public void Update() { if (m_Socket.Poll(0, SelectMode.SelectRead)) { int read = m_Socket.ReceiveFrom(m_Buffer, m_Buffer.Length, SocketFlags.None, ref endpoint); if (read > 0) { var reader = new ByteInputStream(m_Buffer); var header = new SQPHeader(); header.FromStream(ref reader); switch (m_State) { case SQPClientState.Idle: break; case SQPClientState.WaitingForChallange: if ((SQPMessageType)header.Type == SQPMessageType.ChallangeResponse) { if (endpoint.Equals(m_Server)) { ChallangeId = header.ChallangeId; SendServerInfoQuery(); } } break; case SQPClientState.WaitingForResponse: if ((SQPMessageType)header.Type == SQPMessageType.QueryResponse) { reader.Reset(); var rsp = new SQP.ServerInfo(); rsp.FromStream(ref reader); Debug.Log(string.Format("ServerName: {0}, BuildId: {1}, Current Players: {2}, Max Players: {3}, GameType: {4}, Map: {5}, Port: {6}", rsp.ServerInfoData.ServerName, rsp.ServerInfoData.BuildId, (ushort)rsp.ServerInfoData.CurrentPlayers, (ushort)rsp.ServerInfoData.MaxPlayers, rsp.ServerInfoData.GameType, rsp.ServerInfoData.Map, (ushort)rsp.ServerInfoData.Port)); m_State = SQPClientState.Success; StartTime = NetworkUtils.stopwatch.ElapsedMilliseconds; } break; default: break; } } } var now = NetworkUtils.stopwatch.ElapsedMilliseconds; if (now - StartTime > 1000000) { Debug.Log("Failed"); m_State = SQPClientState.Failure; } }
public void Update() { if (m_Socket.Poll(0, SelectMode.SelectRead)) { int read = m_Socket.ReceiveFrom(m_Buffer, m_Buffer.Length, SocketFlags.None, ref endpoint); if (read > 0) { // Transfer incoming data in m_Buffer into a DataStreamReader var writer = new DataStreamWriter(m_Buffer.Length, Unity.Collections.Allocator.Temp); writer.Write(m_Buffer, read); var reader = new DataStreamReader(writer, 0, read); var ctx = default(DataStreamReader.Context); var header = new SQPHeader(); header.FromStream(reader, ref ctx); foreach (var q in m_Queries) { if (q.m_Server == null || !endpoint.Equals(q.m_Server)) { continue; } switch (q.m_State) { case SQPClientState.Idle: // Just ignore if we get extra data break; case SQPClientState.WaitingForChallange: if ((SQPMessageType)header.Type == SQPMessageType.ChallangeResponse) { q.ChallangeId = header.ChallangeId; q.RTT = NetworkUtils.stopwatch.ElapsedMilliseconds - q.StartTime; // We restart timer so we can get an RTT that is an average between two measurements q.StartTime = NetworkUtils.stopwatch.ElapsedMilliseconds; SendServerInfoQuery(q); } break; case SQPClientState.WaitingForResponse: if ((SQPMessageType)header.Type == SQPMessageType.QueryResponse) { ctx = default(DataStreamReader.Context); q.m_ServerInfo.FromStream(reader, ref ctx); // We report the average of two measurements q.RTT = (q.RTT + (NetworkUtils.stopwatch.ElapsedMilliseconds - q.StartTime)) / 2; /* * GameDebug.Log(string.Format("ServerName: {0}, BuildId: {1}, Current Players: {2}, Max Players: {3}, GameType: {4}, Map: {5}, Port: {6}", * m_ServerInfo.ServerInfoData.ServerName, * m_ServerInfo.ServerInfoData.BuildId, * (ushort)m_ServerInfo.ServerInfoData.CurrentPlayers, * (ushort)m_ServerInfo.ServerInfoData.MaxPlayers, * m_ServerInfo.ServerInfoData.GameType, * m_ServerInfo.ServerInfoData.Map, * (ushort)m_ServerInfo.ServerInfoData.Port)); */ q.validResult = true; q.m_State = SQPClientState.Idle; } break; default: break; } } } } foreach (var q in m_Queries) { // Timeout if stuck in any state but idle for too long if (q.m_State != SQPClientState.Idle) { var now = NetworkUtils.stopwatch.ElapsedMilliseconds; if (now - q.StartTime > 3000) { q.m_State = SQPClientState.Idle; } } } }
private TransportProvider<EndPoint> IdentifyClient(EndPoint remoteEndPoint) { IPEndPoint remoteIPEndPoint = remoteEndPoint as IPEndPoint; IPEndPoint clientIPEndPoint; foreach (TransportProvider<EndPoint> client in m_clientInfoLookup.Values.Select(clientInfo => clientInfo.Client)) { clientIPEndPoint = client.Provider as IPEndPoint; switch (m_clientIdentificationMode) { case ClientIdentificationMode.IP: if ((object)remoteIPEndPoint != null && (object)clientIPEndPoint != null) { if (remoteIPEndPoint.Address.Equals(clientIPEndPoint.Address)) return client; } break; case ClientIdentificationMode.Port: if ((object)remoteIPEndPoint != null && (object)clientIPEndPoint != null) { if (remoteIPEndPoint.Port == clientIPEndPoint.Port) return client; } break; case ClientIdentificationMode.EndPoint: if (remoteEndPoint.Equals(client.Provider)) return client; break; } } return null; }
public unsafe void Update() { if (m_Socket.Poll(0, SelectMode.SelectRead)) { int read = m_Socket.ReceiveFrom(m_Buffer, BufferSize, SocketFlags.None, ref endpoint); if (read > 0) { var buffer = new DataStreamWriter(BufferSize, Allocator.Temp); buffer.Write(m_Buffer, read); var reader = new DataStreamReader(buffer, 0, read); var readerCtx = default(DataStreamReader.Context); var header = new SQPHeader(); header.FromStream(reader, ref readerCtx); switch (m_State) { case SQPClientState.Idle: break; case SQPClientState.WaitingForChallange: if ((SQPMessageType)header.Type == SQPMessageType.ChallangeResponse) { if (endpoint.Equals(m_Server)) { ChallangeId = header.ChallangeId; SendServerInfoQuery(); } } break; case SQPClientState.WaitingForResponse: if ((SQPMessageType)header.Type == SQPMessageType.QueryResponse) { readerCtx = default(DataStreamReader.Context); var rsp = new SQP.ServerInfo(); rsp.FromStream(reader, ref readerCtx); Debug.Log(string.Format("ServerName: {0}, BuildId: {1}, Current Players: {2}, Max Players: {3}, GameType: {4}, Map: {5}, Port: {6}", rsp.ServerInfoData.ServerName, rsp.ServerInfoData.BuildId, (ushort)rsp.ServerInfoData.CurrentPlayers, (ushort)rsp.ServerInfoData.MaxPlayers, rsp.ServerInfoData.GameType, rsp.ServerInfoData.Map, (ushort)rsp.ServerInfoData.Port)); m_State = SQPClientState.Idle; StartTime = m_Timer.ElapsedMilliseconds; } break; default: break; } buffer.Dispose(); } } var now = m_Timer.ElapsedMilliseconds; if (now - StartTime > 1000000) { Debug.Log("Failed"); m_State = SQPClientState.Failure; } }
private int getClientsPosition(EndPoint remoteEndPoint) { for (int i = 0; i < clientList.Count; i++) { if (remoteEndPoint.Equals(clientList[i].IPAddress)) { return i; } } return -1; }
public static bool doConnect(Socket fd, EndPoint addr) { repeatConnect: try { // // Even though we are on the client side, the call to Bind() // is necessary to work around a .NET bug: if a socket is // connected non-blocking, the LocalEndPoint and RemoteEndPoint // properties are null. The call to Bind() fixes this. // IPAddress any = fd.AddressFamily == AddressFamily.InterNetworkV6 ? IPAddress.IPv6Any : IPAddress.Any; fd.Bind(new IPEndPoint(any, 0)); IAsyncResult result = fd.BeginConnect(addr, null, null); if(!result.CompletedSynchronously) { return false; } fd.EndConnect(result); } catch(SocketException ex) { if(interrupted(ex)) { goto repeatConnect; } closeSocketNoThrow(fd); if(connectionRefused(ex)) { throw new Ice.ConnectionRefusedException(ex); } else { throw new Ice.ConnectFailedException(ex); } } // // On Windows, we need to set the socket's blocking status again // after the asynchronous connect. Seems like a bug in .NET. // setBlock(fd, fd.Blocking); if(AssemblyUtil.platform_ == AssemblyUtil.Platform.NonWindows) { // // Prevent self connect (self connect happens on Linux when a client tries to connect to // a server which was just deactivated if the client socket re-uses the same ephemeral // port as the server). // if(addr.Equals(getLocalAddress(fd))) { throw new Ice.ConnectionRefusedException(); } } return true; }