mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-27 00:54:20 +00:00
287 lines
11 KiB
C#
287 lines
11 KiB
C#
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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.Net;
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using System.Net.Sockets;
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using System.Threading;
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namespace Telepathy
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{
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public class Server : Common
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{
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// listener
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public TcpListener listener;
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Thread listenerThread;
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// class with all the client's data. let's call it Token for consistency
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// with the async socket methods.
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class ClientToken
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{
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public TcpClient client;
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// send queue
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// SafeQueue is twice as fast as ConcurrentQueue, see SafeQueue.cs!
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public SafeQueue<byte[]> sendQueue = new SafeQueue<byte[]>();
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// ManualResetEvent to wake up the send thread. better than Thread.Sleep
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// -> call Set() if everything was sent
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// -> call Reset() if there is something to send again
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// -> call WaitOne() to block until Reset was called
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public ManualResetEvent sendPending = new ManualResetEvent(false);
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public ClientToken(TcpClient client)
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{
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this.client = client;
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}
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}
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// clients with <connectionId, ClientData>
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readonly ConcurrentDictionary<int, ClientToken> clients = new ConcurrentDictionary<int, ClientToken>();
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// connectionId counter
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int counter;
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// public next id function in case someone needs to reserve an id
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// (e.g. if hostMode should always have 0 connection and external
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// connections should start at 1, etc.)
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public int NextConnectionId()
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{
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int id = Interlocked.Increment(ref counter);
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// it's very unlikely that we reach the uint limit of 2 billion.
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// even with 1 new connection per second, this would take 68 years.
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// -> but if it happens, then we should throw an exception because
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// the caller probably should stop accepting clients.
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// -> it's hardly worth using 'bool Next(out id)' for that case
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// because it's just so unlikely.
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if (id == int.MaxValue)
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{
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throw new Exception("connection id limit reached: " + id);
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}
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return id;
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}
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// check if the server is running
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public bool Active => listenerThread != null && listenerThread.IsAlive;
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// the listener thread's listen function
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// note: no maxConnections parameter. high level API should handle that.
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// (Transport can't send a 'too full' message anyway)
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void Listen(int port)
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{
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// absolutely must wrap with try/catch, otherwise thread
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// exceptions are silent
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try
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{
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// start listener on all IPv4 and IPv6 address via .Create
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listener = TcpListener.Create(port);
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listener.Server.NoDelay = NoDelay;
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listener.Server.SendTimeout = SendTimeout;
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listener.Start();
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Logger.Log("Server: listening port=" + port);
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// keep accepting new clients
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while (true)
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{
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// wait and accept new client
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// note: 'using' sucks here because it will try to
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// dispose after thread was started but we still need it
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// in the thread
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TcpClient client = listener.AcceptTcpClient();
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// set socket options
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client.NoDelay = NoDelay;
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client.SendTimeout = SendTimeout;
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// generate the next connection id (thread safely)
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int connectionId = NextConnectionId();
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// add to dict immediately
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ClientToken token = new ClientToken(client);
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clients[connectionId] = token;
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// spawn a send thread for each client
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Thread sendThread = new Thread(() =>
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{
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// wrap in try-catch, otherwise Thread exceptions
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// are silent
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try
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{
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// run the send loop
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SendLoop(connectionId, client, token.sendQueue, token.sendPending);
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}
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catch (ThreadAbortException)
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{
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// happens on stop. don't log anything.
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// (we catch it in SendLoop too, but it still gets
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// through to here when aborting. don't show an
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// error.)
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}
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catch (Exception exception)
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{
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Logger.LogError("Server send thread exception: " + exception);
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}
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});
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sendThread.IsBackground = true;
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sendThread.Start();
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// spawn a receive thread for each client
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Thread receiveThread = new Thread(() =>
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{
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// wrap in try-catch, otherwise Thread exceptions
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// are silent
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try
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{
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// run the receive loop
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ReceiveLoop(connectionId, client, receiveQueue, MaxMessageSize);
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// remove client from clients dict afterwards
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clients.TryRemove(connectionId, out ClientToken _);
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// sendthread might be waiting on ManualResetEvent,
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// so let's make sure to end it if the connection
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// closed.
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// otherwise the send thread would only end if it's
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// actually sending data while the connection is
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// closed.
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sendThread.Interrupt();
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}
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catch (Exception exception)
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{
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Logger.LogError("Server client thread exception: " + exception);
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}
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});
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receiveThread.IsBackground = true;
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receiveThread.Start();
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}
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}
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catch (ThreadAbortException exception)
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{
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// UnityEditor causes AbortException if thread is still
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// running when we press Play again next time. that's okay.
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Logger.Log("Server thread aborted. That's okay. " + exception);
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}
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catch (SocketException exception)
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{
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// calling StopServer will interrupt this thread with a
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// 'SocketException: interrupted'. that's okay.
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Logger.Log("Server Thread stopped. That's okay. " + exception);
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}
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catch (Exception exception)
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{
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// something went wrong. probably important.
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Logger.LogError("Server Exception: " + exception);
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}
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}
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// start listening for new connections in a background thread and spawn
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// a new thread for each one.
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public bool Start(int port)
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{
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// not if already started
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if (Active) return false;
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// clear old messages in queue, just to be sure that the caller
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// doesn't receive data from last time and gets out of sync.
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// -> calling this in Stop isn't smart because the caller may
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// still want to process all the latest messages afterwards
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receiveQueue = new ConcurrentQueue<Message>();
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// start the listener thread
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// (on low priority. if main thread is too busy then there is not
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// much value in accepting even more clients)
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Logger.Log("Server: Start port=" + port);
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listenerThread = new Thread(() => { Listen(port); });
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listenerThread.IsBackground = true;
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listenerThread.Priority = ThreadPriority.BelowNormal;
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listenerThread.Start();
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return true;
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}
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public void Stop()
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{
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// only if started
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if (!Active) return;
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Logger.Log("Server: stopping...");
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// stop listening to connections so that no one can connect while we
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// close the client connections
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// (might be null if we call Stop so quickly after Start that the
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// thread was interrupted before even creating the listener)
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listener?.Stop();
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// kill listener thread at all costs. only way to guarantee that
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// .Active is immediately false after Stop.
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// -> calling .Join would sometimes wait forever
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listenerThread?.Interrupt();
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listenerThread = null;
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// close all client connections
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foreach (KeyValuePair<int, ClientToken> kvp in clients)
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{
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TcpClient client = kvp.Value.client;
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// close the stream if not closed yet. it may have been closed
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// by a disconnect already, so use try/catch
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try { client.GetStream().Close(); } catch {}
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client.Close();
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}
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// clear clients list
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clients.Clear();
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}
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// send message to client using socket connection.
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public bool Send(int connectionId, byte[] data)
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{
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// respect max message size to avoid allocation attacks.
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if (data.Length <= MaxMessageSize)
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{
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// find the connection
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ClientToken token;
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if (clients.TryGetValue(connectionId, out token))
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{
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// add to send queue and return immediately.
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// calling Send here would be blocking (sometimes for long times
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// if other side lags or wire was disconnected)
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token.sendQueue.Enqueue(data);
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token.sendPending.Set(); // interrupt SendThread WaitOne()
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return true;
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}
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Logger.Log("Server.Send: invalid connectionId: " + connectionId);
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return false;
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}
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Logger.LogError("Client.Send: message too big: " + data.Length + ". Limit: " + MaxMessageSize);
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return false;
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}
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// client's ip is sometimes needed by the server, e.g. for bans
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public string GetClientAddress(int connectionId)
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{
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// find the connection
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ClientToken token;
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if (clients.TryGetValue(connectionId, out token))
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{
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return ((IPEndPoint)token.client.Client.RemoteEndPoint).Address.ToString();
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}
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return "";
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}
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// disconnect (kick) a client
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public bool Disconnect(int connectionId)
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{
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// find the connection
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ClientToken token;
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if (clients.TryGetValue(connectionId, out token))
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{
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// just close it. client thread will take care of the rest.
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token.client.Close();
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Logger.Log("Server.Disconnect connectionId:" + connectionId);
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return true;
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}
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return false;
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}
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}
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}
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