Beispiel #1
0
        /// <summary>
        /// Start the sending process.
        /// </summary>

        BinaryWriter BeginSend(Packet packet)
        {
            mBuffer = Buffer.Create();
            BinaryWriter writer = mBuffer.BeginPacket(packet);

            return(writer);
        }
Beispiel #2
0
    void OnEnable()
    {
        if (mRequest == null)
        {
            mRequest = Buffer.Create();
            mRequest.BeginPacket(Packet.RequestServerList).Write(GameServer.gameID);
            mRequest.EndPacket();
        }

        if (mRemoteAddress == null)
        {
            if (string.IsNullOrEmpty(remoteAddress))
            {
                mRemoteAddress = new IPEndPoint(IPAddress.Broadcast, remotePort);
            }
            else
            {
                mRemoteAddress = Tools.ResolveEndPoint(remoteAddress, remotePort);
            }

            if (mRemoteAddress == null)
            {
                mUdp.Error(new IPEndPoint(IPAddress.Loopback, mUdp.listeningPort), "Invalid address: " + remoteAddress + ":" + remotePort);
            }
        }

        // Twice just in case the first try falls on a taken port
        if (!mUdp.Start(Tools.randomPort)) mUdp.Start(Tools.randomPort);
    }
Beispiel #3
0
        /// <summary>
        /// Close the connection.
        /// </summary>

        public void Close(bool notify)
        {
            stage = Stage.NotConnected;
            name  = "Guest";
            data  = null;

            if (mReceiveBuffer != null)
            {
                mReceiveBuffer.Recycle();
                mReceiveBuffer = null;
            }

            if (mSocket != null)
            {
                try
                {
                    if (mSocket.Connected)
                    {
                        mSocket.Shutdown(SocketShutdown.Both);
                    }
                    mSocket.Close();
                }
                catch (System.Exception) {}
                mSocket = null;

                if (notify)
                {
                    Buffer buffer = Buffer.Create();
                    buffer.BeginPacket(Packet.Disconnect);
                    buffer.EndTcpPacketWithOffset(4);
                    lock (mIn) mIn.Enqueue(buffer);
                }
            }
        }
        void Start()
        {
            if (mRequest == null)
            {
                mRequest = Buffer.Create();
                mRequest.BeginPacket(Packet.RequestServerList).Write(GameServer.gameID);
                mRequest.EndPacket();
            }

            if (mRemoteAddress == null)
            {
                mRemoteAddress = string.IsNullOrEmpty(remoteAddress) ?
                                 new IPEndPoint(IPAddress.Broadcast, remotePort) :
                                 Tools.ResolveEndPoint(remoteAddress, remotePort);

                if (mRemoteAddress == null)
                {
                    mUdp.Error(new IPEndPoint(IPAddress.Loopback, mUdp.listeningPort),
                               "Invalid address: " + remoteAddress + ":" + remotePort);
                }
            }

            // Twice just in case the first try falls on a taken port
            if (!mUdp.Start(Tools.randomPort, UdpProtocol.defaultBroadcastInterface))
            {
                mUdp.Start(Tools.randomPort, UdpProtocol.defaultBroadcastInterface);
            }
        }
Beispiel #5
0
        /// <summary>
        /// Send an empty packet to the target destination.
        /// Can be used for NAT punch-through, or just to keep a UDP connection alive.
        /// Empty packets are simply ignored.
        /// </summary>

        public void SendEmptyPacket(IPEndPoint ip)
        {
            Buffer buffer = Buffer.Create(false);

            buffer.BeginPacket(Packet.Empty);
            buffer.EndPacket();
            Send(buffer, ip);
        }
Beispiel #6
0
        /// <summary>
        /// Add an error packet to the incoming queue.
        /// </summary>

        void RespondWithError(Buffer buffer, string error)
        {
#if UNITY_EDITOR
            Debug.LogError(error);
#endif
            buffer.BeginPacket(Packet.Error).Write(error);
            buffer.EndTcpPacketWithOffset(4);
            lock (mIn) mIn.Enqueue(buffer);
        }
Beispiel #7
0
        /// <summary>
        /// Close the connection.
        /// </summary>

        void CloseNotThreadSafe(bool notify)
        {
            Buffer.Recycle(mOut);
            stage = Stage.NotConnected;

            if (mSocket != null)
            {
                try
                {
                    if (mSocket.Connected)
                    {
                        mSocket.Shutdown(SocketShutdown.Both);
                    }
                    mSocket.Close();
                }
                catch (System.Exception) {}
                mSocket = null;

                if (notify)
                {
                    Buffer buffer = Buffer.Create();
                    buffer.BeginPacket(Packet.Disconnect);
                    buffer.EndTcpPacketWithOffset(4);

                    lock (mIn)
                    {
                        Buffer.Recycle(mIn);
                        mIn.Enqueue(buffer);
                    }
                }
                else
                {
                    lock (mIn) Buffer.Recycle(mIn);
                }
            }
            else if (notify && sendQueue != null)
            {
                sendQueue = null;
                Buffer buffer = Buffer.Create();
                buffer.BeginPacket(Packet.Disconnect);
                buffer.EndTcpPacketWithOffset(4);

                lock (mIn)
                {
                    Buffer.Recycle(mIn);
                    mIn.Enqueue(buffer);
                }
            }

            if (mReceiveBuffer != null)
            {
                mReceiveBuffer.Recycle();
                mReceiveBuffer = null;
            }
        }
Beispiel #8
0
        /// <summary>
        /// Add an error packet to the incoming queue.
        /// </summary>

        public void Error(IPEndPoint ip, string error)
        {
            Buffer buffer = Buffer.Create();

            buffer.BeginPacket(Packet.Error).Write(error);
            buffer.EndTcpPacketWithOffset(4);

            Datagram dg = new Datagram();

            dg.buffer = buffer;
            dg.ip     = ip;
            lock (mIn) mIn.Enqueue(dg);
        }
Beispiel #9
0
            /// <summary>
            /// Write a complete ForwardToOthers packet to the specified buffer.
            /// </summary>

            public int WritePacket(int channelID, Buffer buffer, int offset)
            {
                BinaryWriter writer = buffer.BeginPacket(Packet.ForwardToOthers, offset);

                writer.Write(0);
                writer.Write(channelID);
                writer.Write(uid);
                if (functionID == 0)
                {
                    writer.Write(functionName);
                }
                writer.Write(data.buffer, 0, data.size);
                return(buffer.EndTcpPacketStartingAt(offset));
            }
        /// <summary>
        /// Add an error packet to the incoming queue.
        /// </summary>

        public void Error(IPEndPoint ip, string error)
        {
#if UNITY_EDITOR
            UnityEngine.Debug.LogError(error);
#endif
            Buffer buffer = Buffer.Create();
            buffer.BeginPacket(Packet.Error).Write(error);
            buffer.EndTcpPacketWithOffset(4);

            Datagram dg = new Datagram();
            dg.buffer = buffer;
            dg.ip     = ip;
            lock (mIn) mIn.Enqueue(dg);
        }
        /// <summary>
        /// Send periodic updates.
        /// </summary>

        void ThreadFunction()
        {
            mInternal = new IPEndPoint(Tools.localAddress, mGameServer.tcpPort);
            mExternal = new IPEndPoint(Tools.externalAddress, mGameServer.tcpPort);

            for (; ;)
            {
#if !STANDALONE
                if (TNManager.isPaused)
                {
                    Thread.Sleep(500);
                    continue;
                }
#endif
                long time = DateTime.UtcNow.Ticks / 10000;

                if (mShutdown)
                {
                    Buffer       buffer = Buffer.Create();
                    BinaryWriter writer = buffer.BeginPacket(Packet.RequestRemoveServer);
                    writer.Write(GameServer.gameID);
                    Tools.Serialize(writer, mInternal);
                    Tools.Serialize(writer, mExternal);
                    buffer.EndPacket();
                    mUdp.Send(buffer, mRemoteAddress);
                    buffer.Recycle();
                    mThread = null;
                    break;
                }

                if (mNextSend < time && mGameServer != null)
                {
                    mNextSend = time + 3000;
                    Buffer buffer = Buffer.Create();
                    var    writer = buffer.BeginPacket(Packet.RequestAddServer);
                    writer.Write(GameServer.gameID);
                    writer.Write(mGameServer.name);
                    writer.Write((short)mGameServer.playerCount);
                    Tools.Serialize(writer, mInternal);
                    Tools.Serialize(writer, mExternal);
                    buffer.EndPacket();
                    mUdp.Send(buffer, mRemoteAddress);
                    buffer.Recycle();
                }

                try { Thread.Sleep(10); }
                catch (System.Threading.ThreadInterruptedException) { return; }
            }
        }
        /// <summary>
        /// Send periodic updates.
        /// </summary>

        void ThreadFunction()
        {
            mInternal = new IPEndPoint(Tools.localAddress, mGameServer.tcpPort);
            mExternal = new IPEndPoint(Tools.externalAddress, mGameServer.tcpPort);

            for (; ;)
            {
                long time = DateTime.Now.Ticks / 10000;

                if (mShutdown)
                {
                    Buffer       buffer = Buffer.Create();
                    BinaryWriter writer = buffer.BeginPacket(Packet.RequestRemoveServer);
                    writer.Write(GameServer.gameID);
                    Tools.Serialize(writer, mInternal);
                    Tools.Serialize(writer, mExternal);
                    buffer.EndPacket();
                    mUdp.Send(buffer, mRemoteAddress);
                    buffer.Recycle();
                    mThread = null;
                    break;
                }

                if (mNextSend < time && mGameServer != null)
                {
                    mNextSend = time + 3000;
                    Buffer       buffer = Buffer.Create();
                    BinaryWriter writer = buffer.BeginPacket(Packet.RequestAddServer);
                    writer.Write(GameServer.gameID);
                    writer.Write(mGameServer.name);
                    writer.Write((short)mGameServer.playerCount);
                    Tools.Serialize(writer, mInternal);
                    Tools.Serialize(writer, mExternal);
                    buffer.EndPacket();
                    mUdp.Send(buffer, mRemoteAddress);
                    buffer.Recycle();
                }
                Thread.Sleep(10);
            }
        }
Beispiel #13
0
 /// <summary>
 /// Start the sending process.
 /// </summary>
 BinaryWriter BeginSend(Packet type)
 {
     mBuffer = Buffer.Create();
     BinaryWriter writer = mBuffer.BeginPacket(type);
     return writer;
 }
        /// <summary>
        /// Channel joining process involves multiple steps. It's faster to perform them all at once.
        /// </summary>

        public void FinishJoiningChannel()
        {
            Buffer buffer = Buffer.Create();

            // Step 2: Tell the player who else is in the channel
            BinaryWriter writer = buffer.BeginPacket(Packet.ResponseJoiningChannel);
            {
                writer.Write(channel.id);
                writer.Write((short)channel.players.size);

                for (int i = 0; i < channel.players.size; ++i)
                {
                    TcpPlayer tp = channel.players[i];
                    writer.Write(tp.id);
                    writer.Write(string.IsNullOrEmpty(tp.name) ? "Guest" : tp.name);
                }
            }

            // End the first packet, but remember where it ended
            int offset = buffer.EndPacket();

            // Step 3: Inform the player of who is hosting
            if (channel.host == null)
            {
                channel.host = this;
            }
            buffer.BeginPacket(Packet.ResponseSetHost, offset);
            writer.Write(channel.host.id);
            offset = buffer.EndTcpPacketStartingAt(offset);

            // Step 4: Send the channel's data
            if (!string.IsNullOrEmpty(channel.data))
            {
                buffer.BeginPacket(Packet.ResponseSetChannelData, offset);
                writer.Write(channel.data);
                offset = buffer.EndTcpPacketStartingAt(offset);
            }

            // Step 5: Inform the player of what level we're on
            buffer.BeginPacket(Packet.ResponseLoadLevel, offset);
            writer.Write(string.IsNullOrEmpty(channel.level) ? "" : channel.level);
            offset = buffer.EndTcpPacketStartingAt(offset);

            // Step 6: Send the list of objects that have been created
            for (int i = 0; i < channel.created.size; ++i)
            {
                Channel.CreatedObject obj = channel.created.buffer[i];
                buffer.BeginPacket(Packet.ResponseCreate, offset);
                writer.Write(obj.playerID);
                writer.Write(obj.objectID);
                writer.Write(obj.uniqueID);
                writer.Write(obj.buffer.buffer, obj.buffer.position, obj.buffer.size);
                offset = buffer.EndTcpPacketStartingAt(offset);
            }

            // Step 7: Send the list of objects that have been destroyed
            if (channel.destroyed.size != 0)
            {
                buffer.BeginPacket(Packet.ResponseDestroy, offset);
                writer.Write((ushort)channel.destroyed.size);
                for (int i = 0; i < channel.destroyed.size; ++i)
                {
                    writer.Write(channel.destroyed.buffer[i]);
                }
                offset = buffer.EndTcpPacketStartingAt(offset);
            }

            // Step 8: Send all buffered RFCs to the new player
            for (int i = 0; i < channel.rfcs.size; ++i)
            {
                Buffer rfcBuff = channel.rfcs[i].buffer;
                rfcBuff.BeginReading();
                buffer.BeginWriting(offset);
                writer.Write(rfcBuff.buffer, rfcBuff.position, rfcBuff.size);
                offset = buffer.EndWriting();
            }

            // Step 9: The join process is now complete
            buffer.BeginPacket(Packet.ResponseJoinChannel, offset);
            writer.Write(true);
            offset = buffer.EndTcpPacketStartingAt(offset);

            // Send the entire buffer
            SendTcpPacket(buffer);
            buffer.Recycle();
        }
Beispiel #15
0
        /// <summary>
        /// Process a single incoming packet. Returns whether we should keep processing packets or not.
        /// </summary>

        bool ProcessPacket(Buffer buffer, IPEndPoint ip)
        {
            mPacketSource = ip;
            BinaryReader reader = buffer.BeginReading();

            if (buffer.size == 0)
            {
                return(true);
            }

            int    packetID = reader.ReadByte();
            Packet response = (Packet)packetID;

            // Verification step must be passed first
            if (response == Packet.ResponseID || mTcp.stage == TcpProtocol.Stage.Verifying)
            {
                if (mTcp.VerifyResponseID(response, reader))
                {
                    mTimeDifference = reader.ReadInt64() - (System.DateTime.UtcNow.Ticks / 10000);

#if !UNITY_WEBPLAYER
                    if (mUdp.isActive)
                    {
                        // If we have a UDP listener active, tell the server
                        BeginSend(Packet.RequestSetUDP).Write((ushort)mUdp.listeningPort);
                        EndSend();
                    }
#endif
                    mCanPing = true;
                    if (onConnect != null)
                    {
                        onConnect(true, null);
                    }
                }
                return(true);
            }

//#if !UNITY_EDITOR // DEBUG
//		if (response != Packet.ResponsePing) Console.WriteLine("Client: " + response + " " + buffer.position + " of " + buffer.size + ((ip == null) ? " (TCP)" : " (UDP)"));
//#else
//		if (response != Packet.ResponsePing) UnityEngine.Debug.Log("Client: " + response + " " + buffer.position + " of " + buffer.size + ((ip == null) ? " (TCP)" : " (UDP)"));
//#endif

            OnPacket callback;

            if (packetHandlers.TryGetValue((byte)response, out callback) && callback != null)
            {
                callback(response, reader, ip);
                return(true);
            }

            switch (response)
            {
            case Packet.Empty: break;

            case Packet.ForwardToAll:
            case Packet.ForwardToOthers:
            case Packet.ForwardToAllSaved:
            case Packet.ForwardToOthersSaved:
            case Packet.ForwardToHost:
            case Packet.Broadcast:
            {
                if (onForwardedPacket != null)
                {
                    onForwardedPacket(reader);
                }
                break;
            }

            case Packet.ForwardToPlayer:
            {
                // Skip the player ID
                reader.ReadInt32();
                if (onForwardedPacket != null)
                {
                    onForwardedPacket(reader);
                }
                break;
            }

            case Packet.ForwardByName:
            {
                // Skip the player name
                reader.ReadString();
                if (onForwardedPacket != null)
                {
                    onForwardedPacket(reader);
                }
                break;
            }

            case Packet.SyncPlayerData:
            {
                Player target = GetPlayer(reader.ReadInt32());

                if (target != null)
                {
                    target.data = reader.ReadObject();
                    if (onPlayerSync != null)
                    {
                        onPlayerSync(target);
                    }
                }
                break;
            }

            case Packet.ResponsePing:
            {
                int ping = (int)(mMyTime - mPingTime);

                if (ip != null)
                {
                    if (onPing != null && ip != null)
                    {
                        onPing(ip, ping);
                    }
                }
                else
                {
                    mCanPing = true;
                    mPing    = ping;
                }
                break;
            }

            case Packet.ResponseSetUDP:
            {
#if !UNITY_WEBPLAYER
                // The server has a new port for UDP traffic
                ushort port = reader.ReadUInt16();

                if (port != 0)
                {
                    IPAddress ipa = new IPAddress(mTcp.tcpEndPoint.Address.GetAddressBytes());
                    mServerUdpEndPoint = new IPEndPoint(ipa, port);

                    // Send the first UDP packet to the server
                    if (mUdp.isActive)
                    {
                        mBuffer = Buffer.Create();
                        mBuffer.BeginPacket(Packet.RequestActivateUDP).Write(playerID);
                        mBuffer.EndPacket();
                        mUdp.Send(mBuffer, mServerUdpEndPoint);
                        mBuffer.Recycle();
                        mBuffer = null;
                    }
                }
                else
                {
                    mServerUdpEndPoint = null;
                }
#endif
                break;
            }

            case Packet.ResponseJoiningChannel:
            {
                mIsInChannel = true;
                mDictionary.Clear();
                players.Clear();

                mChannelID = reader.ReadInt32();
                int count = reader.ReadInt16();

                for (int i = 0; i < count; ++i)
                {
                    Player p = new Player();
                    p.id   = reader.ReadInt32();
                    p.name = reader.ReadString();
                    p.data = reader.ReadObject();
                    mDictionary.Add(p.id, p);
                    players.Add(p);
                }
                break;
            }

            case Packet.ResponseLoadLevel:
            {
                // Purposely return after loading a level, ensuring that all future callbacks happen after loading
                if (onLoadLevel != null)
                {
                    onLoadLevel(reader.ReadString());
                }
                return(false);
            }

            case Packet.ResponsePlayerLeft:
            {
                Player p = GetPlayer(reader.ReadInt32());
                if (p != null)
                {
                    mDictionary.Remove(p.id);
                }
                players.Remove(p);
                if (onPlayerLeft != null)
                {
                    onPlayerLeft(p);
                }
                break;
            }

            case Packet.ResponsePlayerJoined:
            {
                Player p = new Player();
                p.id   = reader.ReadInt32();
                p.name = reader.ReadString();
                p.data = reader.ReadObject();
                mDictionary.Add(p.id, p);
                players.Add(p);
                if (onPlayerJoined != null)
                {
                    onPlayerJoined(p);
                }
                break;
            }

            case Packet.ResponseSetHost:
            {
                mHost = reader.ReadInt32();
                if (onSetHost != null)
                {
                    onSetHost(isHosting);
                }
                break;
            }

            case Packet.ResponseSetChannelData:
            {
                mData = reader.ReadString();
                if (onSetChannelData != null)
                {
                    onSetChannelData(mData);
                }
                break;
            }

            case Packet.ResponseJoinChannel:
            {
                mIsInChannel = reader.ReadBoolean();
                if (onJoinChannel != null)
                {
                    onJoinChannel(mIsInChannel, mIsInChannel ? null : reader.ReadString());
                }
                break;
            }

            case Packet.ResponseLeaveChannel:
            {
                mData        = "";
                mChannelID   = 0;
                mIsInChannel = false;
                mDictionary.Clear();
                players.Clear();
                if (onLeftChannel != null)
                {
                    onLeftChannel();
                }
                break;
            }

            case Packet.ResponseRenamePlayer:
            {
                Player p       = GetPlayer(reader.ReadInt32());
                string oldName = p.name;
                if (p != null)
                {
                    p.name = reader.ReadString();
                }
                if (onRenamePlayer != null)
                {
                    onRenamePlayer(p, oldName);
                }
                break;
            }

            case Packet.ResponseCreate:
            {
                if (onCreate != null)
                {
                    int    playerID = reader.ReadInt32();
                    ushort index    = reader.ReadUInt16();
                    uint   objID    = reader.ReadUInt32();
                    onCreate(playerID, index, objID, reader);
                }
                break;
            }

            case Packet.ResponseDestroy:
            {
                if (onDestroy != null)
                {
                    int count = reader.ReadUInt16();
                    for (int i = 0; i < count; ++i)
                    {
                        onDestroy(reader.ReadUInt32());
                    }
                }
                break;
            }

            case Packet.Error:
            {
                if (mTcp.stage != TcpProtocol.Stage.Connected && onConnect != null)
                {
                    onConnect(false, reader.ReadString());
                }
                else if (onError != null)
                {
                    onError(reader.ReadString());
                }
                break;
            }

            case Packet.Disconnect:
            {
                mData = "";
                if (isInChannel && onLeftChannel != null)
                {
                    onLeftChannel();
                }
                players.Clear();
                mDictionary.Clear();
                mTcp.Close(false);
                mLoadFiles.Clear();
                if (onDisconnect != null)
                {
                    onDisconnect();
                }
                break;
            }

            case Packet.ResponseLoadFile:
            {
                string     filename = reader.ReadString();
                int        size     = reader.ReadInt32();
                byte[]     data     = reader.ReadBytes(size);
                OnLoadFile lfc      = mLoadFiles.Pop();
                if (lfc != null)
                {
                    lfc(filename, data);
                }
                break;
            }
            }
            return(true);
        }
Beispiel #16
0
 /// <summary>
 /// Begin sending a new packet to the server.
 /// </summary>
 public BinaryWriter BeginSend(byte packetID)
 {
     mBuffer = Buffer.Create(false);
     return mBuffer.BeginPacket(packetID);
 }
Beispiel #17
0
 /// <summary>
 /// Add an error packet to the incoming queue.
 /// </summary>
 void Error(Buffer buffer, string error)
 {
     buffer.BeginPacket(Packet.Error).Write(error);
     buffer.EndTcpPacketWithOffset(4);
     lock (mIn) mIn.Enqueue(buffer);
 }
Beispiel #18
0
        /// <summary>
        /// Process a single incoming packet. Returns whether we should keep processing packets or not.
        /// </summary>

        bool ProcessPacket(Buffer buffer, IPEndPoint ip)
        {
            mPacketSource = ip;
            BinaryReader reader = buffer.BeginReading();

            if (buffer.size == 0)
            {
                return(true);
            }

            int    packetID = reader.ReadByte();
            Packet response = (Packet)packetID;

#if DEBUG_PACKETS && !STANDALONE
            if (response != Packet.ResponsePing && response != Packet.Broadcast)
            {
                UnityEngine.Debug.Log("Client: " + response + " (" + buffer.size + " bytes) " + ((ip == null) ? "(TCP)" : "(UDP)"));
            }
#endif
            // Verification step must be passed first
            if (response == Packet.ResponseID || mTcp.stage == TcpProtocol.Stage.Verifying)
            {
                if (mTcp.VerifyResponseID(response, reader))
                {
                    mTimeDifference = reader.ReadInt64() - (System.DateTime.UtcNow.Ticks / 10000);

#if !UNITY_WEBPLAYER
                    if (mUdp.isActive)
                    {
                        // If we have a UDP listener active, tell the server
                        BeginSend(Packet.RequestSetUDP).Write((ushort)mUdp.listeningPort);
                        EndSend();
                    }
#endif
                    mCanPing = true;
                    if (onConnect != null)
                    {
                        onConnect(true, null);
                    }
                }
                return(true);
            }

            OnPacket callback;

            if (packetHandlers.TryGetValue((byte)response, out callback) && callback != null)
            {
                callback(response, reader, ip);
                return(true);
            }

            switch (response)
            {
            case Packet.Empty: break;

            case Packet.ForwardToAll:
            case Packet.ForwardToOthers:
            case Packet.ForwardToAllSaved:
            case Packet.ForwardToOthersSaved:
            case Packet.ForwardToHost:
            case Packet.BroadcastAdmin:
            case Packet.Broadcast:
            {
                packetSourceID = reader.ReadInt32();
                int channelID = reader.ReadInt32();
                if (onForwardedPacket != null)
                {
                    onForwardedPacket(channelID, reader);
                }
                break;
            }

            case Packet.ForwardToPlayer:
            {
                packetSourceID = reader.ReadInt32();
                reader.ReadInt32();                 // Skip the target player ID
                int channelID = reader.ReadInt32();
                if (onForwardedPacket != null)
                {
                    onForwardedPacket(channelID, reader);
                }
                break;
            }

            case Packet.ForwardByName:
            {
                packetSourceID = reader.ReadInt32();
                reader.ReadString();                 // Skip the player name
                int channelID = reader.ReadInt32();
                if (onForwardedPacket != null)
                {
                    onForwardedPacket(channelID, reader);
                }
                break;
            }

            case Packet.ResponseSetPlayerData:
            {
                int    pid    = reader.ReadInt32();
                Player target = GetPlayer(pid);

                if (target != null)
                {
                    string   path = reader.ReadString();
                    DataNode node = target.Set(path, reader.ReadObject());
                    if (onSetPlayerData != null)
                    {
                        onSetPlayerData(target, path, node);
                    }
                }
                else
                {
                    UnityEngine.Debug.LogError("Not found: " + pid);
                }
                break;
            }

            case Packet.ResponsePing:
            {
                int ping = (int)(mMyTime - mPingTime);

                if (ip != null)
                {
                    if (onPing != null && ip != null)
                    {
                        onPing(ip, ping);
                    }
                }
                else
                {
                    mCanPing = true;
                    mPing    = ping;
                }
                break;
            }

            case Packet.ResponseSetUDP:
            {
#if !UNITY_WEBPLAYER
                // The server has a new port for UDP traffic
                ushort port = reader.ReadUInt16();

                if (port != 0 && mTcp.tcpEndPoint != null)
                {
                    IPAddress ipa = new IPAddress(mTcp.tcpEndPoint.Address.GetAddressBytes());
                    mServerUdpEndPoint = new IPEndPoint(ipa, port);

                    // Send the first UDP packet to the server
                    if (mUdp.isActive)
                    {
                        mBuffer = Buffer.Create();
                        mBuffer.BeginPacket(Packet.RequestActivateUDP).Write(playerID);
                        mBuffer.EndPacket();
                        mUdp.Send(mBuffer, mServerUdpEndPoint);
                        mBuffer.Recycle();
                        mBuffer = null;
                    }
                }
                else
                {
                    mServerUdpEndPoint = null;
                }
#endif
                break;
            }

            case Packet.ResponseJoiningChannel:
            {
                int     channelID = reader.ReadInt32();
                int     count     = reader.ReadInt16();
                Channel ch        = GetChannel(channelID, true);

                for (int i = 0; i < count; ++i)
                {
                    int    pid = reader.ReadInt32();
                    Player p   = GetPlayer(pid, true);

                    if (reader.ReadBoolean())
                    {
                        p.name     = reader.ReadString();
                        p.dataNode = reader.ReadDataNode();
                    }
                    ch.players.Add(p);
                }
                break;
            }

            case Packet.ResponseLoadLevel:
            {
                // Purposely return after loading a level, ensuring that all future callbacks happen after loading
                int    channelID = reader.ReadInt32();
                string scene     = reader.ReadString();
                if (onLoadLevel != null)
                {
                    onLoadLevel(channelID, scene);
                }
                return(false);
            }

            case Packet.ResponsePlayerJoined:
            {
                int channelID = reader.ReadInt32();

                Channel ch = GetChannel(channelID);

                if (ch != null)
                {
                    Player p = GetPlayer(reader.ReadInt32(), true);

                    if (reader.ReadBoolean())
                    {
                        p.name     = reader.ReadString();
                        p.dataNode = reader.ReadDataNode();
                    }

                    ch.players.Add(p);
                    if (onPlayerJoin != null)
                    {
                        onPlayerJoin(channelID, p);
                    }
                }
                break;
            }

            case Packet.ResponsePlayerLeft:
            {
                int channelID = reader.ReadInt32();
                int playerID  = reader.ReadInt32();

                Channel ch = GetChannel(channelID);

                if (ch != null)
                {
                    Player p = ch.GetPlayer(playerID);
                    ch.players.Remove(p);
                    RebuildPlayerDictionary();
                    if (onPlayerLeave != null)
                    {
                        onPlayerLeave(channelID, p);
                    }
                }
                break;
            }

            case Packet.ResponseSetHost:
            {
                int channelID = reader.ReadInt32();
                int hostID    = reader.ReadInt32();

                for (int i = 0; i < mChannels.size; ++i)
                {
                    Channel ch = mChannels[i];

                    if (ch.id == channelID)
                    {
                        ch.host = GetPlayer(hostID);
                        if (onHostChanged != null)
                        {
                            onHostChanged(ch);
                        }
                        break;
                    }
                }
                break;
            }

            case Packet.ResponseSetChannelData:
            {
                int     channelID = reader.ReadInt32();
                Channel ch        = GetChannel(channelID);

                if (ch != null)
                {
                    string   path = reader.ReadString();
                    DataNode node = ch.Set(path, reader.ReadObject());
                    if (onSetChannelData != null)
                    {
                        onSetChannelData(ch, path, node);
                    }
                }
                break;
            }

            case Packet.ResponseJoinChannel:
            {
                int    channelID = reader.ReadInt32();
                bool   success   = reader.ReadBoolean();
                string msg       = success ? null : reader.ReadString();

                // mJoining can contain -2 and -1 when joining random channels
                if (!mJoining.Remove(channelID))
                {
                    for (int i = 0; i < mJoining.size; ++i)
                    {
                        int id = mJoining[i];

                        if (id < 0)
                        {
                            mJoining.RemoveAt(i);
                            break;
                        }
                    }
                }
#if UNITY_EDITOR
                if (!success)
                {
                    UnityEngine.Debug.LogError("ResponseJoinChannel: " + success + ", " + msg);
                }
#endif
                if (onJoinChannel != null)
                {
                    onJoinChannel(channelID, success, msg);
                }
                break;
            }

            case Packet.ResponseLeaveChannel:
            {
                int channelID = reader.ReadInt32();

                for (int i = 0; i < mChannels.size; ++i)
                {
                    Channel ch = mChannels[i];

                    if (ch.id == channelID)
                    {
                        mChannels.RemoveAt(i);
                        break;
                    }
                }

                RebuildPlayerDictionary();
                if (onLeaveChannel != null)
                {
                    onLeaveChannel(channelID);
                }

                // Purposely exit after receiving a "left channel" notification so that other packets get handled in the next frame.
                return(false);
            }

            case Packet.ResponseRenamePlayer:
            {
                Player p       = GetPlayer(reader.ReadInt32());
                string oldName = p.name;
                if (p != null)
                {
                    p.name = reader.ReadString();
                }
                if (onRenamePlayer != null)
                {
                    onRenamePlayer(p, oldName);
                }
                break;
            }

            case Packet.ResponseCreateObject:
            {
                if (onCreate != null)
                {
                    int  playerID  = reader.ReadInt32();
                    int  channelID = reader.ReadInt32();
                    uint objID     = reader.ReadUInt32();
                    onCreate(channelID, playerID, objID, reader);
                }
                break;
            }

            case Packet.ResponseDestroyObject:
            {
                if (onDestroy != null)
                {
                    int channelID = reader.ReadInt32();
                    int count     = reader.ReadUInt16();

                    for (int i = 0; i < count; ++i)
                    {
                        uint val = reader.ReadUInt32();
                        onDestroy(channelID, val);
                    }
                }
                break;
            }

            case Packet.ResponseTransferObject:
            {
                if (onTransfer != null)
                {
                    int  from = reader.ReadInt32();
                    int  to   = reader.ReadInt32();
                    uint id0  = reader.ReadUInt32();
                    uint id1  = reader.ReadUInt32();
                    onTransfer(from, to, id0, id1);
                }
                break;
            }

            case Packet.Error:
            {
                string err = reader.ReadString();
                if (onError != null)
                {
                    onError(err);
                }
                if (mTcp.stage != TcpProtocol.Stage.Connected && onConnect != null)
                {
                    onConnect(false, err);
                }
                break;
            }

            case Packet.Disconnect:
            {
                if (onLeaveChannel != null)
                {
                    while (mChannels.size > 0)
                    {
                        int     index = mChannels.size - 1;
                        Channel ch    = mChannels[index];
                        mChannels.RemoveAt(index);
                        onLeaveChannel(ch.id);
                    }
                }

                mChannels.Clear();
                mGetChannelsCallbacks.Clear();
                mDictionary.Clear();
                mTcp.Close(false);
                mLoadFiles.Clear();
                mGetFiles.Clear();
                mJoining.Clear();
                mIsAdmin = false;

                if (mLocalServer != null)
                {
                    mLocalServer.localClient = null;
                    mLocalServer             = null;
                }

                if (onDisconnect != null)
                {
                    onDisconnect();
                }
                mConfig = new DataNode("Version", Player.version);
                break;
            }

            case Packet.ResponseGetFileList:
            {
                string   filename = reader.ReadString();
                int      size     = reader.ReadInt32();
                string[] files    = null;

                if (size > 0)
                {
                    files = new string[size];
                    for (int i = 0; i < size; ++i)
                    {
                        files[i] = reader.ReadString();
                    }
                }

                OnGetFiles cb = null;
                if (mGetFiles.TryGetValue(filename, out cb))
                {
                    mGetFiles.Remove(filename);
                }

                if (cb != null)
                {
                    try
                    {
                        cb(filename, files);
                    }
#if UNITY_EDITOR
                    catch (System.Exception ex)
                    {
                        Debug.LogError(ex.Message + ex.StackTrace);
                    }
#else
                    catch (System.Exception) {}
#endif
                }
                break;
            }

            case Packet.ResponseLoadFile:
            {
                string     filename = reader.ReadString();
                int        size     = reader.ReadInt32();
                byte[]     data     = reader.ReadBytes(size);
                OnLoadFile cb       = null;

                if (mLoadFiles.TryGetValue(filename, out cb))
                {
                    mLoadFiles.Remove(filename);
                }

                if (cb != null)
                {
                    try
                    {
                        cb(filename, data);
                    }
#if UNITY_EDITOR
                    catch (System.Exception ex)
                    {
                        Debug.LogError(ex.Message + ex.StackTrace);
                    }
#else
                    catch (System.Exception) {}
#endif
                }
                break;
            }

            case Packet.ResponseVerifyAdmin:
            {
                int    pid = reader.ReadInt32();
                Player p   = GetPlayer(pid);
                if (p == player)
                {
                    mIsAdmin = true;
                }
                if (onSetAdmin != null)
                {
                    onSetAdmin(p);
                }
                break;
            }

            case Packet.ResponseSetServerData:
            {
                string path = reader.ReadString();
                object obj  = reader.ReadObject();

                if (obj != null)
                {
                    DataNode node = mConfig.SetHierarchy(path, obj);
                    if (onSetServerData != null)
                    {
                        onSetServerData(path, node);
                    }
                }
                else
                {
                    DataNode node = mConfig.RemoveHierarchy(path);
                    if (onSetServerData != null)
                    {
                        onSetServerData(path, node);
                    }
                }
                break;
            }

            case Packet.ResponseChannelList:
            {
                if (mGetChannelsCallbacks.Count != 0)
                {
                    OnGetChannels       cb       = mGetChannelsCallbacks.Dequeue();
                    List <Channel.Info> channels = new List <Channel.Info>();
                    int count = reader.ReadInt32();

                    for (int i = 0; i < count; ++i)
                    {
                        Channel.Info info = new Channel.Info();
                        info.id           = reader.ReadInt32();
                        info.players      = reader.ReadUInt16();
                        info.limit        = reader.ReadUInt16();
                        info.hasPassword  = reader.ReadBoolean();
                        info.isPersistent = reader.ReadBoolean();
                        info.level        = reader.ReadString();
                        info.data         = reader.ReadDataNode();
                        channels.Add(info);
                    }

                    if (cb != null)
                    {
                        cb(channels);
                    }
                }
                break;
            }

            case Packet.ResponseLockChannel:
            {
                int     channelID = reader.ReadInt32();
                bool    isLocked  = reader.ReadBoolean();
                Channel ch        = GetChannel(channelID);
                if (ch != null)
                {
                    ch.isLocked = isLocked;
                }
                if (onLockChannel != null)
                {
                    onLockChannel(channelID, isLocked);
                }
                break;
            }
            }
            return(true);
        }
Beispiel #19
0
        /// <summary>
        /// Begin sending a new packet to the server.
        /// </summary>

        public BinaryWriter BeginSend(byte packetID)
        {
            mBuffer = Buffer.Create(false);
            return(mBuffer.BeginPacket(packetID));
        }
Beispiel #20
0
        /// <summary>
        /// See if the received packet can be processed and split it up into different ones.
        /// </summary>

        bool ProcessBuffer(byte[] bytes, int offset, int byteCount)
        {
            if (offset + byteCount > bytes.Length)
            {
                LogError("ProcessBuffer(" + bytes.Length + " bytes, offset " + offset + ", count " + byteCount);
                return(false);
            }

            if (mReceiveBuffer == null)
            {
                // Create a new packet buffer
                mReceiveBuffer = Buffer.Create();
                mReceiveBuffer.BeginWriting(false).Write(bytes, offset, byteCount);
                mExpected = 0;
                mOffset   = 0;
            }
            else
            {
                // Append this data to the end of the last used buffer
                mReceiveBuffer.BeginWriting(true).Write(bytes, offset, byteCount);
            }

            for (mAvailable = mReceiveBuffer.size - mOffset; mAvailable > 4;)
            {
                // Figure out the expected size of the packet
                if (mExpected == 0)
                {
                    mExpected = mReceiveBuffer.PeekInt(mOffset);

                    // "GET " -- HTTP GET request sent by a web browser
                    if (mExpected == 542393671)
                    {
                        if (httpGetSupport)
                        {
                            if (stage == Stage.Verifying || stage == Stage.WebBrowser)
                            {
                                stage = Stage.WebBrowser;
                                string request = Encoding.ASCII.GetString(mReceiveBuffer.buffer, mOffset, mAvailable);
                                mReceiveBuffer.BeginPacket(Packet.RequestHTTPGet).Write(request);
                                mReceiveBuffer.EndPacket();
                                mReceiveBuffer.BeginReading(4);

                                lock (mIn)
                                {
                                    mIn.Enqueue(mReceiveBuffer);
                                    mReceiveBuffer = null;
                                    mExpected      = 0;
                                    mOffset        = 0;
                                }
                            }
                            return(true);
                        }

                        mReceiveBuffer.Recycle();
                        mReceiveBuffer = null;
                        mExpected      = 0;
                        mOffset        = 0;
                        Disconnect();
                        return(false);
                    }
                    else if (mExpected < 0 || mExpected > 16777216)
                    {
#if UNITY_EDITOR
                        LogError("Malformed data packet: " + mOffset + ", " + mAvailable + " / " + mExpected);

                        var temp = new byte[mReceiveBuffer.size];
                        for (int i = 0; i < byteCount; ++i)
                        {
                            temp[i] = mReceiveBuffer.buffer[i];
                        }

                        var fn = "error_" + lastReceivedTime + ".full";
                        Tools.WriteFile(fn, temp);
                        Debug.Log("Packet saved as " + fn);
#else
                        LogError("Malformed data packet: " + mOffset + ", " + mAvailable + " / " + mExpected);
#endif
                        mReceiveBuffer.Recycle();
                        mReceiveBuffer = null;
                        mExpected      = 0;
                        mOffset        = 0;
                        Disconnect();
                        return(false);
                    }
                }

                // The first 4 bytes of any packet always contain the number of bytes in that packet
                mAvailable -= 4;

                // If the entire packet is present
                if (mAvailable == mExpected)
                {
                    // Reset the position to the beginning of the packet
                    mReceiveBuffer.BeginReading(mOffset + 4);

                    // This packet is now ready to be processed
                    lock (mIn)
                    {
                        mIn.Enqueue(mReceiveBuffer);
                        mReceiveBuffer = null;
                        mExpected      = 0;
                        mOffset        = 0;
                    }
                    break;
                }
                else if (mAvailable > mExpected)
                {
                    // There is more than one packet. Extract this packet fully.
                    int realSize = mExpected + 4;
                    var temp     = Buffer.Create();

                    // Extract the packet and move past its size component
                    var bw = temp.BeginWriting();
                    bw.Write(mReceiveBuffer.buffer, mOffset, realSize);
                    temp.BeginReading(4);

                    // This packet is now ready to be processed
                    lock (mIn)
                    {
                        mIn.Enqueue(temp);

                        // Skip this packet
                        mAvailable -= mExpected;
                        mOffset    += realSize;
                        mExpected   = 0;
                    }
                }
                else
                {
                    break;
                }
            }
            return(true);
        }
Beispiel #21
0
        /// <summary>
        /// Channel joining process involves multiple steps. It's faster to perform them all at once.
        /// </summary>

        public void FinishJoiningChannel()
        {
            Buffer buffer = Buffer.Create();

            // Step 2: Tell the player who else is in the channel
            BinaryWriter writer = buffer.BeginPacket(Packet.ResponseJoiningChannel);
            {
                writer.Write(channel.id);
                writer.Write((short)channel.players.size);

                for (int i = 0; i < channel.players.size; ++i)
                {
                    TcpPlayer tp = channel.players[i];
                    writer.Write(tp.id);
                    writer.Write(string.IsNullOrEmpty(tp.name) ? "Guest" : tp.name);
#if STANDALONE
                    if (tp.data == null)
                    {
                        writer.Write((byte)0);
                    }
                    else
                    {
                        writer.Write((byte[])tp.data);
                    }
#else
                    writer.WriteObject(tp.data);
#endif
                }
            }

            // End the first packet, but remember where it ended
            int offset = buffer.EndPacket();

            // Step 3: Inform the player of who is hosting
            if (channel.host == null)
            {
                channel.host = this;
            }
            buffer.BeginPacket(Packet.ResponseSetHost, offset);
            writer.Write(channel.host.id);
            offset = buffer.EndTcpPacketStartingAt(offset);

            // Step 4: Send the channel's data
            if (!string.IsNullOrEmpty(channel.data))
            {
                buffer.BeginPacket(Packet.ResponseSetChannelData, offset);
                writer.Write(channel.data);
                offset = buffer.EndTcpPacketStartingAt(offset);
            }

            // Step 5: Inform the player of what level we're on
            buffer.BeginPacket(Packet.ResponseLoadLevel, offset);
            writer.Write(string.IsNullOrEmpty(channel.level) ? "" : channel.level);
            offset = buffer.EndTcpPacketStartingAt(offset);

            // Step 6: Send the list of objects that have been created
            for (int i = 0; i < channel.created.size; ++i)
            {
                Channel.CreatedObject obj = channel.created.buffer[i];

                bool isPresent = false;

                for (int b = 0; b < channel.players.size; ++b)
                {
                    if (channel.players[b].id == obj.playerID)
                    {
                        isPresent = true;
                        break;
                    }
                }

                // If the previous owner is not present, transfer ownership to the host
                if (!isPresent)
                {
                    obj.playerID = channel.host.id;
                }

                buffer.BeginPacket(Packet.ResponseCreate, offset);
                writer.Write(obj.playerID);
                writer.Write(obj.objectIndex);
                writer.Write(obj.objectID);
                writer.Write(obj.buffer.buffer, obj.buffer.position, obj.buffer.size);
                offset = buffer.EndTcpPacketStartingAt(offset);
            }

            // Step 7: Send the list of objects that have been destroyed
            if (channel.destroyed.size != 0)
            {
                buffer.BeginPacket(Packet.ResponseDestroy, offset);
                writer.Write((ushort)channel.destroyed.size);
                for (int i = 0; i < channel.destroyed.size; ++i)
                {
                    writer.Write(channel.destroyed.buffer[i]);
                }
                offset = buffer.EndTcpPacketStartingAt(offset);
            }

            // Step 8: Send all buffered RFCs to the new player
            for (int i = 0; i < channel.rfcs.size; ++i)
            {
                Channel.RFC rfc = channel.rfcs[i];
                buffer.BeginWriting(offset);
                writer.Write(rfc.buffer.buffer, 0, rfc.buffer.size);
                offset = buffer.EndWriting();
            }

            // Step 9: The join process is now complete
            buffer.BeginPacket(Packet.ResponseJoinChannel, offset);
            writer.Write(true);
            offset = buffer.EndTcpPacketStartingAt(offset);

            // Send the entire buffer
            SendTcpPacket(buffer);
            buffer.Recycle();
        }
Beispiel #22
0
 /// <summary>
 /// Begin sending a new packet to the server.
 /// </summary>
 public BinaryWriter BeginSend(Packet type)
 {
     mBuffer = Buffer.Create(false);
     return mBuffer.BeginPacket(type);
 }
        /// <summary>
        /// Send periodic updates.
        /// </summary>

        void ThreadFunction()
        {
            mInternal = new IPEndPoint(Tools.localAddress, mGameServer.tcpPort);
            mExternal = new IPEndPoint(Tools.externalAddress, mGameServer.tcpPort);

            for (; ;)
            {
                long time = DateTime.UtcNow.Ticks / 10000;

                if (mShutdown)
                {
                    mTcp.Disconnect();
                    mThread = null;
#if STANDALONE
                    Tools.Print("TcpLobbyLink shut down");
#endif
                    break;
                }

#if !STANDALONE
                if (TNManager.isPaused)
                {
                    Thread.Sleep(500);
                    continue;
                }
#endif
                Buffer buffer;

                // Try to establish a connection
                if (mGameServer != null && !mTcp.isConnected && !mTcp.isTryingToConnect && mNextConnect < time)
                {
#if STANDALONE
                    Tools.Print("TcpLobbyLink is connecting to " + mRemoteAddress + "...");
#endif
                    mUpdateNeeded = true;
                    mNextConnect  = time + 15000;
                    mTcp.Connect(mRemoteAddress);
                }

                while (mTcp.ReceivePacket(out buffer))
                {
                    BinaryReader reader   = buffer.BeginReading();
                    Packet       response = (Packet)reader.ReadByte();

                    if (mTcp.stage == TcpProtocol.Stage.Verifying)
                    {
                        if (mTcp.VerifyResponseID(response, reader))
                        {
                            mTimeDifference = reader.ReadInt64() - (System.DateTime.UtcNow.Ticks / 10000);
                            mWasConnected   = true;
#if STANDALONE
                            Tools.Print("TcpLobbyLink connection established");
#endif
                        }
                        else
                        {
#if STANDALONE
                            Tools.Print("TcpLobbyLink Error: Protocol version mismatch");
#endif
                            mThread = null;
                            return;
                        }
                    }
                    else if (response == Packet.RequestPing)
                    {
                    }
#if STANDALONE
                    else if (response == Packet.Error)
                    {
                        Tools.Print("TcpLobbyLink Error: " + reader.ReadString());
                    }
                    else if (response == Packet.Disconnect)
                    {
                        Tools.Print("TcpLobbyLink disconnected");
                    }
                    else
                    {
                        Tools.Print("TcpLobbyLink can't handle this packet: " + response);
                    }
#endif
                    buffer.Recycle();
                }


                // Automatically try to re-establish a connection on disconnect
                if (mWasConnected && !mTcp.isConnected && !mTcp.isTryingToConnect)
                {
                    mNextConnect  = time + 5000;
                    mWasConnected = false;
                }
                else if (mGameServer != null && mTcp.isConnected && (mUpdateNeeded || mNextSend < time))
                {
                    mUpdateNeeded = false;
                    mNextSend     = time + 5000;

                    Buffer       buff   = Buffer.Create();
                    BinaryWriter writer = buff.BeginPacket(Packet.RequestAddServer);
                    writer.Write(GameServer.gameID);
                    writer.Write(mGameServer.name);
                    writer.Write((short)mGameServer.playerCount);
                    Tools.Serialize(writer, mInternal);
                    Tools.Serialize(writer, mExternal);
                    buff.EndPacket();
                    mTcp.SendTcpPacket(buff);
                    buff.Recycle();
                }

                try { Thread.Sleep(10); }
                catch (System.Threading.ThreadInterruptedException) { return; }
            }
        }
Beispiel #24
0
        /// <summary>
        /// Begin sending a new packet to the server.
        /// </summary>

        public BinaryWriter BeginSend(Packet type)
        {
            mBuffer = Buffer.Create(false);
            return(mBuffer.BeginPacket(type));
        }
Beispiel #25
0
        /// <summary>
        /// Close the connection.
        /// </summary>

        void CloseNotThreadSafe(bool notify)
        {
#if !MODDING
#if STANDALONE || UNITY_EDITOR
            if (id != 0)
            {
                Tools.Log(name + " (" + address + "): Disconnected [" + id + "]");
            }
#endif
            Buffer.Recycle(mOut);
            stage    = Stage.NotConnected;
            mSending = false;

            if (mSocket != null || custom != null)
            {
                if (mSocket != null)
                {
                    try
                    {
                        if (mSocket.Connected)
                        {
                            mSocket.Shutdown(SocketShutdown.Both);
                        }
                        mSocket.Close();
                    }
                    catch (System.Exception) { }
                    mSocket = null;
                }

                if (custom != null)
                {
                    custom.OnDisconnect();
                }

                if (notify)
                {
                    var buffer = Buffer.Create();
                    buffer.BeginPacket(Packet.Disconnect);
                    buffer.EndTcpPacketWithOffset(4);

                    lock (mIn)
                    {
                        Buffer.Recycle(mIn);
                        mIn.Enqueue(buffer);
                    }
                }
                else
                {
                    lock (mIn) Buffer.Recycle(mIn);
                }
            }
            else if (notify && sendQueue != null)
            {
                sendQueue = null;
                Buffer buffer = Buffer.Create();
                buffer.BeginPacket(Packet.Disconnect);
                buffer.EndTcpPacketWithOffset(4);

                lock (mIn)
                {
                    Buffer.Recycle(mIn);
                    mIn.Enqueue(buffer);
                }
            }

            if (mReceiveBuffer != null)
            {
                mReceiveBuffer.Recycle();
                mReceiveBuffer = null;
            }

            if (onClose != null)
            {
                onClose(this);
            }

            id = 0;
#endif
        }
Beispiel #26
0
        /// <summary>
        /// Add an error packet to the incoming queue.
        /// </summary>

        void Error(Buffer buffer, string error)
        {
            buffer.BeginPacket(Packet.Error).Write(error);
            buffer.EndTcpPacketWithOffset(4);
            lock (mIn) mIn.Enqueue(buffer);
        }
Beispiel #27
0
        /// <summary>
        /// See if the received packet can be processed and split it up into different ones.
        /// </summary>

        bool ProcessBuffer(int bytes)
        {
            if (mReceiveBuffer == null)
            {
                // Create a new packet buffer
                mReceiveBuffer = Buffer.Create();
                mReceiveBuffer.BeginWriting(false).Write(mTemp, 0, bytes);
                mExpected = 0;
                mOffset   = 0;
            }
            else
            {
                // Append this data to the end of the last used buffer
                mReceiveBuffer.BeginWriting(true).Write(mTemp, 0, bytes);
            }

            for (int available = mReceiveBuffer.size - mOffset; available >= 4;)
            {
                // Figure out the expected size of the packet
                if (mExpected == 0)
                {
                    mExpected = mReceiveBuffer.PeekInt(mOffset);

                    // "GET " -- HTTP GET request sent by a web browser
                    if (mExpected == 542393671)
                    {
                        if (httpGetSupport)
                        {
                            if (stage == Stage.Verifying || stage == Stage.WebBrowser)
                            {
                                stage = Stage.WebBrowser;
                                string request = Encoding.ASCII.GetString(mReceiveBuffer.buffer, mOffset, available);
                                mReceiveBuffer.BeginPacket(Packet.RequestHTTPGet).Write(request);
                                mReceiveBuffer.EndPacket();
                                mReceiveBuffer.BeginReading(4);
                                lock (mIn) mIn.Enqueue(mReceiveBuffer);
                                mReceiveBuffer = null;
                                mExpected      = 0;
                                mOffset        = 0;
                            }
                            return(true);
                        }

                        mReceiveBuffer.Recycle();
                        mReceiveBuffer = null;
                        mExpected      = 0;
                        mOffset        = 0;
                        Disconnect();
                        return(false);
                    }
                    else if (mExpected < 0 || mExpected > 16777216)
                    {
#if UNITY_EDITOR
                        UnityEngine.Debug.LogError("Malformed data packet: " + mOffset + ", " + available + " / " + mExpected);
#else
                        Tools.LogError("Malformed data packet: " + mOffset + ", " + available + " / " + mExpected);
#endif
                        mReceiveBuffer.Recycle();
                        mReceiveBuffer = null;
                        mExpected      = 0;
                        mOffset        = 0;
                        Disconnect();
                        return(false);
                    }
                }

                // The first 4 bytes of any packet always contain the number of bytes in that packet
                available -= 4;

                // If the entire packet is present
                if (available == mExpected)
                {
                    // Reset the position to the beginning of the packet
                    mReceiveBuffer.BeginReading(mOffset + 4);

                    // This packet is now ready to be processed
                    lock (mIn) mIn.Enqueue(mReceiveBuffer);

                    mReceiveBuffer = null;
                    mExpected      = 0;
                    mOffset        = 0;
                    break;
                }
                else if (available > mExpected)
                {
                    // There is more than one packet. Extract this packet fully.
                    int    realSize = mExpected + 4;
                    Buffer temp     = Buffer.Create();

                    // Extract the packet and move past its size component
                    BinaryWriter bw = temp.BeginWriting(false);
                    bw.Write(mReceiveBuffer.buffer, mOffset, realSize);
                    temp.BeginReading(4);

                    // This packet is now ready to be processed
                    lock (mIn) mIn.Enqueue(temp);

                    // Skip this packet
                    available -= mExpected;
                    mOffset   += realSize;
                    mExpected  = 0;
                }
                else
                {
                    break;
                }
            }
            return(true);
        }