221 lines
5.8 KiB
C#
221 lines
5.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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namespace OpenRA.Server
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{
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public sealed class Connection : IDisposable
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{
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public const int MaxOrderLength = 131072;
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// Cap ping history at 15 seconds as a balance between expiring stale state and having enough data for decent statistics
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const int MaxPingSamples = 15;
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public readonly int PlayerIndex;
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public readonly string AuthToken;
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public readonly EndPoint EndPoint;
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public readonly Stopwatch ConnectionTimer = Stopwatch.StartNew();
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public long TimeSinceLastResponse => Game.RunTime - lastReceivedTime;
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public bool TimeoutMessageShown;
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public bool Validated;
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public int LastOrdersFrame;
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long lastReceivedTime = 0;
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readonly BlockingCollection<byte[]> sendQueue = new();
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readonly Queue<int> pingHistory = new();
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public Connection(Server server, Socket socket, string authToken)
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{
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PlayerIndex = server.ChooseFreePlayerIndex();
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AuthToken = authToken;
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EndPoint = socket.RemoteEndPoint;
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new Thread(SendReceiveLoop)
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{
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Name = $"Client communication ({EndPoint}",
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IsBackground = true
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}.Start((server, socket));
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}
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static byte[] CreatePingFrame()
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{
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var ms = new MemoryStream(21);
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ms.Write(13);
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ms.Write(0);
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ms.Write(0);
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ms.WriteByte((byte)OrderType.Ping);
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ms.Write(Game.RunTime);
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return ms.GetBuffer();
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}
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void SendReceiveLoop(object s)
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{
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var (server, socket) = ((Server, Socket))s;
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socket.Blocking = false;
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socket.NoDelay = true;
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var receiveBuffer = new byte[1024];
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var readBuffer = new List<byte>();
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var state = ReceiveState.Header;
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var expectLength = 8;
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var frame = 0;
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var lastPingSent = Stopwatch.StartNew();
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try
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{
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while (true)
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{
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// Wait up to 100ms for data to arrive before checking for data to send
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if (socket.Poll(100000, SelectMode.SelectRead))
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{
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var read = socket.Receive(receiveBuffer);
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if (read == 0)
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{
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// Empty packet signals that the client has been dropped
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return;
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}
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if (read > 0)
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{
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readBuffer.AddRange(receiveBuffer.Take(read));
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lastReceivedTime = Game.RunTime;
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TimeoutMessageShown = false;
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}
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while (readBuffer.Count >= expectLength)
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{
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var bytes = readBuffer.GetRange(0, expectLength).ToArray();
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readBuffer.RemoveRange(0, expectLength);
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switch (state)
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{
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case ReceiveState.Header:
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{
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expectLength = BitConverter.ToInt32(bytes, 0) - 4;
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frame = BitConverter.ToInt32(bytes, 4);
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state = ReceiveState.Data;
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if (expectLength < 0 || (server.Type != ServerType.Local && expectLength > MaxOrderLength))
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{
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Log.Write("server", $"Closing socket connection to {EndPoint} because of excessive order length: {expectLength}");
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return;
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}
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break;
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}
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case ReceiveState.Data:
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{
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// Ping packets are sent and processed internally within this thread to reduce
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// server-introduced latencies from polling loops
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if (expectLength == 10 && bytes[0] == (byte)OrderType.Ping)
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{
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if (pingHistory.Count == MaxPingSamples)
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pingHistory.Dequeue();
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pingHistory.Enqueue((int)(Game.RunTime - BitConverter.ToInt64(bytes, 1)));
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server.OnConnectionPing(this, pingHistory.ToArray(), bytes[9]);
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}
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else
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server.OnConnectionPacket(this, frame, bytes);
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expectLength = 8;
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state = ReceiveState.Header;
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break;
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}
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}
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}
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}
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// Client has been dropped by the server
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if (sendQueue.IsCompleted)
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return;
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// Regularly check player ping
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if (lastPingSent.ElapsedMilliseconds > 1000 && TrySendData(CreatePingFrame()))
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lastPingSent.Restart();
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// Send all data immediately, we will block again on read
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while (sendQueue.TryTake(out var data, 0))
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{
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var start = 0;
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var length = data.Length;
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// Non-blocking sends are free to send only part of the data
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while (start < length)
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{
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var sent = socket.Send(data, start, length - start, SocketFlags.None, out var error);
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if (error == SocketError.WouldBlock)
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{
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Log.Write("server", $"Non-blocking send of {length - start} bytes failed. Falling back to blocking send.");
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socket.Blocking = true;
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sent = socket.Send(data, start, length - start, SocketFlags.None);
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socket.Blocking = false;
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}
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else if (error != SocketError.Success)
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throw new SocketException((int)error);
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start += sent;
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}
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}
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}
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}
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catch (SocketException e)
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{
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Log.Write("server", $"Closing socket connection to {EndPoint} because of socket error: {e}");
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}
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finally
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{
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server.OnConnectionDisconnect(this);
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socket.Dispose();
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}
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}
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public bool TrySendData(byte[] data)
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{
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if (sendQueue.IsAddingCompleted)
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return false;
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try
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{
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sendQueue.Add(data);
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return true;
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}
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catch (InvalidOperationException)
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{
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// Occurs if the collection is marked completed for adding by another thread.
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return false;
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}
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}
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public void Dispose()
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{
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// Tell the sendReceiveThread that the socket should be closed
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sendQueue.CompleteAdding();
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}
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}
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public enum ReceiveState { Header, Data }
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}
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