Esempio n. 1
0
        /// <summary>
        /// Callback method for asynchronous receive operation of handshake data.
        /// </summary>
        private void ReceiveHandshakeAsyncCallback(IAsyncResult asyncResult)
        {
            TransportProvider<Socket> tcpClient = (TransportProvider<Socket>)asyncResult.AsyncState;
            if (!asyncResult.IsCompleted)
            {
                // Handshake didn't complete in a timely fashion.
                TerminateConnection(tcpClient, false);
                OnHandshakeProcessTimeout();
            }
            else
            {
                // Received handshake data from client so we'll process it.
                try
                {
                    // Update statistics and pointers.
                    tcpClient.Statistics.UpdateBytesReceived(tcpClient.Provider.EndReceive(asyncResult));
                    tcpClient.ReceiveBufferLength = tcpClient.Statistics.LastBytesReceived;

                    if (tcpClient.Statistics.LastBytesReceived == 0)
                        // Client disconnected gracefully.
                        throw new SocketException((int)SocketError.Disconnecting);

                    // Process the received handshake message.
                    Payload.ProcessReceived(ref tcpClient.ReceiveBuffer, ref tcpClient.ReceiveBufferOffset, ref tcpClient.ReceiveBufferLength, Encryption, SharedSecret, Compression);

                    HandshakeMessage handshake = new HandshakeMessage();
                    if (handshake.Initialize(tcpClient.ReceiveBuffer, tcpClient.ReceiveBufferOffset, tcpClient.ReceiveBufferLength) != -1)
                    {
                        // Received handshake message could be parsed successfully.
                        if (handshake.ID != Guid.Empty)
                        {
                            // Send respond to the handshake message.
                            tcpClient.ID = handshake.ID;
                            handshake.ID = this.ServerID;
                            if (SecureSession)
                            {
                                // Create a secret key for ciphering client data.
                                tcpClient.Secretkey = Cipher.GenerateKey(260);
                                handshake.Secretkey = tcpClient.Secretkey;
                            }

                            // Prepare binary image of handshake response to be transmitted.
                            tcpClient.SendBuffer = handshake.BinaryImage;
                            tcpClient.SendBufferOffset = 0;
                            tcpClient.SendBufferLength = tcpClient.SendBuffer.Length;
                            Payload.ProcessTransmit(ref tcpClient.SendBuffer, ref tcpClient.SendBufferOffset, ref tcpClient.SendBufferLength, Encryption, SharedSecret, Compression);

                            // Transmit the prepared and processed handshake response message.
                            tcpClient.Provider.Send(tcpClient.SendBuffer);

                            // Handshake process is complete and client is considered connected.
                            lock (m_tcpClients)
                            {
                                m_tcpClients.Add(tcpClient.ID, tcpClient);
                            }
                            OnClientConnected(tcpClient.ID);
                            ReceivePayloadAsync(tcpClient);
                        }
                        else
                        {
                            // Authentication during handshake failed, so we terminate the client connection.
                            TerminateConnection(tcpClient, false);
                            OnHandshakeProcessUnsuccessful();
                        }
                    }
                    else
                    {
                        // Handshake message could not be parsed, so we terminate the client connection.
                        TerminateConnection(tcpClient, false);
                        OnHandshakeProcessUnsuccessful();
                    }
                }
                catch
                {
                    // Handshake process could not be completed most likely due to client disconnect.
                    TerminateConnection(tcpClient, false);
                    OnHandshakeProcessUnsuccessful();
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Callback method for asynchronous receive operation of handshake response data.
        /// </summary>
        private void ReceiveHandshakeAsyncCallback(IAsyncResult asyncResult)
        {
            TransportProvider<Socket> tcpClient = (TransportProvider<Socket>)asyncResult.AsyncState;
            if (!asyncResult.IsCompleted)
            {
                // Handshake response is not recevied in a timely fashion.
                TerminateConnection(tcpClient, false);
                OnHandshakeProcessTimeout();
            }
            else
            {
                // Received handshake response from server so we'll process it.
                try
                {
                    // Update statistics and pointers.
                    tcpClient.Statistics.UpdateBytesReceived(tcpClient.Provider.EndReceive(asyncResult));
                    tcpClient.ReceiveBufferLength = tcpClient.Statistics.LastBytesReceived;

                    if (tcpClient.Statistics.LastBytesReceived == 0)
                        // Client disconnected gracefully.
                        throw new SocketException((int)SocketError.Disconnecting);

                    // Process the received handshake response message.
                    Payload.ProcessReceived(ref tcpClient.ReceiveBuffer, ref tcpClient.ReceiveBufferOffset, ref tcpClient.ReceiveBufferLength, Encryption, SharedSecret, Compression);

                    HandshakeMessage handshake = new HandshakeMessage();
                    if (handshake.Initialize(tcpClient.ReceiveBuffer, tcpClient.ReceiveBufferOffset, tcpClient.ReceiveBufferLength) != -1)
                    {
                        // Received handshake response message could be parsed.
                        this.ServerID = handshake.ID;
                        tcpClient.Secretkey = handshake.Secretkey;

                        // Client is now considered to be connected to the server.
                        OnConnectionEstablished();
                        ReceivePayloadAsync(tcpClient);
                    }
                    else 
                    {
                        // Received handshake response message could not be parsed.
                        TerminateConnection(tcpClient, false);
                        OnHandshakeProcessUnsuccessful();
                    }
                }
                catch
                {
                    // This is most likely because the server forcibly disconnected the client.
                    TerminateConnection(tcpClient, false);
                    OnHandshakeProcessUnsuccessful();
                }
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Callback method for asynchronous receive operation of handshake data.
        /// </summary>
        private void ReceiveHandshakeAsyncCallback(IAsyncResult asyncResult)
        {
            TransportProvider<Socket> udpServer = (TransportProvider<Socket>)asyncResult.AsyncState;
            // Received handshake data from client so we'll process it.
            try
            {
                // Update statistics and pointers.
                EndPoint client = Transport.CreateEndPoint(string.Empty, 0);
                udpServer.Statistics.UpdateBytesReceived(udpServer.Provider.EndReceiveFrom(asyncResult, ref client));
                udpServer.ReceiveBufferLength = udpServer.Statistics.LastBytesReceived;

                // Process the received handshake message.
                Payload.ProcessReceived(ref udpServer.ReceiveBuffer, ref udpServer.ReceiveBufferOffset, ref udpServer.ReceiveBufferLength, Encryption, SharedSecret, Compression);

                HandshakeMessage handshake = new HandshakeMessage();
                if (handshake.Initialize(udpServer.ReceiveBuffer, udpServer.ReceiveBufferOffset, udpServer.ReceiveBufferLength) != -1)
                {
                    // Received handshake message is parsed successfully.
                    if (handshake.ID != Guid.Empty)
                    {
                        // Create a random socket and connect it to the client.
                        TransportProvider<Socket> udpClient = new TransportProvider<Socket>();
                        udpClient.ReceiveBuffer = new byte[ReceiveBufferSize];
                        udpClient.Secretkey = SharedSecret;
                        udpClient.Provider = Transport.CreateSocket(m_configData["interface"], 0, ProtocolType.Udp);
                        udpClient.Provider.Connect(client);

                        // Authentication is successful; respond to the handshake.
                        udpClient.ID = handshake.ID;
                        handshake.ID = this.ServerID;
                        if (SecureSession)
                        {
                            // Create a secret key for ciphering client data.
                            udpClient.Secretkey = Guid.NewGuid().ToString();
                            handshake.Secretkey = udpClient.Secretkey;
                        }

                        // Prepare binary image of handshake response to be transmitted.
                        udpClient.SendBuffer = handshake.BinaryImage;
                        udpClient.SendBufferOffset = 0;
                        udpClient.SendBufferLength = udpClient.SendBuffer.Length;
                        Payload.ProcessTransmit(ref udpClient.SendBuffer, ref udpClient.SendBufferOffset, ref udpClient.SendBufferLength, Encryption, SharedSecret, Compression);

                        // Transmit the prepared and processed handshake response message.
                        udpClient.Provider.SendTo(udpClient.SendBuffer, udpClient.Provider.RemoteEndPoint);

                        // Handshake process is complete and client is considered connected.
                        lock (m_udpClients)
                        {
                            m_udpClients.Add(udpClient.ID, udpClient);
                        }
                        OnClientConnected(udpClient.ID);

                        try
                        {
                            ReceivePayloadOneAsync(udpClient);
                        }
                        catch
                        {
                            // Receive will fail if client disconnected before handshake is complete.
                            TerminateConnection(udpClient, true);
                        }
                    }
                    else
                    {
                        // Validation during handshake failed.
                        OnHandshakeProcessUnsuccessful();
                    }
                }
                else
                {
                    // Handshake message could not be parsed.
                    OnHandshakeProcessUnsuccessful();
                }

                // Resume receiving of client handshake messages.
                ReceiveHandshakeAsync(udpServer);
            }
            catch
            {
                // Server socket has been terminated.
                udpServer.Reset();
                OnServerStopped();
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Callback method for asynchronous connect operation.
        /// </summary>
        private void ConnectAsyncCallback(IAsyncResult asyncResult)
        {
            TransportProvider<Socket> tcpClient = (TransportProvider<Socket>)asyncResult.AsyncState;
            try
            {
                // Perform post-connect operations.
                m_connectionAttempts++;
                tcpClient.Provider.EndConnect(asyncResult);
                tcpClient.ID = this.ClientID;
                tcpClient.Secretkey = SharedSecret;

                // We can proceed further with receiving data from the client.
                if (Handshake)
                {
                    // Handshaking must be performed. 
                    HandshakeMessage handshake = new HandshakeMessage();
                    handshake.ID = this.ClientID;
                    handshake.Secretkey = this.SharedSecret;

                    // Prepare binary image of handshake to be transmitted.
                    tcpClient.SendBuffer = handshake.BinaryImage;
                    tcpClient.SendBufferOffset = 0;
                    tcpClient.SendBufferLength = tcpClient.SendBuffer.Length;
                    Payload.ProcessTransmit(ref tcpClient.SendBuffer, ref tcpClient.SendBufferOffset, ref tcpClient.SendBufferLength, Encryption, SharedSecret, Compression);

                    // Transmit the prepared and processed handshake message.
                    tcpClient.Provider.Send(tcpClient.SendBuffer);

                    // Wait for the server's reponse to the handshake message.
                    ReceiveHandshakeAsync(tcpClient);
                }
                else
                {
                    // No handshaking to be performed.
                    OnConnectionEstablished();
                    ReceivePayloadAsync(tcpClient);
                }
            }
            catch (SocketException ex)
            {
                OnConnectionException(ex);
                if (ex.SocketErrorCode == SocketError.ConnectionRefused &&
                    (MaxConnectionAttempts == -1 || m_connectionAttempts < MaxConnectionAttempts))
                {
                    // Server is unavailable, so keep retrying connection to the server.
                    try
                    {
                        ConnectAsync();
                    }
                    catch
                    {
                        TerminateConnection(tcpClient, false);
                    }
                }
                else
                {
                    // For any other reason, clean-up as if the client was disconnected.
                    TerminateConnection(tcpClient, false);
                }
            }
            catch (Exception ex)
            {
                // This is highly unlikely, but we must handle this situation just-in-case.
                OnConnectionException(ex);
                TerminateConnection(tcpClient, false);
            }
        }