Exemple #1
0
 /// <summary>
 /// Connect the Client to the given host server.
 /// </summary>
 public bool Connect()
 {
     //Set the internal tcpClient object
     tcpClient = new TcpClient();
     //tcpClient.NoDelay = true; // again.. for nagles... and its entirely too much to explain.
     try {
         //we leave the Client connection synchronous, to avoid timing issue with writes
         tcpClient.Connect(serverEndpoint);
         //get the network stream
         NetworkStream nStream = tcpClient.GetStream();
         //asynchronously read data
         ClientState state = new ClientState(tcpClient);
         nStream.BeginRead(state.Buffer, 0, state.Buffer.Length, readCallback, state);
         return true;
     } catch (Exception e) {
         //there was a problem connecting
         Log.Error(e.ToString());
         return false;
     }
 }
Exemple #2
0
 /// <summary>
 /// A verification response has been returned.
 /// </summary>
 /// <param id="state">The state object of the response.</param>
 private void verificationResponse(ClientState state)
 {
     SerializationEngine serializer = new SerializationEngine ();
     Verification vResponse = (Verification)serializer.Deserialize(state.GetDataArray());
     NodeID = vResponse.NodeID;
     HostName = vResponse.HostName;
     DPI = vResponse.DPI;
     CPUCount = vResponse.CPUCount;
     RunningJobs = vResponse.JobCount;
     TotalMemory = vResponse.TotalMemory;
     //make sure the assembly and domain listing is good
     foreach (string assembly in loadedAssemblies)
     {
         if(!loadedAssemblies.Contains(assembly)){
             loadedAssemblies.Add(assembly);
         }
     }
     foreach (string domain in loadedDomains)
     {
         if (!loadedDomains.Contains(domain))
         {
             loadedDomains.Add(domain);
         }
     }
 }
Exemple #3
0
 //----------------------Response Functions-----------------------//
 /// <summary>
 /// The sent message is of unknown type.
 /// </summary>
 /// <param id="state">The state object of the response.</param>
 private void unknowMessageType(ClientState state)
 {
     //TODO: handle unknown message type
 }
Exemple #4
0
 /// <summary>
 /// A distributed job has completed succesfully and this is the response.
 /// </summary>
 /// <param id="state">The state object of the response.</param>
 private void returnExecution(ClientState state)
 {
     SerializationEngine serializer = new SerializationEngine ();
     ExecutionResult res = (ExecutionResult)serializer.Deserialize(state.GetDataArray());
     DomainManager.ReturnExecution(res);
 }
Exemple #5
0
 /// <summary>
 /// Called when a denied execution response is sent.
 /// </summary>
 /// <param id="state">The state object of the response.</param>
 private void deniedExecution(ClientState state)
 {
     //TODO: handle denied execution.
 }
Exemple #6
0
 /// <summary>
 /// called when an assembly load message is returned
 /// </summary>
 /// <param id="state">The state object of the response.</param>
 private void assemblyLoaded(ClientState state)
 {
     assemblyLoadReset.Set();
 }
Exemple #7
0
        /// <summary>
        /// Callback fired after a read operation completed on the socket
        /// </summary>
        /// <param name="result">The result of the read.</param>
        private void readCallback(IAsyncResult result)
        {
            //Who wrote this method? I'm not claiming it... nope.

            int read = 0;
            NetworkStream nStream = null;

            try {
                //get the network stream
                nStream = tcpClient.GetStream();
                //end the read
                read = nStream.EndRead(result);
            } catch (ObjectDisposedException e) {
                Log.Error(e.ToString());
                //if the Client has been disposed, we set read to 0 to allow cleanup of the TCPClient
                read = 0;
            } catch (System.IO.IOException e) {
                //the client got disconnected, that is fine, we simply need to re open with the reconnect, that will happen with the verify interval
                Log.Warning("Client: '" + tcpClient.Client.AddressFamily.ToString() + "' disconnected! Exception: " + e.ToString());
                read = 0;
            }

                //get the server state object
                ClientState state = (ClientState)result.AsyncState;

                if (read > 0) {
                    state.PurgeBuffer(read);
                    //check if the message is fully recieved, if it is, create a new state object and pass that to the read,
                    // if not, continue the read with the same state object
                    if (state.IsFullyRecieved()) {
                        //need to redo all this below.. nto as efficient as I'd like
                        ClientState newState = new ClientState(state.Client);
                        byte[] excessData = state.CompleteAndTrim();
                        dispatch(state);
                        newState.PreSetData(excessData);
                        bool moreToProcess = newState.IsFullyRecieved();
                        if (moreToProcess) {
                            do {
                                //this is a terrible terrible process and needs to be rewritten.
                                ClientState newStateRepeat = new ClientState(state.Client);
                                newStateRepeat.PreSetData(excessData);
                                excessData = newStateRepeat.CompleteAndTrim();
                                dispatch(newStateRepeat);
                                newState.PreSetData(excessData);
                            } while (newState.IsFullyRecieved());
                            nStream.BeginRead(newState.Buffer, 0, ClientState.BufferSize, readCallback, newState);
                        } else {
                            nStream.BeginRead(newState.Buffer, 0, ClientState.BufferSize, readCallback, newState);
                        }
                    } else {
                        nStream.BeginRead(state.Buffer, 0, ClientState.BufferSize, readCallback, state);
                    }
                } else {
                    //socket has been closed... handle it
                    //TODO: handle socket close
                }
        }
Exemple #8
0
        /// <summary>
        /// Dispatches the recieved message to the appropriate object 
        /// </summary>
        /// <param name="state">The state object to be dispatched.</param>
        private void dispatch(ClientState state)
        {
            //first extract the message type from the message
            string messageType = state.GetMessageType();

            //if messageType is null we return the Unknowm message response
            if (messageType == null) {
                Write(MessageType.UNKOWN);
            }

            //find the corresponding message type in the listing and dispatch accordingly, or return Unknown message response
            if (dispatchList.ContainsKey(messageType)) {
                dispatchList[messageType].BeginInvoke(state, null, null);
            } else {
                Write(MessageType.UNKOWN);
            }
        }
Exemple #9
0
        /// <summary>
        /// Callback fired after a read operation completed on the socket
        /// </summary>
        /// <param name="result">The result of the read.</param>
        private void readCallback(IAsyncResult result)
        {
            //Who wrote this method? I'm not claiming it... nope.

            int           read    = 0;
            NetworkStream nStream = null;

            try {
                //get the network stream
                nStream = tcpClient.GetStream();
                //end the read
                read = nStream.EndRead(result);
            } catch (ObjectDisposedException e) {
                Log.Error(e.ToString());
                //if the Client has been disposed, we set read to 0 to allow cleanup of the TCPClient
                read = 0;
            } catch (System.IO.IOException e) {
                //the client got disconnected, that is fine, we simply need to re open with the reconnect, that will happen with the verify interval
                Log.Warning("Client: '" + tcpClient.Client.AddressFamily.ToString() + "' disconnected! Exception: " + e.ToString());
                read = 0;
            }


            //get the server state object
            ClientState state = (ClientState)result.AsyncState;

            if (read > 0)
            {
                state.PurgeBuffer(read);
                //check if the message is fully recieved, if it is, create a new state object and pass that to the read,
                // if not, continue the read with the same state object
                if (state.IsFullyRecieved())
                {
                    //need to redo all this below.. nto as efficient as I'd like
                    ClientState newState   = new ClientState(state.Client);
                    byte[]      excessData = state.CompleteAndTrim();
                    dispatch(state);
                    newState.PreSetData(excessData);
                    bool moreToProcess = newState.IsFullyRecieved();
                    if (moreToProcess)
                    {
                        do
                        {
                            //this is a terrible terrible process and needs to be rewritten.
                            ClientState newStateRepeat = new ClientState(state.Client);
                            newStateRepeat.PreSetData(excessData);
                            excessData = newStateRepeat.CompleteAndTrim();
                            dispatch(newStateRepeat);
                            newState.PreSetData(excessData);
                        } while (newState.IsFullyRecieved());
                        nStream.BeginRead(newState.Buffer, 0, ClientState.BufferSize, readCallback, newState);
                    }
                    else
                    {
                        nStream.BeginRead(newState.Buffer, 0, ClientState.BufferSize, readCallback, newState);
                    }
                }
                else
                {
                    nStream.BeginRead(state.Buffer, 0, ClientState.BufferSize, readCallback, state);
                }
            }
            else
            {
                //socket has been closed... handle it
                //TODO: handle socket close
            }
        }