketException((int)error);
start += sent;
}
} }
} }
} }
catch (SocketException e)
{
Log.Write("server", $"Closing socket connection to {EndPoint} because of socket error: {e}");
}
finally
{
onDisconnect(this);
socket.Dispose();
}
} }
public void SendData(byte[] data) public void SendData(byte[] data)
{ {
var start = 0; sendQueue.Add(data);
var length = data.Length;
// Non-blocking sends are free to send only part of the data
while (start < length)
{
var sent = Socket.Send(data, start, length - start, SocketFlags.None, out var error);
if (error == SocketError.WouldBlock)
{
Log.Write("server", "Non-blocking send of {0} bytes failed. Falling back to blocking send.", length - start);
Socket.Blocking = true;
sent = Socket.Send(data, start, length - start, SocketFlags.None);
Socket.Blocking = false;
}
else if (error != SocketError.Success)
throw new SocketException((int)error);
start += sent;
}
} }
public EndPoint EndPoint => Socket.RemoteEndPoint; public void Dispose()
{
// Tell the sendReceiveThread that the socket should be closed
sendQueue.CompleteAdding();
}
} }
public enum ReceiveState { Header, Data } public enum ReceiveState { Header, Data }

View File

@@ -10,6 +10,7 @@
#endregion #endregion
using System; using System;
using System.Collections.Concurrent;
using System.Collections.Generic; using System.Collections.Generic;
using System.Globalization; using System.Globalization;
using System.IO; using System.IO;
@@ -48,12 +49,8 @@ namespace OpenRA.Server
public readonly MersenneTwister Random = new MersenneTwister(); public readonly MersenneTwister Random = new MersenneTwister();
public readonly ServerType Type; public readonly ServerType Type;
// Valid player connections
public List<Connection> Conns = new List<Connection>(); public List<Connection> Conns = new List<Connection>();
// Pre-verified player connections
public List<Connection> PreConns = new List<Connection>();
public Session LobbyInfo; public Session LobbyInfo;
public ServerSettings Settings; public ServerSettings Settings;
public ModData ModData; public ModData ModData;
@@ -71,8 +68,7 @@ namespace OpenRA.Server
protected volatile ServerState internalState = ServerState.WaitingPlayers; protected volatile ServerState internalState = ServerState.WaitingPlayers;
volatile ActionQueue delayedActions = new ActionQueue(); readonly BlockingCollection<IServerEvent> events = new BlockingCollection<IServerEvent>();
int waitingForAuthenticationCallback = 0;
ReplayRecorder recorder; ReplayRecorder recorder;
GameInformation gameInfo; GameInformation gameInfo;
@@ -164,7 +160,6 @@ namespace OpenRA.Server
Log.AddChannel("server", "server.log", true); Log.AddChannel("server", "server.log", true);
SocketException lastException = null; SocketException lastException = null;
var checkReadServer = new List<Socket>();
foreach (var endpoint in endpoints) foreach (var endpoint in endpoints)
{ {
var listener = new TcpListener(endpoint); var listener = new TcpListener(endpoint);
@@ -184,7 +179,32 @@ namespace OpenRA.Server
listener.Start(); listener.Start();
listeners.Add(listener); listeners.Add(listener);
checkReadServer.Add(listener.Server);
new Thread(() =>
{
while (true)
{
if (State != ServerState.WaitingPlayers)
{
listener.Stop();
return;
}
// Use a 1s timeout so we can stop listening once the game starts
if (listener.Server.Poll(1000000, SelectMode.SelectRead))
{
try
{
events.Add(new ClientConnectEvent(listener.AcceptSocket()));
}
catch (Exception)
{
// Ignore the exception that may be generated if the connection
// drops while we are trying to connect
}
}
}
}) { Name = $"Connection listener ({listener.LocalEndpoint})", IsBackground = true }.Start();
} }
catch (SocketException ex) catch (SocketException ex)
{ {
@@ -257,42 +277,10 @@ namespace OpenRA.Server
while (true) while (true)
{ {
var checkRead = new List<Socket>();
if (State == ServerState.WaitingPlayers)
checkRead.AddRange(checkReadServer);
checkRead.AddRange(Conns.Select(c => c.Socket));
checkRead.AddRange(PreConns.Select(c => c.Socket));
// Block for at most 1 second in order to guarantee a minimum tick rate for ServerTraits
// Decrease this to 100ms to improve responsiveness if we are waiting for an authentication query
var localTimeout = waitingForAuthenticationCallback > 0 ? 100000 : 1000000;
if (checkRead.Count > 0)
Socket.Select(checkRead, null, null, localTimeout);
if (State != ServerState.ShuttingDown) if (State != ServerState.ShuttingDown)
{ {
foreach (var s in checkRead) if (events.TryTake(out var e, 1000))
{ e.Invoke(this);
var serverIndex = checkReadServer.IndexOf(s);
if (serverIndex >= 0)
{
AcceptConnection(listeners[serverIndex]);
continue;
}
var preConn = PreConns.SingleOrDefault(c => c.Socket == s);
if (preConn != null)
{
preConn.ReadData(this);
continue;
}
var conn = Conns.SingleOrDefault(c => c.Socket == s);
conn?.ReadData(this);
}
delayedActions.PerformActions(0);
// PERF: Dedicated servers need to drain the action queue to remove references blocking the GC from cleaning up disposed objects. // PERF: Dedicated servers need to drain the action queue to remove references blocking the GC from cleaning up disposed objects.
if (Type == ServerType.Dedicated) if (Type == ServerType.Dedicated)
@@ -314,14 +302,7 @@ namespace OpenRA.Server
foreach (var t in serverTraits.WithInterface<INotifyServerShutdown>()) foreach (var t in serverTraits.WithInterface<INotifyServerShutdown>())
t.ServerShutdown(this); t.ServerShutdown(this);
PreConns.Clear();
Conns.Clear(); Conns.Clear();
foreach (var listener in listeners)
{
try { listener.Stop(); }
catch { }
}
}) })
{ IsBackground = true }.Start(); { IsBackground = true }.Start();
} }
@@ -332,44 +313,34 @@ namespace OpenRA.Server
return nextPlayerIndex++; return nextPlayerIndex++;
} }
void AcceptConnection(TcpListener listener) void OnClientPacket(Connection conn, int frame, byte[] data)
{ {
Socket newSocket; events.Add(new ClientPacketEvent(conn, frame, data));
}
try void OnClientDisconnect(Connection conn)
{ {
if (!listener.Server.IsBound) events.Add(new ClientDisconnectEvent(conn));
return; }
newSocket = listener.AcceptSocket(); void AcceptConnection(Socket socket)
} {
catch (Exception e) if (State != ServerState.WaitingPlayers)
{
/* TODO: Could have an exception here when listener 'goes away' when calling AcceptConnection! */
/* Alternative would be to use locking but the listener doesn't go away without a reason. */
Log.Write("server", "Accepting the connection failed.", e);
return; return;
}
// Validate player identity by asking them to sign a random blob of data // Validate player identity by asking them to sign a random blob of data
// which we can then verify against the player public key database // which we can then verify against the player public key database
var token = Convert.ToBase64String(OpenRA.Exts.MakeArray(256, _ => (byte)Random.Next())); var token = Convert.ToBase64String(OpenRA.Exts.MakeArray(256, _ => (byte)Random.Next()));
var newConn = new Connection(newSocket, ChooseFreePlayerIndex(), token); var newConn = new Connection(socket, ChooseFreePlayerIndex(), token, OnClientPacket, OnClientDisconnect);
try try
{ {
newConn.Socket.Blocking = false;
newConn.Socket.NoDelay = true;
// Send handshake and client index. // Send handshake and client index.
var ms = new MemoryStream(8); var ms = new MemoryStream(8);
ms.WriteArray(BitConverter.GetBytes(ProtocolVersion.Handshake)); ms.WriteArray(BitConverter.GetBytes(ProtocolVersion.Handshake));
ms.WriteArray(BitConverter.GetBytes(newConn.PlayerIndex)); ms.WriteArray(BitConverter.GetBytes(newConn.PlayerIndex));
newConn.SendData(ms.ToArray()); newConn.SendData(ms.ToArray());
PreConns.Add(newConn);
// Dispatch a handshake order // Dispatch a handshake order
var request = new HandshakeRequest var request = new HandshakeRequest
{ {
@@ -387,9 +358,10 @@ namespace OpenRA.Server
} }
catch (Exception e) catch (Exception e)
{ {
DropClient(newConn); Log.Write("server", $"Handshake for client {newConn.EndPoint} failed: {e}");
Log.Write("server", "Dropping client {0} because handshake failed: {1}", newConn.PlayerIndex.ToString(CultureInfo.InvariantCulture), e);
} }
Conns.Add(newConn);
} }
void ValidateClient(Connection newConn, string data) void ValidateClient(Connection newConn, string data)
@@ -491,8 +463,6 @@ namespace OpenRA.Server
client.Color = Color.White; client.Color = Color.White;
// Promote connection to a valid client // Promote connection to a valid client
PreConns.Remove(newConn);
Conns.Add(newConn);
LobbyInfo.Clients.Add(client); LobbyInfo.Clients.Add(client);
newConn.Validated = true; newConn.Validated = true;
@@ -546,8 +516,6 @@ namespace OpenRA.Server
} }
else if (!string.IsNullOrEmpty(handshake.Fingerprint) && !string.IsNullOrEmpty(handshake.AuthSignature)) else if (!string.IsNullOrEmpty(handshake.Fingerprint) && !string.IsNullOrEmpty(handshake.AuthSignature))
{ {
waitingForAuthenticationCallback++;
Task.Run(async () => Task.Run(async () =>
{ {
var httpClient = HttpClientFactory.Create(); var httpClient = HttpClientFactory.Create();
@@ -593,7 +561,7 @@ namespace OpenRA.Server
Log.Write("server", ex.ToString()); Log.Write("server", ex.ToString());
} }
delayedActions.Add(() => events.Add(new CallbackEvent(() =>
{ {
var notAuthenticated = Type == ServerType.Dedicated && profile == null && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Any()); var notAuthenticated = Type == ServerType.Dedicated && profile == null && (Settings.RequireAuthentication || Settings.ProfileIDWhitelist.Any());
var blacklisted = Type == ServerType.Dedicated && profile != null && Settings.ProfileIDBlacklist.Contains(profile.ProfileID); var blacklisted = Type == ServerType.Dedicated && profile != null && Settings.ProfileIDBlacklist.Contains(profile.ProfileID);
@@ -618,9 +586,7 @@ namespace OpenRA.Server
} }
else else
completeConnection(); completeConnection();
}));
waitingForAuthenticationCallback--;
}, 0);
}); });
} }
else else
@@ -771,10 +737,11 @@ namespace OpenRA.Server
public void DispatchOrdersToClients(Connection conn, int frame, byte[] data) public void DispatchOrdersToClients(Connection conn, int frame, byte[] data)
{ {
var from = conn != null ? conn.PlayerIndex : 0; var from = conn?.PlayerIndex ?? 0;
var frameData = CreateFrame(from, frame, data); var frameData = CreateFrame(from, frame, data);
foreach (var c in Conns.Except(conn).ToList()) foreach (var c in Conns.ToList())
DispatchFrameToClient(c, from, frameData); if (c != conn && c.Validated)
DispatchFrameToClient(c, from, frameData);
if (recorder != null) if (recorder != null)
{ {
@@ -1022,6 +989,9 @@ namespace OpenRA.Server
public Session.Client GetClient(Connection conn) public Session.Client GetClient(Connection conn)
{ {
if (conn == null)
return null;
return LobbyInfo.ClientWithIndex(conn.PlayerIndex); return LobbyInfo.ClientWithIndex(conn.PlayerIndex);
} }
@@ -1029,68 +999,61 @@ namespace OpenRA.Server
{ {
lock (LobbyInfo) lock (LobbyInfo)
{ {
if (!PreConns.Remove(toDrop)) Conns.Remove(toDrop);
var dropClient = LobbyInfo.Clients.FirstOrDefault(c1 => c1.Index == toDrop.PlayerIndex);
if (dropClient == null)
return;
var suffix = "";
if (State == ServerState.GameStarted)
suffix = dropClient.IsObserver ? " (Spectator)" : dropClient.Team != 0 ? $" (Team {dropClient.Team})" : "";
SendMessage($"{dropClient.Name}{suffix} has disconnected.");
// Send disconnected order, even if still in the lobby
DispatchOrdersToClients(toDrop, 0, Order.FromTargetString("Disconnected", "", true).Serialize());
if (gameInfo != null && !dropClient.IsObserver)
{ {
Conns.Remove(toDrop); var disconnectedPlayer = gameInfo.Players.First(p => p.ClientIndex == toDrop.PlayerIndex);
disconnectedPlayer.DisconnectFrame = toDrop.MostRecentFrame;
var dropClient = LobbyInfo.Clients.FirstOrDefault(c1 => c1.Index == toDrop.PlayerIndex);
if (dropClient == null)
return;
var suffix = "";
if (State == ServerState.GameStarted)
suffix = dropClient.IsObserver ? " (Spectator)" : dropClient.Team != 0 ? $" (Team {dropClient.Team})" : "";
SendMessage($"{dropClient.Name}{suffix} has disconnected.");
// Send disconnected order, even if still in the lobby
DispatchOrdersToClients(toDrop, 0, Order.FromTargetString("Disconnected", "", true).Serialize());
if (gameInfo != null && !dropClient.IsObserver)
{
var disconnectedPlayer = gameInfo.Players.First(p => p.ClientIndex == toDrop.PlayerIndex);
disconnectedPlayer.DisconnectFrame = toDrop.MostRecentFrame;
}
LobbyInfo.Clients.RemoveAll(c => c.Index == toDrop.PlayerIndex);
LobbyInfo.ClientPings.RemoveAll(p => p.Index == toDrop.PlayerIndex);
// Client was the server admin
// TODO: Reassign admin for game in progress via an order
if (Type == ServerType.Dedicated && dropClient.IsAdmin && State == ServerState.WaitingPlayers)
{
// Remove any bots controlled by the admin
LobbyInfo.Clients.RemoveAll(c => c.Bot != null && c.BotControllerClientIndex == toDrop.PlayerIndex);
var nextAdmin = LobbyInfo.Clients.Where(c1 => c1.Bot == null)
.MinByOrDefault(c => c.Index);
if (nextAdmin != null)
{
nextAdmin.IsAdmin = true;
SendMessage($"{nextAdmin.Name} is now the admin.");
}
}
DispatchOrders(toDrop, toDrop.MostRecentFrame, new[] { (byte)OrderType.Disconnect });
// All clients have left: clean up
if (!Conns.Any())
foreach (var t in serverTraits.WithInterface<INotifyServerEmpty>())
t.ServerEmpty(this);
if (Conns.Any() || Type == ServerType.Dedicated)
SyncLobbyClients();
if (Type != ServerType.Dedicated && dropClient.IsAdmin)
Shutdown();
} }
LobbyInfo.Clients.RemoveAll(c => c.Index == toDrop.PlayerIndex);
LobbyInfo.ClientPings.RemoveAll(p => p.Index == toDrop.PlayerIndex);
// Client was the server admin
// TODO: Reassign admin for game in progress via an order
if (Type == ServerType.Dedicated && dropClient.IsAdmin && State == ServerState.WaitingPlayers)
{
// Remove any bots controlled by the admin
LobbyInfo.Clients.RemoveAll(c => c.Bot != null && c.BotControllerClientIndex == toDrop.PlayerIndex);
var nextAdmin = LobbyInfo.Clients.Where(c1 => c1.Bot == null)
.MinByOrDefault(c => c.Index);
if (nextAdmin != null)
{
nextAdmin.IsAdmin = true;
SendMessage($"{nextAdmin.Name} is now the admin.");
}
}
DispatchOrders(toDrop, toDrop.MostRecentFrame, new[] { (byte)OrderType.Disconnect });
// All clients have left: clean up
if (!Conns.Any(c => c.Validated))
foreach (var t in serverTraits.WithInterface<INotifyServerEmpty>())
t.ServerEmpty(this);
if (Conns.Any(c => c.Validated) || Type == ServerType.Dedicated)
SyncLobbyClients();
if (Type != ServerType.Dedicated && dropClient.IsAdmin)
Shutdown();
} }
try toDrop.Dispose();
{
toDrop.Socket.Disconnect(false);
}
catch { }
} }
public void SyncLobbyInfo() public void SyncLobbyInfo()
@@ -1171,17 +1134,10 @@ namespace OpenRA.Server
{ {
lock (LobbyInfo) lock (LobbyInfo)
{ {
foreach (var listener in listeners)
listener.Stop();
Console.WriteLine("[{0}] Game started", DateTime.Now.ToString(Settings.TimestampFormat)); Console.WriteLine("[{0}] Game started", DateTime.Now.ToString(Settings.TimestampFormat));
// Drop any unvalidated clients
foreach (var c in PreConns.ToArray())
DropClient(c);
// Drop any players who are not ready // Drop any players who are not ready
foreach (var c in Conns.Where(c => GetClient(c).IsInvalid).ToArray()) foreach (var c in Conns.Where(c => !c.Validated || GetClient(c).IsInvalid).ToArray())
{ {
SendOrderTo(c, "ServerError", "You have been kicked from the server!"); SendOrderTo(c, "ServerError", "You have been kicked from the server!");
DropClient(c); DropClient(c);
@@ -1249,7 +1205,8 @@ namespace OpenRA.Server
GameSave.ParseOrders(LobbyInfo, (frame, client, data) => GameSave.ParseOrders(LobbyInfo, (frame, client, data) =>
{ {
foreach (var c in Conns) foreach (var c in Conns)
DispatchOrdersToClient(c, client, frame, data); if (c.Validated)
DispatchOrdersToClient(c, client, frame, data);
}); });
} }
} }
@@ -1271,5 +1228,69 @@ namespace OpenRA.Server
return new ConnectionTarget(endpoints); return new ConnectionTarget(endpoints);
} }
interface IServerEvent { void Invoke(Server server); }
class ClientConnectEvent : IServerEvent
{
readonly Socket socket;
public ClientConnectEvent(Socket socket)
{
this.socket = socket;
}
void IServerEvent.Invoke(Server server)
{
server.AcceptConnection(socket);
}
}
class ClientDisconnectEvent : IServerEvent
{
readonly Connection connection;
public ClientDisconnectEvent(Connection connection)
{
this.connection = connection;
}
void IServerEvent.Invoke(Server server)
{
server.DropClient(connection);
}
}
class ClientPacketEvent : IServerEvent
{
readonly Connection connection;
readonly int frame;
readonly byte[] data;
public ClientPacketEvent(Connection connection, int frame, byte[] data)
{
this.connection = connection;
this.frame = frame;
this.data = data;
}
void IServerEvent.Invoke(Server server)
{
server.DispatchOrders(connection, frame, data);
}
}
class CallbackEvent : IServerEvent
{
readonly Action action;
public CallbackEvent(Action action)
{
this.action = action;
}
void IServerEvent.Invoke(Server server)
{
action();
}
}
} }
} }

View File

@@ -645,7 +645,7 @@ namespace OpenRA.Mods.Common.Server
Exts.TryParseIntegerInvariant(split[0], out var kickClientID); Exts.TryParseIntegerInvariant(split[0], out var kickClientID);
var kickConn = server.Conns.SingleOrDefault(c => server.GetClient(c) != null && server.GetClient(c).Index == kickClientID); var kickConn = server.Conns.SingleOrDefault(c => server.GetClient(c)?.Index == kickClientID);
if (kickConn == null) if (kickConn == null)
{ {
server.SendOrderTo(conn, "Message", "No-one in that slot."); server.SendOrderTo(conn, "Message", "No-one in that slot.");
@@ -690,7 +690,7 @@ namespace OpenRA.Mods.Common.Server
} }
Exts.TryParseIntegerInvariant(s, out var newAdminId); Exts.TryParseIntegerInvariant(s, out var newAdminId);
var newAdminConn = server.Conns.SingleOrDefault(c => server.GetClient(c) != null && server.GetClient(c).Index == newAdminId); var newAdminConn = server.Conns.SingleOrDefault(c => server.GetClient(c)?.Index == newAdminId);
if (newAdminConn == null) if (newAdminConn == null)
{ {
@@ -727,7 +727,7 @@ namespace OpenRA.Mods.Common.Server
} }
Exts.TryParseIntegerInvariant(s, out var targetId); Exts.TryParseIntegerInvariant(s, out var targetId);
var targetConn = server.Conns.SingleOrDefault(c => server.GetClient(c) != null && server.GetClient(c).Index == targetId); var targetConn = server.Conns.SingleOrDefault(c => server.GetClient(c)?.Index == targetId);
if (targetConn == null) if (targetConn == null)
{ {

View File

@@ -41,13 +41,16 @@ namespace OpenRA.Mods.Common.Server
nonBotClientCount = server.LobbyInfo.NonBotClients.Count(); nonBotClientCount = server.LobbyInfo.NonBotClients.Count();
if (nonBotClientCount < 2 && server.Type != ServerType.Dedicated) if (nonBotClientCount < 2 && server.Type != ServerType.Dedicated)
{
foreach (var c in server.Conns.ToList()) foreach (var c in server.Conns.ToList())
server.SendOrderTo(c, "Ping", Game.RunTime.ToString()); if (c.Validated)
server.SendOrderTo(c, "Ping", Game.RunTime.ToString());
}
else else
{ {
foreach (var c in server.Conns.ToList()) foreach (var c in server.Conns.ToList())
{ {
if (c == null || c.Socket == null) if (!c.Validated)
continue; continue;
var client = server.GetClient(c); var client = server.GetClient(c);
@@ -79,14 +82,11 @@ namespace OpenRA.Mods.Common.Server
lastConnReport = Game.RunTime; lastConnReport = Game.RunTime;
var timeouts = server.Conns var timeouts = server.Conns
.Where(c => c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout) .Where(c => c.Validated && c.TimeSinceLastResponse > ConnReportInterval && c.TimeSinceLastResponse < ConnTimeout)
.OrderBy(c => c.TimeSinceLastResponse); .OrderBy(c => c.TimeSinceLastResponse);
foreach (var c in timeouts) foreach (var c in timeouts)
{ {
if (c == null || c.Socket == null)
continue;
var client = server.GetClient(c); var client = server.GetClient(c);
if (client != null) if (client != null)
server.SendMessage($"{client.Name} will be dropped in {(ConnTimeout - c.TimeSinceLastResponse) / 1000} seconds."); server.SendMessage($"{client.Name} will be dropped in {(ConnTimeout - c.TimeSinceLastResponse) / 1000} seconds.");