Ejemplo n.º 1
0
		/// <summary>
		/// Called when a packet has been received.
		/// </summary>
		/// <param name="numBytes">The number of bytes received</param>
		/// <remarks>This function parses the incoming data into individual packets and then calls the appropriate handler.</remarks>
		protected override void OnReceive(int numBytes)
		{
			//This is the first received packet ...
			if (Version == eClientVersion.VersionNotChecked)
			{
				//Disconnect if the packet seems wrong
				if (numBytes < 17) // 17 is correct bytes count for 0xF4 packet
				{
					if (log.IsWarnEnabled)
					{
						log.WarnFormat("Disconnected {0} in login phase because wrong packet size {1}", TcpEndpoint, numBytes);
						log.Warn("numBytes=" + numBytes);
						log.Warn(Marshal.ToHexDump("packet buffer:", _pBuf, 0, numBytes));
					}
					GameServer.Instance.Disconnect(this);
					return;
				}

				int version;
				
				/// <summary>
				/// The First Packet Format Change after 1.115c
				/// If "numbytes" is below 19 we have a pre-1.115c packet !
				/// </summary>
				if (numBytes < 19)
				{
					//Currently, the version is sent with the first packet, no
					//matter what packet code it is
					version = (_pBuf[12] * 100) + (_pBuf[13] * 10) + _pBuf[14];

					// we force the versionning: 200 correspond to 1.100 (1100)
					// thus we could handle logically packets with version number based on the client version
					if (version >= 200) version += 900;
				}
				else
				{
					// post 1.115c
					// first byte is major (1), second byte is minor (1), third byte is version (15)
					// revision (c) is also coded in ascii after that, then a build number appear using two bytes (0x$$$$)
					version = _pBuf[11] * 1000 + _pBuf[12] * 100 + _pBuf[13];
				}

				eClientVersion ver;
				IPacketLib lib = AbstractPacketLib.CreatePacketLibForVersion(version, this, out ver);

				if (lib == null)
				{
					Version = eClientVersion.VersionUnknown;
					if (log.IsWarnEnabled)
						log.Warn(TcpEndpointAddress + " client Version " + version + " not handled on this server!");
					GameServer.Instance.Disconnect(this);
				}
				else
				{
                    log.Info("Incoming connection from " + TcpEndpointAddress + " using client version " + version);
					Version = ver;
					Out = lib;
					PacketProcessor = new PacketProcessor(this);
				}
			}

			if (Version != eClientVersion.VersionUnknown)
			{
				m_packetProcessor.ReceiveBytes(numBytes);
			}
		}
Ejemplo n.º 2
0
		/// <summary>
		/// Called when a packet has been received.
		/// </summary>
		/// <param name="numBytes">The number of bytes received</param>
		/// <remarks>This function parses the incoming data into individual packets and then calls the appropriate handler.</remarks>
		protected override void OnReceive(int numBytes)
		{
			//This is the first received packet ...
			if (Version == eClientVersion.VersionNotChecked)
			{
				//Disconnect if the packet seems wrong
				if (numBytes < 17) // 17 is correct bytes count for 0xF4 packet
				{
					if (log.IsWarnEnabled)
					{
						log.WarnFormat("Disconnected {0} in login phase because wrong packet size {1}", TcpEndpoint, numBytes);
						log.Warn("numBytes=" + numBytes);
						log.Warn(Marshal.ToHexDump("packet buffer:", _pBuf, 0, numBytes));
					}
					GameServer.Instance.Disconnect(this);
					return;
				}

				//Currently, the version is sent with the first packet, no
				//matter what packet code it is
				int version = (_pBuf[12] * 100) + (_pBuf[13] * 10) + _pBuf[14];

				// we force the versionning: 200 correspond to 1.100 (1100)
				// thus we could handle logically packets with version number based on the client version
				if (version >= 200) version += 900;

				eClientVersion ver;
				IPacketLib lib = AbstractPacketLib.CreatePacketLibForVersion(version, this, out ver);

				if (lib == null)
				{
					Version = eClientVersion.VersionUnknown;
					if (log.IsErrorEnabled)
						log.Error(TcpEndpoint + " Client Version " + version + " not handled in this server!");
					GameServer.Instance.Disconnect(this);
				}
				else
				{
					Version = ver;
					Out = lib;
					PacketProcessor = new PacketProcessor(this);
				}
			}

			if (Version != eClientVersion.VersionUnknown)
			{
				m_packetProcessor.ReceiveBytes(numBytes);
			}
		}
Ejemplo n.º 3
0
		/// <summary>
		/// Callback method for async sends
		/// </summary>
		/// <param name="ar"></param>
		protected static void AsyncTcpSendCallback(IAsyncResult ar)
		{
			if (ar == null)
			{
				if (log.IsErrorEnabled)
					log.Error("AsyncSendCallback: ar == null");
				return;
			}

			var client = (GameClient) ar.AsyncState;

			try
			{
				PacketProcessor pakProc = client.PacketProcessor;
				Queue<byte[]> q = pakProc.m_tcpQueue;

                int sent = 0;
                if (client.IsConnected)
                    sent = client.Socket.EndSend(ar);

				int dataLength = 0;
				byte[] data = pakProc.m_tcpSendBuffer;

				if (data == null)
					return;

				lock (((ICollection)q).SyncRoot)
				{
					if (q.Count > 0)
					{
						// log.WarnFormat("async sent {0} bytes, sending queued packets count: {1}", sent, q.Count);
						dataLength = CombineTCPPackets(data, q);
					}
					if (dataLength <= 0)
					{
						// log.WarnFormat("async sent {0} bytes", sent);
						pakProc.m_sendingTcp = false;
						return;
					}
				}

				int start = Environment.TickCount;

				client.Socket.BeginSend(data, 0, dataLength, SocketFlags.None, m_asyncTcpCallback, client);

				int took = Environment.TickCount - start;
				if (took > 100 && log.IsWarnEnabled)
					log.WarnFormat("AsyncTcpSendCallback.BeginSend took {0}ms! (TCP to client: {1})", took, client.ToString());
			}
			catch (ObjectDisposedException ex)
			{
				log.Error("Packet processor: ObjectDisposedException", ex);
				GameServer.Instance.Disconnect(client);
			}
			catch (SocketException ex)
			{
				log.Error("Packet processor: SocketException", ex);
				GameServer.Instance.Disconnect(client);
			}
			catch (Exception ex)
			{
				// assure that no exception is thrown into the upper layers and interrupt game loops!
				if (log.IsErrorEnabled)
					log.Error("AsyncSendCallback. client: " + client, ex);
				GameServer.Instance.Disconnect(client);
			}
		}
Ejemplo n.º 4
0
        /// <summary>
        /// Callback method for async sends
        /// </summary>
        /// <param name="ar"></param>
        protected static void AsyncTcpSendCallback(IAsyncResult ar)
        {
            if (ar == null)
            {
                if (Log.IsErrorEnabled)
                {
                    Log.Error("AsyncSendCallback: ar == null");
                }

                return;
            }

            var client = (GameClient)ar.AsyncState;

            try
            {
                PacketProcessor pakProc = client.PacketProcessor;
                Queue <byte[]>  q       = pakProc._tcpQueue;

                if (client.IsConnected)
                {
                    client.Socket.EndSend(ar);
                }

                int    count = 0;
                byte[] data  = pakProc._tcpSendBuffer;

                if (data == null)
                {
                    return;
                }

                lock (((ICollection)q).SyncRoot)
                {
                    if (q.Count > 0)
                    {
                        count = CombinePackets(data, q, client);
                    }

                    if (count <= 0)
                    {
                        pakProc._sendingTcp = false;
                        return;
                    }
                }

                int start = Environment.TickCount;

                client.Socket.BeginSend(data, 0, count, SocketFlags.None, AsyncTcpCallback, client);

                int took = Environment.TickCount - start;
                if (took > 100 && Log.IsWarnEnabled)
                {
                    Log.Warn($"AsyncTcpSendCallback.BeginSend took {took}ms! (TCP to client: {client})");
                }
            }
            catch (ObjectDisposedException ex)
            {
                Log.Error("Packet processor: ObjectDisposedException", ex);
                GameServer.Instance.Disconnect(client);
            }
            catch (SocketException ex)
            {
                Log.Error("Packet processor: SocketException", ex);
                GameServer.Instance.Disconnect(client);
            }
            catch (Exception ex)
            {
                // assure that no exception is thrown into the upper layers and interrupt game loops!
                if (Log.IsErrorEnabled)
                {
                    Log.Error($"AsyncSendCallback. client: {client}", ex);
                }

                GameServer.Instance.Disconnect(client);
            }
        }