mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 23:34:18 +00:00
289 lines
13 KiB
C#
289 lines
13 KiB
C#
// common code used by server and client
|
|
using System;
|
|
using System.Collections.Concurrent;
|
|
using System.Net.Sockets;
|
|
using System.Threading;
|
|
|
|
namespace Telepathy
|
|
{
|
|
public abstract class Common
|
|
{
|
|
// common code /////////////////////////////////////////////////////////
|
|
// incoming message queue of <connectionId, message>
|
|
// (not a HashSet because one connection can have multiple new messages)
|
|
protected ConcurrentQueue<Message> receiveQueue = new ConcurrentQueue<Message>();
|
|
|
|
// queue count, useful for debugging / benchmarks
|
|
public int ReceiveQueueCount => receiveQueue.Count;
|
|
|
|
// warning if message queue gets too big
|
|
// if the average message is about 20 bytes then:
|
|
// - 1k messages are 20KB
|
|
// - 10k messages are 200KB
|
|
// - 100k messages are 1.95MB
|
|
// 2MB are not that much, but it is a bad sign if the caller process
|
|
// can't call GetNextMessage faster than the incoming messages.
|
|
public static int messageQueueSizeWarning = 100000;
|
|
|
|
// removes and returns the oldest message from the message queue.
|
|
// (might want to call this until it doesn't return anything anymore)
|
|
// -> Connected, Data, Disconnected events are all added here
|
|
// -> bool return makes while (GetMessage(out Message)) easier!
|
|
// -> no 'is client connected' check because we still want to read the
|
|
// Disconnected message after a disconnect
|
|
public bool GetNextMessage(out Message message)
|
|
{
|
|
return receiveQueue.TryDequeue(out message);
|
|
}
|
|
|
|
// NoDelay disables nagle algorithm. lowers CPU% and latency but
|
|
// increases bandwidth
|
|
public bool NoDelay = true;
|
|
|
|
// Prevent allocation attacks. Each packet is prefixed with a length
|
|
// header, so an attacker could send a fake packet with length=2GB,
|
|
// causing the server to allocate 2GB and run out of memory quickly.
|
|
// -> simply increase max packet size if you want to send around bigger
|
|
// files!
|
|
// -> 16KB per message should be more than enough.
|
|
public int MaxMessageSize = 16 * 1024;
|
|
|
|
// Send would stall forever if the network is cut off during a send, so
|
|
// we need a timeout (in milliseconds)
|
|
public int SendTimeout = 5000;
|
|
|
|
// avoid header[4] allocations but don't use one buffer for all threads
|
|
[ThreadStatic] static byte[] header;
|
|
|
|
// avoid payload[packetSize] allocations but don't use one buffer for
|
|
// all threads
|
|
[ThreadStatic] static byte[] payload;
|
|
|
|
// static helper functions /////////////////////////////////////////////
|
|
// send message (via stream) with the <size,content> message structure
|
|
// this function is blocking sometimes!
|
|
// (e.g. if someone has high latency or wire was cut off)
|
|
protected static bool SendMessagesBlocking(NetworkStream stream, byte[][] messages)
|
|
{
|
|
// stream.Write throws exceptions if client sends with high
|
|
// frequency and the server stops
|
|
try
|
|
{
|
|
// we might have multiple pending messages. merge into one
|
|
// packet to avoid TCP overheads and improve performance.
|
|
int packetSize = 0;
|
|
for (int i = 0; i < messages.Length; ++i)
|
|
packetSize += sizeof(int) + messages[i].Length; // header + content
|
|
|
|
// create payload buffer if not created yet or previous one is
|
|
// too small
|
|
// IMPORTANT: payload.Length might be > packetSize! don't use it!
|
|
if (payload == null || payload.Length < packetSize)
|
|
payload = new byte[packetSize];
|
|
|
|
// create the packet
|
|
int position = 0;
|
|
for (int i = 0; i < messages.Length; ++i)
|
|
{
|
|
// create header buffer if not created yet
|
|
if (header == null)
|
|
header = new byte[4];
|
|
|
|
// construct header (size)
|
|
Utils.IntToBytesBigEndianNonAlloc(messages[i].Length, header);
|
|
|
|
// copy header + message into buffer
|
|
Array.Copy(header, 0, payload, position, header.Length);
|
|
Array.Copy(messages[i], 0, payload, position + header.Length, messages[i].Length);
|
|
position += header.Length + messages[i].Length;
|
|
}
|
|
|
|
// write the whole thing
|
|
stream.Write(payload, 0, packetSize);
|
|
|
|
return true;
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
// log as regular message because servers do shut down sometimes
|
|
Logger.Log("Send: stream.Write exception: " + exception);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// read message (via stream) with the <size,content> message structure
|
|
protected static bool ReadMessageBlocking(NetworkStream stream, int MaxMessageSize, out byte[] content)
|
|
{
|
|
content = null;
|
|
|
|
// create header buffer if not created yet
|
|
if (header == null)
|
|
header = new byte[4];
|
|
|
|
// read exactly 4 bytes for header (blocking)
|
|
if (!stream.ReadExactly(header, 4))
|
|
return false;
|
|
|
|
// convert to int
|
|
int size = Utils.BytesToIntBigEndian(header);
|
|
|
|
// protect against allocation attacks. an attacker might send
|
|
// multiple fake '2GB header' packets in a row, causing the server
|
|
// to allocate multiple 2GB byte arrays and run out of memory.
|
|
if (size <= MaxMessageSize)
|
|
{
|
|
// read exactly 'size' bytes for content (blocking)
|
|
content = new byte[size];
|
|
return stream.ReadExactly(content, size);
|
|
}
|
|
Logger.LogWarning("ReadMessageBlocking: possible allocation attack with a header of: " + size + " bytes.");
|
|
return false;
|
|
}
|
|
|
|
// thread receive function is the same for client and server's clients
|
|
// (static to reduce state for maximum reliability)
|
|
protected static void ReceiveLoop(int connectionId, TcpClient client, ConcurrentQueue<Message> receiveQueue, int MaxMessageSize)
|
|
{
|
|
// get NetworkStream from client
|
|
NetworkStream stream = client.GetStream();
|
|
|
|
// keep track of last message queue warning
|
|
DateTime messageQueueLastWarning = DateTime.Now;
|
|
|
|
// absolutely must wrap with try/catch, otherwise thread exceptions
|
|
// are silent
|
|
try
|
|
{
|
|
// add connected event to queue with ip address as data in case
|
|
// it's needed
|
|
receiveQueue.Enqueue(new Message(connectionId, EventType.Connected, null));
|
|
|
|
// let's talk about reading data.
|
|
// -> normally we would read as much as possible and then
|
|
// extract as many <size,content>,<size,content> messages
|
|
// as we received this time. this is really complicated
|
|
// and expensive to do though
|
|
// -> instead we use a trick:
|
|
// Read(2) -> size
|
|
// Read(size) -> content
|
|
// repeat
|
|
// Read is blocking, but it doesn't matter since the
|
|
// best thing to do until the full message arrives,
|
|
// is to wait.
|
|
// => this is the most elegant AND fast solution.
|
|
// + no resizing
|
|
// + no extra allocations, just one for the content
|
|
// + no crazy extraction logic
|
|
while (true)
|
|
{
|
|
// read the next message (blocking) or stop if stream closed
|
|
byte[] content;
|
|
if (!ReadMessageBlocking(stream, MaxMessageSize, out content))
|
|
break; // break instead of return so stream close still happens!
|
|
|
|
// queue it
|
|
receiveQueue.Enqueue(new Message(connectionId, EventType.Data, content));
|
|
|
|
// and show a warning if the queue gets too big
|
|
// -> we don't want to show a warning every single time,
|
|
// because then a lot of processing power gets wasted on
|
|
// logging, which will make the queue pile up even more.
|
|
// -> instead we show it every 10s, so that the system can
|
|
// use most it's processing power to hopefully process it.
|
|
if (receiveQueue.Count > messageQueueSizeWarning)
|
|
{
|
|
TimeSpan elapsed = DateTime.Now - messageQueueLastWarning;
|
|
if (elapsed.TotalSeconds > 10)
|
|
{
|
|
Logger.LogWarning("ReceiveLoop: messageQueue is getting big(" + receiveQueue.Count + "), try calling GetNextMessage more often. You can call it more than once per frame!");
|
|
messageQueueLastWarning = DateTime.Now;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
// something went wrong. the thread was interrupted or the
|
|
// connection closed or we closed our own connection or ...
|
|
// -> either way we should stop gracefully
|
|
Logger.Log("ReceiveLoop: finished receive function for connectionId=" + connectionId + " reason: " + exception);
|
|
}
|
|
finally
|
|
{
|
|
// clean up no matter what
|
|
stream.Close();
|
|
client.Close();
|
|
|
|
// add 'Disconnected' message after disconnecting properly.
|
|
// -> always AFTER closing the streams to avoid a race condition
|
|
// where Disconnected -> Reconnect wouldn't work because
|
|
// Connected is still true for a short moment before the stream
|
|
// would be closed.
|
|
receiveQueue.Enqueue(new Message(connectionId, EventType.Disconnected, null));
|
|
}
|
|
}
|
|
|
|
// thread send function
|
|
// note: we really do need one per connection, so that if one connection
|
|
// blocks, the rest will still continue to get sends
|
|
protected static void SendLoop(int connectionId, TcpClient client, SafeQueue<byte[]> sendQueue, ManualResetEvent sendPending)
|
|
{
|
|
// get NetworkStream from client
|
|
NetworkStream stream = client.GetStream();
|
|
|
|
try
|
|
{
|
|
while (client.Connected) // try this. client will get closed eventually.
|
|
{
|
|
// reset ManualResetEvent before we do anything else. this
|
|
// way there is no race condition. if Send() is called again
|
|
// while in here then it will be properly detected next time
|
|
// -> otherwise Send might be called right after dequeue but
|
|
// before .Reset, which would completely ignore it until
|
|
// the next Send call.
|
|
sendPending.Reset(); // WaitOne() blocks until .Set() again
|
|
|
|
// dequeue all
|
|
// SafeQueue.TryDequeueAll is twice as fast as
|
|
// ConcurrentQueue, see SafeQueue.cs!
|
|
byte[][] messages;
|
|
if (sendQueue.TryDequeueAll(out messages))
|
|
{
|
|
// send message (blocking) or stop if stream is closed
|
|
if (!SendMessagesBlocking(stream, messages))
|
|
break; // break instead of return so stream close still happens!
|
|
}
|
|
|
|
// don't choke up the CPU: wait until queue not empty anymore
|
|
sendPending.WaitOne();
|
|
}
|
|
}
|
|
catch (ThreadAbortException)
|
|
{
|
|
// happens on stop. don't log anything.
|
|
}
|
|
catch (ThreadInterruptedException)
|
|
{
|
|
// happens if receive thread interrupts send thread.
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
// something went wrong. the thread was interrupted or the
|
|
// connection closed or we closed our own connection or ...
|
|
// -> either way we should stop gracefully
|
|
Logger.Log("SendLoop Exception: connectionId=" + connectionId + " reason: " + exception);
|
|
}
|
|
finally
|
|
{
|
|
// clean up no matter what
|
|
// we might get SocketExceptions when sending if the 'host has
|
|
// failed to respond' - in which case we should close the connection
|
|
// which causes the ReceiveLoop to end and fire the Disconnected
|
|
// message. otherwise the connection would stay alive forever even
|
|
// though we can't send anymore.
|
|
stream.Close();
|
|
client.Close();
|
|
}
|
|
}
|
|
}
|
|
}
|