Example #1
0
 public ByteArraySegment(ByteArraySegment otherSegment, int offset)
 {
     m_innerBuffer = otherSegment.m_innerBuffer;
     Offset = otherSegment.Offset + offset;
 }
Example #2
0
 public void CopyTo(ByteArraySegment otherSegment, int toCopy)
 {
     CopyTo(0, otherSegment, 0, toCopy);
 }
Example #3
0
 public void CopyTo(int fromOffset, ByteArraySegment dest, int destOffset, int toCopy)
 {
     Buffer.BlockCopy(m_innerBuffer, Offset + fromOffset, dest.m_innerBuffer, dest.Offset + destOffset, toCopy);
 }
Example #4
0
        private int Write(ByteArraySegment data, int size)
        {
            int nbytes = 0;
            try
            {
                nbytes = m_handle.Send((byte[]) data, data.Offset, size, SocketFlags.None);
            }
            catch (SocketException ex)
            {
                //  If not a single byte can be written to the socket in non-blocking mode
                //  we'll get an error (this may happen during the speculative write).
                if (ex.SocketErrorCode == SocketError.WouldBlock)
                {
                    return 0;
                }
                else if ((
                         	ex.SocketErrorCode == SocketError.NetworkDown ||
                         	ex.SocketErrorCode == SocketError.NetworkReset ||
                         	ex.SocketErrorCode == SocketError.HostUnreachable ||
                         	ex.SocketErrorCode == SocketError.ConnectionAborted ||
                         	ex.SocketErrorCode == SocketError.TimedOut ||
                         	ex.SocketErrorCode == SocketError.ConnectionReset))
                {
                    return -1;
                }
                else
                {
                    Debug.Assert(false);
                }
            }

            return nbytes;
        }
Example #5
0
        private bool Handshake()
        {
            Debug.Assert(m_handshaking);

            //  Receive the greeting.
            while (m_greetingBytesRead < GreetingSize)
            {
                ByteArraySegment greetingSegment = new ByteArraySegment(m_greeting, m_greetingBytesRead);

                int n = Read(greetingSegment, GreetingSize - m_greetingBytesRead);
                if (n == -1)
                {
                    Error();
                    return false;
                }

                if (n == 0)
                    return false;

                m_greetingBytesRead += n;

                //  We have received at least one byte from the peer.
                //  If the first byte is not 0xff, we know that the
                //  peer is using unversioned protocol.
                if (m_greeting[0] != 0xff)
                    break;

                if (m_greetingBytesRead < 10)
                    continue;

                //  Inspect the right-most bit of the 10th byte (which coincides
                //  with the 'flags' field if a regular message was sent).
                //  Zero indicates this is a header of identity message
                //  (i.e. the peer is using the unversioned protocol).
                if ((m_greeting[9] & 0x01) == 0)
                    break;

                //  The peer is using versioned protocol.
                //  Send the rest of the greeting, if necessary.
                if (!(((byte[]) m_outpos) == ((byte[]) m_greetingOutputBuffer) &&
                      m_outpos.Offset + m_outsize == GreetingSize))
                {
                    if (m_outsize == 0)
                        m_ioObject.SetPollout(m_handle);

                    m_outpos[m_outsize++] = 1; // Protocol version
                    m_outpos[m_outsize++] = (byte) m_options.SocketType;
                }
            }

            //  Is the peer using the unversioned protocol?
            //  If so, we send and receive rests of identity
            //  messages.
            if (m_greeting[0] != 0xff || (m_greeting[9] & 0x01) == 0)
            {
                m_encoder = new Encoder(Config.OutBatchSize);
                m_encoder.SetMsgSource(m_session);

                m_decoder = new Decoder(Config.InBatchSize, m_options.Maxmsgsize);

                m_decoder.SetMsgSink(m_session);

                //  We have already sent the message header.
                //  Since there is no way to tell the encoder to
                //  skip the message header, we simply throw that
                //  header data away.
                int headerSize = m_options.IdentitySize + 1 >= 255 ? 10 : 2;
                byte[] tmp = new byte[10];
                ByteArraySegment bufferp = new ByteArraySegment(tmp);

                int bufferSize = headerSize;

                m_encoder.GetData(ref bufferp, ref bufferSize);

                Debug.Assert(bufferSize == headerSize);

                //  Make sure the decoder sees the data we have already received.
                m_inpos = new ByteArraySegment(m_greeting);
                m_insize = m_greetingBytesRead;

                //  To allow for interoperability with peers that do not forward
                //  their subscriptions, we inject a phony subsription
                //  message into the incomming message stream. To put this
                //  message right after the identity message, we temporarily
                //  divert the message stream from session to ourselves.
                if (m_options.SocketType == ZmqSocketType.Pub || m_options.SocketType == ZmqSocketType.Xpub)
                    m_decoder.SetMsgSink(this);
            }
            else if (m_greeting[VersionPos] == 0)
            {
                //  ZMTP/1.0 framing.
                m_encoder = new Encoder(Config.OutBatchSize);
                m_encoder.SetMsgSource(m_session);

                m_decoder = new Decoder(Config.InBatchSize, m_options.Maxmsgsize);
                m_decoder.SetMsgSink(m_session);
            }
            else
            {
                //  v1 framing protocol.
                m_encoder = new V1Encoder(Config.OutBatchSize, m_session);

                m_decoder = new V1Decoder(Config.InBatchSize, m_options.Maxmsgsize, m_session);
            }
            // Start polling for output if necessary.
            if (m_outsize == 0)
                m_ioObject.SetPollout(m_handle);

            //  Handshaking was successful.
            //  Switch into the normal message flow.
            m_handshaking = false;

            return true;
        }
Example #6
0
        public void Plug(IOThread ioThread,
            SessionBase session)
        {
            Debug.Assert(!m_plugged);
            m_plugged = true;

            //  Connect to session object.
            Debug.Assert(m_session == null);
            Debug.Assert(session != null);
            m_session = session;
            m_socket = m_session.Socket;

            m_ioObject = new IOObject(null);
            m_ioObject.SetHandler(this);
            //  Connect to I/O threads poller object.
            m_ioObject.Plug(ioThread);
            m_ioObject.AddFd(m_handle);

            //  Send the 'length' and 'flags' fields of the identity message.
            //  The 'length' field is encoded in the long format.

            m_greetingOutputBuffer[m_outsize++] = ((byte) 0xff);
            m_greetingOutputBuffer.PutLong((long) m_options.IdentitySize + 1, 1);
            m_outsize += 8;
            m_greetingOutputBuffer[m_outsize++] = ((byte) 0x7f);

            m_outpos = new ByteArraySegment(m_greetingOutputBuffer);

            m_ioObject.SetPollin(m_handle);
            m_ioObject.SetPollout(m_handle);

            //  Flush all the data that may have been already received downstream.
            InEvent();
        }
Example #7
0
        public void OutEvent()
        {
            //  If write buffer is empty, try to read new data from the encoder.
            if (m_outsize == 0)
            {
                m_outpos = null;
                m_encoder.GetData(ref m_outpos, ref m_outsize);

                //  If there is no data to send, stop polling for output.
                if (m_outsize == 0)
                {
                    m_ioObject.ResetPollout(m_handle);

                    return;
                }
            }

            //  If there are any data to write in write buffer, write as much as
            //  possible to the socket. Note that amount of data to write can be
            //  arbitratily large. However, we assume that underlying TCP layer has
            //  limited transmission buffer and thus the actual number of bytes
            //  written should be reasonably modest.
            int nbytes = Write(m_outpos, m_outsize);

            //  IO error has occurred. We stop waiting for output events.
            //  The engine is not terminated until we detect input error;
            //  this is necessary to prevent losing incomming messages.
            if (nbytes == -1)
            {
                m_ioObject.ResetPollout(m_handle);
                return;
            }

            m_outpos.AdvanceOffset(nbytes);
            m_outsize -= nbytes;

            //  If we are still handshaking and there are no data
            //  to send, stop polling for output.
            if (m_handshaking)
                if (m_outsize == 0)
                    m_ioObject.ResetPollout(m_handle);
        }