Files
OpenRA/OpenRA.Game/Server/Connection.cs
RoosterDragon 5d91b678bb Use spans to improve performance in StreamExts.
Also avoid ReadBytes calls that allocate a buffer by either updating the stream position (if not interested in the bytes), by reusing an input buffer (if interested in the bytes), or using a stackalloc buffer to avoid the allocation (for small reads).
2023-11-10 10:25:39 +02:00

222 lines
5.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Diagnostics;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace OpenRA.Server
{
public sealed class Connection : IDisposable
{
public const int MaxOrderLength = 131072;
// Cap ping history at 15 seconds as a balance between expiring stale state and having enough data for decent statistics
const int MaxPingSamples = 15;
public readonly int PlayerIndex;
public readonly string AuthToken;
public readonly EndPoint EndPoint;
public readonly Stopwatch ConnectionTimer = Stopwatch.StartNew();
public long TimeSinceLastResponse => Game.RunTime - lastReceivedTime;
public bool TimeoutMessageShown;
public bool Validated;
public int LastOrdersFrame;
long lastReceivedTime = 0;
readonly BlockingCollection<byte[]> sendQueue = new();
readonly Queue<int> pingHistory = new();
public Connection(Server server, Socket socket, string authToken)
{
PlayerIndex = server.ChooseFreePlayerIndex();
AuthToken = authToken;
EndPoint = socket.RemoteEndPoint;
new Thread(SendReceiveLoop)
{
Name = $"Client communication ({EndPoint}",
IsBackground = true
}.Start((server, socket));
}
static byte[] CreatePingFrame()
{
var ms = new MemoryStream(21);
ms.Write(13);
ms.Write(0);
ms.Write(0);
ms.WriteByte((byte)OrderType.Ping);
ms.Write(Game.RunTime);
return ms.GetBuffer();
}
void SendReceiveLoop(object s)
{
var (server, socket) = ((Server, Socket))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;
var lastPingSent = Stopwatch.StartNew();
try
{
while (true)
{
// Wait up to 100ms for data to arrive before checking for data to send
if (socket.Poll(100000, SelectMode.SelectRead))
{
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)
{
case ReceiveState.Header:
{
expectLength = BitConverter.ToInt32(bytes, 0) - 4;
frame = BitConverter.ToInt32(bytes, 4);
state = ReceiveState.Data;
if (expectLength < 0 || (server.Type != ServerType.Local && expectLength > MaxOrderLength))
{
Log.Write("server", $"Closing socket connection to {EndPoint} because of excessive order length: {expectLength}");
return;
}
break;
}
case ReceiveState.Data:
{
// Ping packets are sent and processed internally within this thread to reduce
// server-introduced latencies from polling loops
if (expectLength == 10 && bytes[0] == (byte)OrderType.Ping)
{
if (pingHistory.Count == MaxPingSamples)
pingHistory.Dequeue();
pingHistory.Enqueue((int)(Game.RunTime - BitConverter.ToInt64(bytes, 1)));
server.OnConnectionPing(this, pingHistory.ToArray(), bytes[9]);
}
else
server.OnConnectionPacket(this, frame, bytes);
expectLength = 8;
state = ReceiveState.Header;
break;
}
}
}
}
// Client has been dropped by the server
if (sendQueue.IsCompleted)
return;
// Regularly check player ping
if (lastPingSent.ElapsedMilliseconds > 1000)
if (TrySendData(CreatePingFrame()))
lastPingSent.Restart();
// 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)
{
Log.Write("server", $"Non-blocking send of {length - start} bytes failed. Falling back to blocking send.");
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;
}
}
}
}
catch (SocketException e)
{
Log.Write("server", $"Closing socket connection to {EndPoint} because of socket error: {e}");
}
finally
{
server.OnConnectionDisconnect(this);
socket.Dispose();
}
}
public bool TrySendData(byte[] data)
{
if (sendQueue.IsAddingCompleted)
return false;
try
{
sendQueue.Add(data);
return true;
}
catch (InvalidOperationException)
{
// Occurs if the collection is marked completed for adding by another thread.
return false;
}
}
public void Dispose()
{
// Tell the sendReceiveThread that the socket should be closed
sendQueue.CompleteAdding();
}
}
public enum ReceiveState { Header, Data }
}