/// <summary>
        /// This method begins accepting a client from the pending connections queue. In this method, the client is
        /// created and the IP address is checked for brute-force attacks. If the client is validated, then the server
        /// will begin receiving data packets from the client.
        /// </summary>
        /// <param name="result">Represents the status of an asynchronous operation.</param>
        public void AcceptConnection(IAsyncResult result)
        {
            try
            {
                // Accept the socket from the asynchronous result:
                Socket clientSocket = EndAccept(result);
                // Assign a new asynchronous state to the socket:
                AsynchronousState state = new AsynchronousState(clientSocket);
                if (OnClientConnect != null)
                {
                    OnClientConnect(state);
                }


                // Begin Receiving data and handling the client. If the exchange socket event is not null,
                // handle the key exchange for the packet cipher; else, accept data from the client.
                if (OnClientExchange != null)
                {
                    state.Buffer = new byte[EXCHANGE_BUFFER_SIZE];
                    state.Socket.BeginReceive(state.Buffer, 0, EXCHANGE_BUFFER_SIZE,
                                              SocketFlags.None, PrepareReceive, state);
                }
                else if (OnClientReceive != null)
                {
                    // The server does not process key exchange. Start receiving packets immediately.
                    state.Buffer = new byte[MAX_PACKET_SIZE];
                    state.Socket.BeginReceive(state.Buffer, 0, MAX_PACKET_SIZE,
                                              SocketFlags.None, AnnounceReceive, state);
                }
                else
                {
                    // There are no processing methods for this server!
                    Console.WriteLine("No processing methods defined for the " + Name);
                    clientSocket.Disconnect(false);
                }
            }
            catch (SocketException e)
            {
                // Was the connection issue a problem on the server's side or the client's side?
                if (e.SocketErrorCode != SocketError.Disconnecting &&
                    e.SocketErrorCode != SocketError.NotConnected &&
                    e.SocketErrorCode != SocketError.ConnectionReset &&
                    e.SocketErrorCode != SocketError.ConnectionAborted &&
                    e.SocketErrorCode != SocketError.Shutdown)
                {
                    Console.WriteLine(e);
                }
            }
            finally
            {
                BeginAccept(AcceptConnection, null);
            }
        }
Exemple #2
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 /// <summary>
 /// This method associates the socket with an IP address and a port. It does this by creating an IP endpoint using
 /// the local address and port, and requesting a remote IP endpoint using the specified IP address and port. It
 /// will make an attempt to connect to the server specified.
 /// </summary>
 /// <param name="ip">The IP address the client will attempt to connect to.</param>
 /// <param name="port">The port the socket will connect to.</param>
 public bool ConnectTo(string ip, int port)
 {
     try
     {
         // Make an attempt to connect to the server:
         AsynchronousState state = new AsynchronousState(this);
         BeginConnect(ip, port, CompleteConnect, state);
         state.Event.WaitOne();
         return(Connected);
     }
     catch /*(SocketException exception)*/ { /*Console.WriteLine(exception);*/ }
     return(false);
 }
        /// <summary>
        /// This method begins the client and server key exchange. The client sends key exchange data first, which is
        /// picked up by the server in this socket event and processed. Then, the exchange packet is sent back to the
        /// client so both the client and server have matching cipher keys, and packets are sent to the server.
        /// </summary>
        /// <param name="result">Represents the status of an asynchronous operation.</param>
        public void PrepareReceive(IAsyncResult result)
        {
            // Get the asynchronous state for the connection:
            AsynchronousState state = result.AsyncState as AsynchronousState;

            if (state != null && state.Socket != null && state.Socket.Connected)
            {
                try
                {
                    // Get the length of the incoming packet:
                    int      length   = state.Socket.EndReceive(result);
                    Passport passport = state.Client as Passport;
                    if (length > 0 && passport != null)
                    {
                        // Decrypt the exchange packet and assign variables:
                        passport.Packet = passport.Cipher != null?
                                          passport.Cipher.Decrypt(state.Buffer, length) : state.Buffer;

                        // Process the exchange, then start accepting data packets:
                        OnClientExchange(state);
                        state.Buffer = new byte[sizeof(PacketHeader)];
                        state.Socket.BeginReceive(state.Buffer, 0, sizeof(PacketHeader),
                                                  SocketFlags.None, AnnounceReceive, state);
                    }
                    else
                    {
                        state.Socket.Disconnect(false);
                    }
                }
                catch (SocketException e)
                {
                    // Was the connection issue a problem on the server's side or the client's side?
                    if (e.SocketErrorCode != SocketError.Disconnecting &&
                        e.SocketErrorCode != SocketError.NotConnected &&
                        e.SocketErrorCode != SocketError.ConnectionReset &&
                        e.SocketErrorCode != SocketError.ConnectionAborted &&
                        e.SocketErrorCode != SocketError.Shutdown)
                    {
                        Console.WriteLine(e);
                    }

                    // Is the client still connected?
                    if (state != null && state.Socket != null && state.Socket.Connected)
                    {
                        state.Socket.Disconnect(false);
                    }
                }
            }
Exemple #4
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        /// <summary>
        /// This method completes the connection attempt. If the attempt failed, an exception will be thrown; else,
        /// the connection event will be called and the client will begin sending data to and receiving data from the
        /// connected server.
        /// </summary>
        /// <param name="result">Represents the status of an asynchronous operation.</param>
        private void CompleteConnect(IAsyncResult result)
        {
            try
            {
                // Accept the socket from the asynchronous result:
                AsynchronousState state = result.AsyncState as AsynchronousState;

                // If the socket is valid, complete the connection attempt.
                if (state != null && state.Socket != null)
                {
                    // Complete the connection attempt:
                    try { state.Socket.EndConnect(result); }
                    catch /*(SocketException exception)*/ { /*Console.WriteLine(exception);*/ }
                    finally { state.Event.Set(); }

                    // If the connection was not successful, discontinue; else, handle the on connect event:
                    if (!state.Socket.Connected)
                    {
                        return;
                    }
                    if (OnClientConnect != null)
                    {
                        OnClientConnect(state);
                    }

                    // Begin receiving data from the server. If the exchange socket event is not null,
                    // handle the key exchange for the packet cipher; else, accept data from the server.
                    if (OnClientExchange != null)
                    {
                        state.Buffer = new byte[EXCHANGE_BUFFER_SIZE];
                        state.Socket.BeginReceive(state.Buffer, 0, EXCHANGE_BUFFER_SIZE,
                                                  SocketFlags.None, PrepareReceive, state);
                    }
                    else if (OnClientReceive != null)
                    {
                        //Console.WriteLine("Starting recv process...");
                        // The server does not process key exchange. Start receiving packets immediately.
                        state.Buffer = new byte[MAX_PACKET_SIZE];
                        state.Socket.BeginReceive(state.Buffer, 0, MAX_PACKET_SIZE,
                                                  SocketFlags.None, AnnounceReceive, state);
                    }
                    else
                    {
                        // There are no processing methods for this server!
                        Console.WriteLine("No processing methods defined for the " + Name);
                        state.Socket.Disconnect(false);
                    }
                }
            }
            catch (SocketException e)
            {
                // Was the connection issue a problem on the client's side or the server's side?
                if (e.SocketErrorCode != SocketError.Disconnecting &&
                    e.SocketErrorCode != SocketError.NotConnected &&
                    e.SocketErrorCode != SocketError.ConnectionReset &&
                    e.SocketErrorCode != SocketError.ConnectionAborted &&
                    e.SocketErrorCode != SocketError.Shutdown)
                {
                    Console.WriteLine(e);
                }
            }
        }
Exemple #5
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        /// <summary>
        /// This method begins accepting a client from the pending connections queue. In this method, the client is
        /// created and the IP address is checked for brute-force attacks. If the client is validated, then the server
        /// will begin receiving data packets from the client.
        /// </summary>
        /// <param name="result">Represents the status of an asynchronous operation.</param>
        public void AcceptConnection(IAsyncResult result)
        {
            try
            {
                // Accept the socket from the asynchronous result:
                Socket clientSocket = EndAccept(result);

                // If the socket is valid and the IP address was not found to be a brute-force attack on the socket's
                // security algorithm, accept the connection.
                if (clientSocket != null)
                {
                    // Assign a new asynchronous state to the socket:
                    AsynchronousState state = new AsynchronousState(clientSocket);
                    if (OnClientConnect != null)
                    {
                        OnClientConnect(state);
                    }

                    // Begin Receiving data and handling the client. If the exchange socket event is not null,
                    // handle the key exchange for the packet cipher; else, accept data from the client.
                    if (OnClientExchange != null)
                    {
                        state.Buffer = new byte[EXCHANGE_BUFFER_SIZE];
                        state.Socket.BeginReceive(state.Buffer, 0, EXCHANGE_BUFFER_SIZE,
                                                  SocketFlags.None, PrepareReceive, state);
                    }
                    else if (OnClientReceive != null)
                    {
                        // The server does not process key exchange. Start receiving packets immediately.
                        state.Buffer = new byte[sizeof(PacketHeader)];
                        state.Socket.BeginReceive(state.Buffer, 0, sizeof(PacketHeader),
                                                  SocketFlags.None, AnnounceReceive, state);
                    }
                    else
                    {
                        // There are no processing methods for this server!
                        Console.WriteLine("No processing methods defined for the " + Name);
                        clientSocket.Disconnect(false);
                    }
                }
                else if (clientSocket != null)
                {
                    // The connection wasn't authenticated, this connection is most likely part of a
                    // brute-force attack on the server's cipher algorithms. Kill the connection.
                    clientSocket.Disconnect(false);
                }
            }
            catch (SocketException e)
            {
                // Was the connection issue a problem on the server's side or the client's side?
                if (e.SocketErrorCode != SocketError.Disconnecting &&
                    e.SocketErrorCode != SocketError.NotConnected &&
                    e.SocketErrorCode != SocketError.ConnectionReset &&
                    e.SocketErrorCode != SocketError.ConnectionAborted &&
                    e.SocketErrorCode != SocketError.Shutdown)
                {
                    Console.WriteLine(e);
                }
            }
            finally { BeginAccept(AcceptConnection, null); }
        }