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better-tee/Assets/Packages/Mirror/Runtime/Transport/Telepathy/Common.cs
2019-09-16 00:28:36 +02:00

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();
}
}
}
}