mirror of
https://github.com/Steffo99/better-tee.git
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194 lines
8.3 KiB
C#
194 lines
8.3 KiB
C#
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using System;
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using System.Collections.Concurrent;
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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 Client : Common
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{
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public TcpClient client;
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Thread receiveThread;
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Thread sendThread;
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// TcpClient.Connected doesn't check if socket != null, which
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// results in NullReferenceExceptions if connection was closed.
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// -> let's check it manually instead
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public bool Connected => client != null &&
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client.Client != null &&
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client.Client.Connected;
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// TcpClient has no 'connecting' state to check. We need to keep track
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// of it manually.
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// -> checking 'thread.IsAlive && !Connected' is not enough because the
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// thread is alive and connected is false for a short moment after
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// disconnecting, so this would cause race conditions.
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// -> we use a threadsafe bool wrapper so that ThreadFunction can remain
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// static (it needs a common lock)
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// => Connecting is true from first Connect() call in here, through the
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// thread start, until TcpClient.Connect() returns. Simple and clear.
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// => bools are atomic according to
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// https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/language-specification/variables
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// made volatile so the compiler does not reorder access to it
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volatile bool _Connecting;
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public bool Connecting => _Connecting;
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// send queue
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// => SafeQueue is twice as fast as ConcurrentQueue, see SafeQueue.cs!
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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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ManualResetEvent sendPending = new ManualResetEvent(false);
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// the thread function
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void ReceiveThreadFunction(string ip, 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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// connect (blocking)
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client.Connect(ip, port);
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_Connecting = false;
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// set socket options after the socket was created in Connect()
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// (not after the constructor because we clear the socket there)
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client.NoDelay = NoDelay;
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client.SendTimeout = SendTimeout;
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// start send thread only after connected
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sendThread = new Thread(() => { SendLoop(0, client, sendQueue, sendPending); });
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sendThread.IsBackground = true;
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sendThread.Start();
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// run the receive loop
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ReceiveLoop(0, client, receiveQueue, MaxMessageSize);
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}
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catch (SocketException exception)
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{
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// this happens if (for example) the ip address is correct
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// but there is no server running on that ip/port
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Logger.Log("Client Recv: failed to connect to ip=" + ip + " port=" + port + " reason=" + exception);
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// add 'Disconnected' event to message queue so that the caller
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// knows that the Connect failed. otherwise they will never know
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receiveQueue.Enqueue(new Message(0, EventType.Disconnected, null));
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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("Client Recv Exception: " + exception);
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}
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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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// Connect might have failed. thread might have been closed.
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// let's reset connecting state no matter what.
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_Connecting = false;
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// if we got here then we are done. ReceiveLoop cleans up already,
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// but we may never get there if connect fails. so let's clean up
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// here too.
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client.Close();
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}
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public void Connect(string ip, int port)
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{
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// not if already started
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if (Connecting || Connected) return;
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// We are connecting from now until Connect succeeds or fails
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_Connecting = true;
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// create a TcpClient with perfect IPv4, IPv6 and hostname resolving
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// support.
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//
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// * TcpClient(hostname, port): works but would connect (and block)
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// already
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// * TcpClient(AddressFamily.InterNetworkV6): takes Ipv4 and IPv6
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// addresses but only connects to IPv6 servers (e.g. Telepathy).
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// does NOT connect to IPv4 servers (e.g. Mirror Booster), even
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// with DualMode enabled.
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// * TcpClient(): creates IPv4 socket internally, which would force
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// Connect() to only use IPv4 sockets.
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//
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// => the trick is to clear the internal IPv4 socket so that Connect
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// resolves the hostname and creates either an IPv4 or an IPv6
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// socket as needed (see TcpClient source)
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client = new TcpClient(); // creates IPv4 socket
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client.Client = null; // clear internal IPv4 socket until Connect()
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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 Disconnect 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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sendQueue.Clear();
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// client.Connect(ip, port) is blocking. let's call it in the thread
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// and return immediately.
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// -> this way the application doesn't hang for 30s if connect takes
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// too long, which is especially good in games
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// -> this way we don't async client.BeginConnect, which seems to
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// fail sometimes if we connect too many clients too fast
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receiveThread = new Thread(() => { ReceiveThreadFunction(ip, port); });
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receiveThread.IsBackground = true;
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receiveThread.Start();
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}
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public void Disconnect()
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{
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// only if started
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if (Connecting || Connected)
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{
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// close client
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client.Close();
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// wait until thread finished. this is the only way to guarantee
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// that we can call Connect() again immediately after Disconnect
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receiveThread?.Join();
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// clear send queues. no need to hold on to them.
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// (unlike receiveQueue, which is still needed to process the
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// latest Disconnected message, etc.)
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sendQueue.Clear();
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// let go of this one completely. the thread ended, no one uses
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// it anymore and this way Connected is false again immediately.
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client = null;
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}
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}
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public bool Send(byte[] data)
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{
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if (Connected)
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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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// 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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sendQueue.Enqueue(data);
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sendPending.Set(); // interrupt SendThread WaitOne()
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return true;
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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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Logger.LogWarning("Client.Send: not connected!");
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return false;
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}
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}
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}
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