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better-tee/Assets/Packages/Mirror/Runtime/Transport/Telepathy/Client.cs
2019-09-17 17:43:32 +02:00

193 lines
8.3 KiB
C#

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