Exemple #1
0
        // note: original HLAPI HandleBytes function handled >1 message in a while loop, but this wasn't necessary
        //       anymore because NetworkServer/NetworkClient Update both use while loops to handle >1 data events per
        //       frame already.
        //       -> in other words, we always receive 1 message per Receive call, never two.
        //       -> can be tested easily with a 1000ms send delay and then logging amount received in while loops here
        //          and in NetworkServer/Client Update. HandleBytes already takes exactly one.
        /// <summary>
        /// This function allows custom network connection classes to process data from the network before it is passed to the application.
        /// </summary>
        /// <param name="buffer">The data received.</param>
        internal void TransportReceive(ArraySegment <byte> buffer, int channelId)
        {
            // unpack message
            using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(buffer))
            {
                try
                {
                    int msgType = MessagePacker.UnpackId(networkReader);

                    if (msgType == MessagePacker.GetId <NotifyPacket>())
                    {
                        // this is a notify message, send to the notify receive
                        NotifyPacket notifyPacket = networkReader.ReadNotifyPacket();
                        ReceiveNotify(notifyPacket, networkReader, channelId);
                    }
                    else
                    {
                        // try to invoke the handler for that message
                        InvokeHandler(msgType, networkReader, channelId);
                    }
                }
                catch (InvalidDataException ex)
                {
                    logger.Log(ex.ToString());
                }
                catch (Exception ex)
                {
                    logger.LogError("Closed connection: " + this + ". Invalid message " + ex);
                    Connection?.Disconnect();
                }
            }
        }
Exemple #2
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        public void HandleMessage(INetworkPlayer player, ArraySegment <byte> packet)
        {
            using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(packet))
            {
                // set ObjectLocator so that message can use NetworkIdentity
                networkReader.ObjectLocator = objectLocator;

                // protect against attackers trying to send invalid data packets
                // exception could be throw if:
                // - invalid headers
                // - invalid message ids
                // - invalid data causing exceptions
                // - negative ReadBytesAndSize prefixes
                // - invalid utf8 strings
                // - etc.
                //
                // if exception is caught, disconnect the attacker to stop any further attacks

                try
                {
                    int msgType = MessagePacker.UnpackId(networkReader);
                    InvokeHandler(player, msgType, networkReader);
                }
                catch (Exception e)
                {
                    string disconnectMessage = disconnectOnException ? $", Closed connection: {player}" : "";
                    logger.LogError($"{e.GetType()} in Message handler (see stack below){disconnectMessage}\n{e}");
                    if (disconnectOnException)
                    {
                        player.Disconnect();
                    }
                }
            }
        }
Exemple #3
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        internal void ReceiveNotify(NotifyPacket notifyPacket, NetworkReader networkReader, int channelId)
        {
            int sequenceDistance = (int)sequencer.Distance(notifyPacket.Sequence, receiveSequence);

            // sequence is so far out of bounds we can't save, just kick him (or her!)
            if (Math.Abs(sequenceDistance) > WINDOW_SIZE)
            {
                connection?.Disconnect();
                return;
            }

            // this message is old,  we already received
            // a newer or duplicate packet.  Discard it
            if (sequenceDistance <= 0)
            {
                return;
            }

            receiveSequence = notifyPacket.Sequence;

            if (sequenceDistance >= ACK_MASK_BITS)
            {
                receiveMask = 1;
            }
            else
            {
                receiveMask = (receiveMask << sequenceDistance) | 1;
            }

            AckPackets(notifyPacket.ReceiveSequence, notifyPacket.AckMask);

            int msgType = MessagePacker.UnpackId(networkReader);

            InvokeHandler(msgType, networkReader, channelId);

            if (Time.unscaledTime - lastNotifySentTime > NOTIFY_ACK_TIMEOUT)
            {
                SendNotify(new NotifyAck(), null, channelId);
            }
        }