Files
OpenRA/OpenRA.Game/Network/Connection.cs
Paul Chote 408f30b5cd Extract OrderIO.SerializeOrders helper.
Note: This changes immediate orders to no longer be
individually framed in their own packets.
2021-09-02 23:23:23 +02:00

293 lines
7.6 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using OpenRA.Server;
namespace OpenRA.Network
{
public enum ConnectionState
{
PreConnecting,
NotConnected,
Connecting,
Connected,
}
public interface IConnection : IDisposable
{
int LocalClientId { get; }
void Send(int frame, IEnumerable<Order> orders);
void SendImmediate(IEnumerable<Order> orders);
void SendSync(int frame, int syncHash, ulong defeatState);
void Receive(OrderManager orderManager);
}
public class EchoConnection : IConnection
{
protected struct ReceivedPacket
{
public int FromClient;
public byte[] Data;
}
readonly ConcurrentQueue<ReceivedPacket> receivedPackets = new ConcurrentQueue<ReceivedPacket>();
public ReplayRecorder Recorder { get; private set; }
public virtual int LocalClientId => 1;
public virtual void Send(int frame, IEnumerable<Order> orders)
{
Send(OrderIO.SerializeOrders(frame, orders));
}
public virtual void SendImmediate(IEnumerable<Order> orders)
{
Send(OrderIO.SerializeOrders(0, orders));
}
public virtual void SendSync(int frame, int syncHash, ulong defeatState)
{
Send(OrderIO.SerializeSync(frame, syncHash, defeatState));
}
protected virtual void Send(byte[] packet)
{
if (packet.Length == 0)
throw new NotImplementedException();
AddPacket(new ReceivedPacket { FromClient = LocalClientId, Data = packet });
}
protected void AddPacket(ReceivedPacket packet)
{
receivedPackets.Enqueue(packet);
}
public virtual void Receive(OrderManager orderManager)
{
while (receivedPackets.TryDequeue(out var p))
{
if (OrderIO.TryParseDisconnect(p.Data, out var disconnectClient))
orderManager.ReceiveDisconnect(disconnectClient);
else if (OrderIO.TryParseSync(p.Data, out var syncFrame, out var syncHash, out var defeatState))
orderManager.ReceiveSync(syncFrame, syncHash, defeatState);
else if (OrderIO.TryParseOrderPacket(p.Data, out var ordersFrame, out var orders))
{
if (ordersFrame == 0)
orderManager.ReceiveImmediateOrders(p.FromClient, orders);
else
orderManager.ReceiveOrders(p.FromClient, ordersFrame, orders);
}
Recorder?.Receive(p.FromClient, p.Data);
}
}
public void StartRecording(Func<string> chooseFilename)
{
// If we have a previous recording then save/dispose it and start a new one.
Recorder?.Dispose();
Recorder = new ReplayRecorder(chooseFilename);
}
protected virtual void Dispose(bool disposing)
{
if (disposing)
Recorder?.Dispose();
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
public sealed class NetworkConnection : EchoConnection
{
public readonly ConnectionTarget Target;
TcpClient tcp;
IPEndPoint endpoint;
readonly List<byte[]> queuedSyncPackets = new List<byte[]>();
volatile ConnectionState connectionState = ConnectionState.Connecting;
volatile int clientId;
bool disposed;
string errorMessage;
public IPEndPoint EndPoint => endpoint;
public string ErrorMessage => errorMessage;
public NetworkConnection(ConnectionTarget target)
{
Target = target;
new Thread(NetworkConnectionConnect)
{
Name = $"{GetType().Name} (connect to {target})",
IsBackground = true
}.Start();
}
void NetworkConnectionConnect()
{
var queue = new BlockingCollection<TcpClient>();
var atLeastOneEndpoint = false;
foreach (var endpoint in Target.GetConnectEndPoints())
{
atLeastOneEndpoint = true;
new Thread(() =>
{
try
{
var client = new TcpClient(endpoint.AddressFamily) { NoDelay = true };
client.Connect(endpoint.Address, endpoint.Port);
try
{
queue.Add(client);
}
catch (InvalidOperationException)
{
// Another connection was faster, close this one.
client.Close();
}
}
catch (Exception ex)
{
errorMessage = "Failed to connect";
Log.Write("client", $"Failed to connect to {endpoint}: {ex.Message}");
}
})
{
Name = $"{GetType().Name} (connect to {endpoint})",
IsBackground = true
}.Start();
}
if (!atLeastOneEndpoint)
{
errorMessage = "Failed to resolve address";
connectionState = ConnectionState.NotConnected;
}
// Wait up to 5s for a successful connection. This should hopefully be enough because such high latency makes the game unplayable anyway.
else if (queue.TryTake(out tcp, 5000))
{
// Copy endpoint here to have it even after getting disconnected.
endpoint = (IPEndPoint)tcp.Client.RemoteEndPoint;
new Thread(NetworkConnectionReceive)
{
Name = $"{GetType().Name} (receive from {tcp.Client.RemoteEndPoint})",
IsBackground = true
}.Start();
}
else
{
connectionState = ConnectionState.NotConnected;
}
// Close all unneeded connections in the queue and make sure new ones are closed on the connect thread.
queue.CompleteAdding();
foreach (var client in queue)
client.Close();
}
void NetworkConnectionReceive()
{
try
{
var stream = tcp.GetStream();
var handshakeProtocol = stream.ReadInt32();
if (handshakeProtocol != ProtocolVersion.Handshake)
throw new InvalidOperationException($"Handshake protocol version mismatch. Server={handshakeProtocol} Client={ProtocolVersion.Handshake}");
clientId = stream.ReadInt32();
connectionState = ConnectionState.Connected;
while (true)
{
var len = stream.ReadInt32();
var client = stream.ReadInt32();
var buf = stream.ReadBytes(len);
if (len == 0)
throw new NotImplementedException();
AddPacket(new ReceivedPacket { FromClient = client, Data = buf });
}
}
catch (Exception ex)
{
errorMessage = "Connection failed";
Log.Write("client", $"Connection to {endpoint} failed: {ex.Message}");
}
finally
{
connectionState = ConnectionState.NotConnected;
}
}
public override int LocalClientId => clientId;
public ConnectionState ConnectionState => connectionState;
public override void SendSync(int frame, int syncHash, ulong defeatState)
{
queuedSyncPackets.Add(OrderIO.SerializeSync(frame, syncHash, defeatState));
}
protected override void Send(byte[] packet)
{
base.Send(packet);
try
{
var ms = new MemoryStream();
ms.WriteArray(BitConverter.GetBytes(packet.Length));
ms.WriteArray(packet);
foreach (var q in queuedSyncPackets)
{
ms.WriteArray(BitConverter.GetBytes(q.Length));
ms.WriteArray(q);
base.Send(q);
}
queuedSyncPackets.Clear();
ms.WriteTo(tcp.GetStream());
}
catch (SocketException) { /* drop this on the floor; we'll pick up the disconnect from the reader thread */ }
catch (ObjectDisposedException) { /* ditto */ }
catch (InvalidOperationException) { /* ditto */ }
catch (IOException) { /* ditto */ }
}
protected override void Dispose(bool disposing)
{
if (disposed)
return;
disposed = true;
// Closing the stream will cause any reads on the receiving thread to throw.
// This will mark the connection as no longer connected and the thread will terminate cleanly.
tcp?.Close();
base.Dispose(disposing);
}
}
}