Esempio n. 1
0
        public override void Send(IPEndPoint endPoint, byte[] buffer, int offset, int length, bool putBufferToPool)
        {
            ValidateLength(length);

            try
            {
                // Some implementations throw exception if sendto is called on a connected SOCK_DGRAM socket.
                if (!_connectedMode)
                {
                    SysSock.SendTo(buffer, offset, length, SocketFlags.None, endPoint);
                }
                else
                {
                    SysSock.Send(buffer, offset, length, SocketFlags.None);
                }
            }
            catch (SocketException se)
            {
                // Ignore harmless errors
                if (!HarmlessErrors.Contains(se.SocketErrorCode))
                {
                    _logger.Exception(se);
                    throw;
                }
            }
            finally
            {
                if (putBufferToPool)
                {
                    _buffersPool.Put(buffer);
                }
            }
        }
Esempio n. 2
0
 private void SendLoop()
 {
     while (!_closing)
     {
         var packet = _sendQueue.Take();
         try
         {
             if (!_connectedMode)
             {
                 // This is not working for iOS/MacOS after connect call
                 SysSock.SendTo(packet.Buffer, packet.Offset, packet.Length, SocketFlags.None, packet.EndPoint);
             }
             else
             {
                 SysSock.Send(packet.Buffer, packet.Offset, packet.Length, SocketFlags.None);
             }
         }
         catch (SocketException se)
         {
             // Ignore harmless errors
             if (!HarmlessErrors.Contains(se.SocketErrorCode))
             {
                 _excQueue.Add(se);
                 break;
             }
         }
         finally
         {
             if (packet.PutBufferToPool)
             {
                 _buffersPool.Put(packet.Buffer);
             }
         }
     }
 }
Esempio n. 3
0
        private void ReceiveLoop()
        {
            while (!_closing)
            {
                var      buffer      = _buffersPool.Get(MTUSafe);
                var      bufferInUse = false;
                EndPoint remoteEP    = _receiveEndPoint;
                try
                {
                    var bytesReceived = SysSock.ReceiveFrom(buffer, MTUSafe, SocketFlags.None, ref remoteEP);
                    //ntrf: On windows we will get EMSGSIZE error if message was truncated, but Mono on Unix will fill up the
                    //      whole buffer silently. We detect this case by allowing buffer to be slightly larger, than our typical
                    //      packet, and dropping any packet, that did fill the whole thing.
                    if (bytesReceived > 0 && bytesReceived <= MTU)
                    {
                        var packet = new ReceivedPacket();
                        packet.Buffer   = buffer;
                        packet.Offset   = 0;
                        packet.Length   = bytesReceived;
                        packet.EndPoint = (IPEndPoint)remoteEP;

                        bufferInUse = true;

                        _recvQueue.Add(packet);

                        if (_recvQueue.Count > RecvQueueLimit)
                        {
                            // Trash oldest
                            if (_recvQueue.TryTake(out packet))
                            {
                                _buffersPool.Put(packet.Buffer);
                            }
                        }
                    }
                    else
                    {
                        // If blocking call isn't actually blocking, sleep for a while
                        Thread.Sleep(10);
                    }
                }
                catch (SocketException se)
                {
                    // Ignore harmless errors
                    if (!HarmlessErrors.Contains(se.SocketErrorCode))
                    {
                        _excQueue.Add(se);
                        break;
                    }
                }

                if (!bufferInUse)
                {
                    _buffersPool.Put(buffer);
                }
            }
        }
Esempio n. 4
0
        public override void Send(IPEndPoint endPoint, byte[] buffer, int offset, int length, bool putBufferToPool)
        {
            ValidateLength(length);

            try
            {
                // Make sure socket is live
                if (!Begin())
                {
                    return;
                }

                SysSock.SendTo(buffer, offset, length, SocketFlags.None, endPoint);
            }
            catch (SocketException sx)
            {
                var err = sx.SocketErrorCode;

                // Ignore harmless errors
                if (!HarmlessErrors.Contains(err))
                {
                    _logger.Exception(sx);
                    End();

                    // Our socket might be killed by iOS
                    // Make sure we'll create a new one on our next call
                    if (err != SocketError.NotConnected)
                    {
                        throw sx;
                    }
                }
            }
            finally
            {
                if (putBufferToPool)
                {
                    _buffersPool.Put(buffer);
                }
            }
        }
Esempio n. 5
0
 public override void Send(byte[] buffer, int offset, int length, bool putBufferToPool)
 {
     try
     {
         // It uses Send instead of SendTo because SendTo seems not implemented in Unity on iOS
         SysSock.Send(buffer, offset, length, SocketFlags.None);
     }
     catch (SocketException se)
     {
         // Ignore harmless errors
         if (!HarmlessErrors.Contains(se.SocketErrorCode))
         {
             _logger.Exception(se);
             throw;
         }
     }
     finally
     {
         if (putBufferToPool)
         {
             _buffersPool.Put(buffer);
         }
     }
 }
Esempio n. 6
0
        public override bool Receive(ref ReceivedPacket packet)
        {
            try
            {
                if (SysSock.Available == 0)
                {
                    return(false);
                }
            }
            catch (SocketException se)
            {
                // Ignore harmless errors
                if (!HarmlessErrors.Contains(se.SocketErrorCode))
                {
                    _logger.Exception(se);
                    throw;
                }
            }

            var      buffer      = _buffersPool.Get(MTUSafe);
            var      bufferInUse = false;
            EndPoint remoteEP    = _remoteEndPoint;

            try
            {
                int bytesReceived = 0;
                if (_connectedMode)
                {
                    bytesReceived = SysSock.Receive(buffer, MTUSafe, SocketFlags.None);
                }
                else
                {
                    bytesReceived = SysSock.ReceiveFrom(buffer, MTUSafe, SocketFlags.None, ref remoteEP);
                }

                //ntrf: On windows we will get EMSGSIZE error if message was truncated, but Mono on Unix will fill up the
                //      whole buffer silently. We detect this case by allowing buffer to be slightly larger, than our typical
                //      packet, and dropping any packet, that did fill the whole thing.
                if (bytesReceived > 0 && bytesReceived <= MTU)
                {
                    packet.Buffer   = buffer;
                    bufferInUse     = true;
                    packet.Offset   = 0;
                    packet.Length   = bytesReceived;
                    packet.EndPoint = (IPEndPoint)remoteEP;

                    return(true);
                }
            }
            catch (SocketException se)
            {
                // Ignore harmless errors
                if (!HarmlessErrors.Contains(se.SocketErrorCode))
                {
                    _logger.Exception(se);
                    throw;
                }
            }
            finally
            {
                // We don't return buffer here if it is to be processed by client
                if (!bufferInUse)
                {
                    _buffersPool.Put(buffer);
                }
            }

            return(false);
        }
Esempio n. 7
0
        public override bool Receive(ref ReceivedPacket packet)
        {
            byte[] buffer      = null;
            var    bufferInUse = false;

            try
            {
                if (!Begin())
                {
                    return(false);
                }

                if (!SysSock.Poll(0, SelectMode.SelectRead))
                {
                    return(false);
                }

                buffer = _buffersPool.Get(MTUSafe);
                EndPoint remoteEP = _receiveEndPoint;

                var bytesReceived = SysSock.ReceiveFrom(buffer, MTUSafe, SocketFlags.None, ref remoteEP);
                //ntrf: On windows we will get EMSGSIZE error if message was truncated, but Mono on Unix will fill up the
                //      whole buffer silently. We detect this case by allowing buffer to be slightly larger, than our typical
                //      packet, and dropping any packet, that did fill the whole thing.
                if (bytesReceived > 0 && bytesReceived <= MTU)
                {
                    packet.Buffer   = buffer;
                    bufferInUse     = true;
                    packet.Offset   = 0;
                    packet.Length   = bytesReceived;
                    packet.EndPoint = (IPEndPoint)remoteEP;

                    return(true);
                }
            }
            catch (SocketException sx)
            {
                var err = sx.SocketErrorCode;

                // Ignore harmless errors
                // On Windows machines we might have a case of ICMP Port Unreachable being delivered,
                // which causes ECONNRESET on next receive call
                if (!HarmlessErrors.Contains(err))
                {
                    End();

                    // Our socket might be killed by iOS. Recreate the socket.
                    if (err != SocketError.NotConnected)
                    {
                        _logger.Exception(sx);
                        throw;
                    }
                }
            }
            finally
            {
                // We don't return buffer here if it is to be processed by client
                if (buffer != null && !bufferInUse)
                {
                    _buffersPool.Put(buffer);
                }
            }

            return(false);
        }