Exemple #1
0
        // the thread function
        // (static to reduce state for maximum reliability)
        static void ThreadFunction(TcpClient client, string ip, int port, SafeQueue <Message> messageQueue)
        {
            // absolutely must wrap with try/catch, otherwise thread
            // exceptions are silent
            try
            {
                // connect (blocking)
                // (NoDelay disables nagle algorithm. lowers CPU% and latency)
                client.NoDelay = true;
                client.Connect(ip, port);

                // run the receive loop
                ReceiveLoop(0, client, messageQueue);
            }
            catch (SocketException exception)
            {
                // this happens if (for example) the ip address is correct
                // but there is no server running on that ip/port
                Logger.Log("Client: failed to connect to ip=" + ip + " port=" + port + " reason=" + exception);

                // add 'Disconnected' event to message queue so that the caller
                // knows that the Connect failed. otherwise they will never know
                messageQueue.Enqueue(new Message(0, EventType.Disconnected, null, 0));
            }
            catch (Exception exception)
            {
                // something went wrong. probably important.
                Logger.LogError("Client Exception: " + exception);
            }

            // if we got here then we are done. ReceiveLoop cleans up already,
            // but we may never get there if connect fails. so let's clean up
            // here too.
            client.Close();
        }
        protected static void SendLoop(int connectionId, TcpClient client, SafeQueue <byte[]> sendQueue,
                                       ManualResetEvent sendPending)
        {
            NetworkStream stream = client.GetStream();

            try
            {
                while (client.Connected)
                {
                    sendPending.Reset();

                    byte[][] messages;
                    if (sendQueue.TryDequeueAll(out messages))
                    {
                        if (!SendMessagesBlocking(stream, messages))
                        {
                            return;
                        }
                    }

                    sendPending.WaitOne();
                }
            }
            catch (ThreadAbortException) { }
            catch (ThreadInterruptedException) { }
            catch (Exception exception)
            {
                Logger.Log("SendLoop Exception: connectionId=" + connectionId + " reason: " + exception);
            }
        }
Exemple #3
0
        // thread send function
        // note: we really do need one per connection, so that if one connection
        //       blocks, the rest will still continue to get sends
        protected static void SendLoop(int connectionId, TcpClient client, SafeQueue <byte[]> sendQueue, ManualResetEvent sendPending)
        {
            // get NetworkStream from client
            NetworkStream stream = client.GetStream();

            try
            {
                // (Yurgis) while (client.Connected) // try this. client will get closed eventually.
                while (true)
                {
                    // reset ManualResetEvent before we do anything else. this
                    // way there is no race condition. if Send() is called again
                    // while in here then it will be properly detected next time
                    // -> otherwise Send might be called right after dequeue but
                    //    before .Reset, which would completely ignore it until
                    //    the next Send call.
                    sendPending.Reset(); // WaitOne() blocks until .Set() again

                    // dequeue all
                    // SafeQueue.TryDequeueAll is twice as fast as
                    // ConcurrentQueue, see SafeQueue.cs!
                    byte[][] messages;
                    if (sendQueue.TryDequeueAll(out messages))
                    {
                        // send message (blocking) or stop if stream is closed
                        if (!SendMessagesBlocking(stream, messages))
                        {
                            // (Yurgis)
                            if (stream.CanWrite == false)
                            {
                                Logger.LogWarning("SendLoop(): EXIT because....");
                                return;
                            }
                        }
                    }

                    // don't choke up the CPU: wait until queue not empty anymore
                    sendPending.WaitOne();
                }
            }
            catch (ThreadAbortException)
            {
                // happens on stop. don't log anything.
                Logger.LogWarning($"SendLoop() Conn #{connectionId}: ThreadAbortException");
            }
            catch (ThreadInterruptedException)
            {
                // happens if receive thread interrupts send thread.
                Logger.LogWarning($"SendLoop() Conn #{connectionId}: ThreadInterruptedException");
            }
            catch (Exception exception)
            {
                // something went wrong. the thread was interrupted or the
                // connection closed or we closed our own connection or ...
                // -> either way we should stop gracefully
                Logger.Log("SendLoop Exception: connectionId=" + connectionId + " reason: " + exception);
            }
        }
Exemple #4
0
        // thread send function
        // note: we really do need one per connection, so that if one connection
        //       blocks, the rest will still continue to get sends
        protected static void SendLoop(int connectionId, TcpClient client, SafeQueue <byte[]> sendQueue, ManualResetEvent sendPending)
        {
            // get NetworkStream from client
            NetworkStream stream = client.GetStream();

            try {
                // try this. client will get closed eventually.
                while (client.Connected)
                {
                    // reset ManualResetEvent before we do anything else. this
                    // way there is no race condition. if Send() is called again
                    // while in here then it will be properly detected next time
                    // -> otherwise Send might be called right after dequeue but
                    //    before .Reset, which would completely ignore it until
                    //    the next Send call.
                    // WaitOne() blocks until .Set() again
                    sendPending.Reset();

                    // dequeue all
                    // SafeQueue.TryDequeueAll is twice as fast as
                    // ConcurrentQueue, see SafeQueue.cs!
                    byte[][] messages;
                    if (sendQueue.TryDequeueAll(out messages))
                    {
                        // send message (blocking) or stop if stream is closed
                        if (!SendMessagesBlocking(stream, messages))
                        {
                            // break instead of return so stream close still happens!
                            break;
                        }
                    }

                    // don't choke up the CPU: wait until queue not empty anymore
                    sendPending.WaitOne();
                }
            } catch (ThreadAbortException) {
                // happens on stop. don't log anything.
            } catch (ThreadInterruptedException) {
                // happens if receive thread interrupts send thread.
            } catch (Exception exception) {
                // something went wrong. the thread was interrupted or the
                // connection closed or we closed our own connection or ...
                // -> either way we should stop gracefully
                Logger.Log("SendLoop Exception: connectionId=" + connectionId + " reason: " + exception);
            } finally {
                // clean up no matter what
                // we might get SocketExceptions when sending if the 'host has
                // failed to respond' - in which case we should close the connection
                // which causes the ReceiveLoop to end and fire the Disconnected
                // message. otherwise the connection would stay alive forever even
                // though we can't send anymore.
                stream.Close();
                client.Close();
            }
        }
Exemple #5
0
        // the thread function
        void ReceiveThreadFunction(string ip, int port)
        {
            // absolutely must wrap with try/catch, otherwise thread
            // exceptions are silent
            try
            {
                // connect (blocking)
                client.Connect(ip, port);
                _Connecting = false;

                // create send queue for this client
                SafeQueue <byte[]> sendQueue = new SafeQueue <byte[]>();
                sendQueues.Add(0, sendQueue);

                // start send thread only after connected
                sendThread = new Thread(() => { SendLoop(0, client, sendQueue); });
                sendThread.IsBackground = true;
                sendThread.Start();

                // run the receive loop
                ReceiveLoop(0, client, receiveQueue);
            }
            catch (SocketException exception)
            {
                // this happens if (for example) the ip address is correct
                // but there is no server running on that ip/port
                Logger.Log("Client Recv: failed to connect to ip=" + ip + " port=" + port + " reason=" + exception);

                // add 'Disconnected' event to message queue so that the caller
                // knows that the Connect failed. otherwise they will never know
                receiveQueue.Enqueue(new Message(0, EventType.Disconnected, null));
            }
            catch (Exception exception)
            {
                // something went wrong. probably important.
                Logger.LogError("Client Recv Exception: " + exception);
            }

            // try interrupting send thread after receive thread
            // ends, just to be sure
            if (sendThread != null)
            {
                sendThread.Interrupt();
            }

            // Connect might have failed. thread might have been closed.
            // let's reset connecting state no matter what.
            _Connecting = false;

            // if we got here then we are done. ReceiveLoop cleans up already,
            // but we may never get there if connect fails. so let's clean up
            // here too.
            client.Close();
        }
Exemple #6
0
        // thread send function
        // note: we really do need one per connection, so that if one connection
        //       blocks, the rest will still continue to get sends
        protected static void SendLoop(int connectionId, TcpClient client, SafeQueue <byte[]> sendQueue)
        {
            // get NetworkStream from client
            NetworkStream stream = client.GetStream();

            try
            {
                while (client.Connected) // try this. client will get closed eventually.
                {
                    // dequeue all
                    byte[][] messages;
                    if (sendQueue.TryDequeueAll(out messages))
                    {
                        // send message (blocking) or stop if stream is closed
                        if (!SendMessagesBlocking(stream, messages))
                        {
                            return;
                        }
                    }

                    // don't choke up the CPU: wait until queue not empty anymore
                    sendQueue.notEmpty.WaitOne();
                }
            }
            catch (ThreadAbortException)
            {
                // happens on stop. don't log anything.
            }
            catch (Exception exception)
            {
                // something went wrong. the thread was interrupted or the
                // connection closed or we closed our own connection or ...
                // -> either way we should stop gracefully
                Logger.Log("SendLoop Exception: connectionId=" + connectionId + " reason: " + exception);
            }
        }
Exemple #7
0
        // thread receive function is the same for client and server's clients
        // (static to reduce state for maximum reliability)
        protected static void ReceiveLoop(int connectionId, TcpClient client, SafeQueue <Message> messageQueue)
        {
            // get NetworkStream from client
            NetworkStream stream = client.GetStream();

            // keep track of last message queue warning
            DateTime messageQueueLastWarning = DateTime.Now;

            // absolutely must wrap with try/catch, otherwise thread exceptions
            // are silent
            try
            {
                // add connected event to queue with ip address as data in case
                // it's needed
                messageQueue.Enqueue(new Message(connectionId, EventType.Connected, null, 0));

                // let's talk about reading data.
                // -> normally we would read as much as possible and then
                //    extract as many <size,content>,<size,content> messages
                //    as we received this time. this is really complicated
                //    and expensive to do though
                // -> instead we use a trick:
                //      Read(2) -> size
                //        Read(size) -> content
                //      repeat
                //    Read is blocking, but it doesn't matter since the
                //    best thing to do until the full message arrives,
                //    is to wait.
                // => this is the most elegant AND fast solution.
                //    + no resizing
                //    + no extra allocations, just one for the content
                //    + no crazy extraction logic
                while (true)
                {
                    byte[] content = ByteArrayPool.Take();
                    // read the next message (blocking) or stop if stream closed
                    if (!ReadMessageBlocking(stream, content, out int size))
                    {
                        break;
                    }

                    // queue it
                    messageQueue.Enqueue(new Message(connectionId, EventType.Data, content, size));
                    // it is now up to the developer to Dispose the message to return the
                    // buffer to the pool.

                    // and show a warning if the queue gets too big
                    // -> we don't want to show a warning every single time,
                    //    because then a lot of processing power gets wasted on
                    //    logging, which will make the queue pile up even more.
                    // -> instead we show it every 10s, so that the system can
                    //    use most it's processing power to hopefully process it.
                    if (messageQueue.Count > MessageQueueSizeWarning)
                    {
                        TimeSpan elapsed = DateTime.Now - messageQueueLastWarning;
                        if (elapsed.TotalSeconds > 10)
                        {
                            Logger.LogWarning("ReceiveLoop: messageQueue is getting big(" + messageQueue.Count + "), try calling GetNextMessage more often. You can call it more than once per frame!");
                            messageQueueLastWarning = DateTime.Now;
                        }
                    }
                }
            }
            catch (Exception exception)
            {
                // something went wrong. the thread was interrupted or the
                // connection closed or we closed our own connection or ...
                // -> either way we should stop gracefully
                Logger.Log("ReceiveLoop: finished receive function for connectionId=" + connectionId + " reason: " + exception);
            }

            // if we got here then either the client while loop ended, or an
            // exception happened. disconnect
            messageQueue.Enqueue(new Message(connectionId, EventType.Disconnected, null, 0));

            // clean up no matter what
            stream.Close();
            client.Close();
        }
Exemple #8
0
        // the listener thread's listen function
        // note: no maxConnections parameter. high level API should handle that.
        //       (Transport can't send a 'too full' message anyway)
        void Listen(int port)
        {
            // absolutely must wrap with try/catch, otherwise thread
            // exceptions are silent
            try
            {
                // start listener
                listener = new TcpListener(new IPEndPoint(IPAddress.Any, port));
                listener.Server.NoDelay     = NoDelay;
                listener.Server.SendTimeout = SendTimeout;
                listener.Start();
                Logger.Log("Server: listening port=" + port);

                // keep accepting new clients
                while (true)
                {
                    // wait and accept new client
                    // note: 'using' sucks here because it will try to
                    // dispose after thread was started but we still need it
                    // in the thread
                    TcpClient client = listener.AcceptTcpClient();

                    // generate the next connection id (thread safely)
                    int connectionId = NextConnectionId();

                    // spawn a send thread for each client
                    Thread sendThread = new Thread(() =>
                    {
                        // wrap in try-catch, otherwise Thread exceptions
                        // are silent
                        try
                        {
                            // create send queue immediately
                            SafeQueue <byte[]> sendQueue = new SafeQueue <byte[]>();
                            sendQueues[connectionId]     = sendQueue;

                            // run the send loop
                            SendLoop(connectionId, client, sendQueue);

                            // remove queue from queues afterwards
                            sendQueues.TryRemove(connectionId, out SafeQueue <byte[]> _);
                        }
                        catch (ThreadAbortException)
                        {
                            // happens on stop. don't log anything.
                            // (we catch it in SendLoop too, but it still gets
                            //  through to here when aborting. don't show an
                            //  error.)
                        }
                        catch (Exception exception)
                        {
                            Logger.LogError("Server send thread exception: " + exception);
                        }
                    });
                    sendThread.IsBackground = true;
                    sendThread.Start();

                    // spawn a receive thread for each client
                    Thread receiveThread = new Thread(() =>
                    {
                        // wrap in try-catch, otherwise Thread exceptions
                        // are silent
                        try
                        {
                            // add to dict immediately
                            clients[connectionId] = client;

                            // run the receive loop
                            ReceiveLoop(connectionId, client, receiveQueue);

                            // remove client from clients dict afterwards
                            clients.TryRemove(connectionId, out TcpClient _);
                        }
                        catch (Exception exception)
                        {
                            Logger.LogError("Server client thread exception: " + exception);
                        }
                    });
                    receiveThread.IsBackground = true;
                    receiveThread.Start();
                }
            }
            catch (ThreadAbortException exception)
            {
                // UnityEditor causes AbortException if thread is still
                // running when we press Play again next time. that's okay.
                Logger.Log("Server thread aborted. That's okay. " + exception);
            }
            catch (SocketException exception)
            {
                // calling StopServer will interrupt this thread with a
                // 'SocketException: interrupted'. that's okay.
                Logger.Log("Server Thread stopped. That's okay. " + exception);
            }
            catch (Exception exception)
            {
                // something went wrong. probably important.
                Logger.LogError("Server Exception: " + exception);
            }
        }