/// <summary> /// This returns a batch of binary data. The data /// are filled to a supplied buffer. If no buffer is supplied (data_ /// points to NULL) decoder object will provide buffer of its own. /// </summary> public void GetData(ref ByteArraySegment data, ref int size) { int offset = -1; this.GetData(ref data, ref size, ref offset); }
public void GetData(ref ByteArraySegment data, ref int size, ref int offset) { ByteArraySegment buffer = data ?? new ByteArraySegment(this.m_buffer); int bufferSize = data == null ? this.m_bufferSize : size; int pos = 0; while (pos < bufferSize) { // If there are no more data to return, run the state machine. // If there are still no data, return what we already have // in the buffer. if (this.m_toWrite == 0) { // If we are to encode the beginning of a new message, // adjust the message offset. if (this.m_beginning) { if (offset == -1) { offset = pos; } } if (!this.Next()) { break; } } // If there are no data in the buffer yet and we are able to // fill whole buffer in a single go, let's use zero-copy. // There's no disadvantage to it as we cannot stuck multiple // messages into the buffer anyway. Note that subsequent // write(s) are non-blocking, thus each single write writes // at most SO_SNDBUF bytes at once not depending on how large // is the chunk returned from here. // As a consequence, large messages being sent won't block // other engines running in the same I/O thread for excessive // amounts of time. if (pos == 0 && data == null && this.m_toWrite >= bufferSize) { data = this.m_writePos; size = this.m_toWrite; this.m_writePos = null; this.m_toWrite = 0; return; } // Copy data to the buffer. If the buffer is full, return. int toCopy = Math.Min(this.m_toWrite, bufferSize - pos); if (toCopy != 0) { this.m_writePos.CopyTo(0, buffer, pos, toCopy); pos += toCopy; this.m_writePos.AdvanceOffset(toCopy); this.m_toWrite -= toCopy; } } data = buffer; size = pos; }
/// <summary> /// Write the bytes of this ByteArraySegment to the specified destination-ByteArraySegment. /// </summary> /// <param name="fromOffset">an offset within this source buffer to start copying from</param> /// <param name="dest">the destination-ByteArraySegment</param> /// <param name="destOffset">an offset within the destination buffer to start copying to</param> /// <param name="toCopy">the number of bytes to copy</param> public void CopyTo(int fromOffset, [NotNull] ByteArraySegment dest, int destOffset, int toCopy) { Buffer.BlockCopy(this.m_innerBuffer, this.Offset + fromOffset, dest.m_innerBuffer, dest.Offset + destOffset, toCopy); }
/// <summary> /// Create a new ByteArraySegment that is a shallow-copy of the given ByteArraySegment (with a reference to the same /// buffer) /// but with a different offset. /// </summary> /// <param name="otherSegment">the source-ByteArraySegment to make a copy of</param> /// <param name="offset">a value for the Offset property that is distinct from that of the source ByteArraySegment</param> public ByteArraySegment([NotNull] ByteArraySegment otherSegment, int offset) { this.m_innerBuffer = otherSegment.m_innerBuffer; this.Offset = otherSegment.Offset + offset; }
/// <summary> /// Write the bytes of this ByteArraySegment to the specified destination-ByteArraySegment. /// </summary> /// <param name="otherSegment">the destination-ByteArraySegment</param> /// <param name="toCopy">the number of bytes to copy</param> public void CopyTo([NotNull] ByteArraySegment otherSegment, int toCopy) { this.CopyTo(0, otherSegment, 0, toCopy); }
private void ProcessInput() { bool disconnection = false; int processed; if (this.m_insize == -1) { this.m_insize = 0; disconnection = true; } if (this.m_options.RawSocket) { if (this.m_insize == 0 || !this.m_decoder.MessageReadySize(this.m_insize)) { processed = 0; } else { processed = this.m_decoder.ProcessBuffer(this.m_inpos, this.m_insize); } } else { // Push the data to the decoder. processed = this.m_decoder.ProcessBuffer(this.m_inpos, this.m_insize); } if (processed == -1) { disconnection = true; } else { // Stop polling for input if we got stuck. if (processed < this.m_insize) { this.m_receivingState = ReceiveState.Stuck; this.m_inpos.AdvanceOffset(processed); this.m_insize -= processed; } else { this.m_inpos = null; this.m_insize = 0; } } // Flush all messages the decoder may have produced. this.m_session.Flush(); // An input error has occurred. If the last decoded message // has already been accepted, we terminate the engine immediately. // Otherwise, we stop waiting for socket events and postpone // the termination until after the message is accepted. if (disconnection) { if (this.m_decoder.Stalled()) { this.m_ioObject.RemoveSocket(this.m_handle); this.m_ioEnabled = false; this.m_state = State.Stalled; } else { this.Error(); } } else if (this.m_receivingState != ReceiveState.Stuck) { this.m_decoder.GetBuffer(out this.m_inpos, out this.m_insize); this.BeginRead(this.m_inpos, this.m_insize); } }
private void HandleHandshake(Action action, SocketError socketError, int bytesTransferred) { int bytesSent; int bytesReceived; switch (this.m_handshakeState) { case HandshakeState.Closed: switch (action) { case Action.Start: // Send the 'length' and 'flags' fields of the identity message. // The 'length' field is encoded in the long format. this.m_greetingOutputBuffer[this.m_outsize++] = 0xff; this.m_greetingOutputBuffer.PutLong(this.m_options.Endian, (long)this.m_options.IdentitySize + 1, 1); this.m_outsize += 8; this.m_greetingOutputBuffer[this.m_outsize++] = 0x7f; this.m_outpos = new ByteArraySegment(this.m_greetingOutputBuffer); this.m_handshakeState = HandshakeState.SendingGreeting; this.BeginWrite(this.m_outpos, this.m_outsize); break; default: Debug.Assert(false); break; } break; case HandshakeState.SendingGreeting: switch (action) { case Action.OutCompleted: bytesSent = StreamEngine.EndWrite(socketError, bytesTransferred); if (bytesSent == -1) { this.Error(); } else { this.m_outpos.AdvanceOffset(bytesSent); this.m_outsize -= bytesSent; if (this.m_outsize > 0) { this.BeginWrite(this.m_outpos, this.m_outsize); } else { this.m_greetingBytesRead = 0; ByteArraySegment greetingSegment = new ByteArraySegment(this.m_greeting, this.m_greetingBytesRead); this.m_handshakeState = HandshakeState.ReceivingGreeting; this.BeginRead(greetingSegment, StreamEngine.PreambleSize); } } break; case Action.ActivateIn: case Action.ActivateOut: // nothing to do break; default: Debug.Assert(false); break; } break; case HandshakeState.ReceivingGreeting: switch (action) { case Action.InCompleted: bytesReceived = StreamEngine.EndRead(socketError, bytesTransferred); if (bytesReceived == -1) { this.Error(); } else { this.m_greetingBytesRead += bytesReceived; // check if it is an unversioned protocol if (this.m_greeting[0] != 0xff || this.m_greetingBytesRead == 10 && (this.m_greeting[9] & 0x01) == 0) { this.m_encoder = new V1Encoder(Config.OutBatchSize, this.m_options.Endian); this.m_encoder.SetMsgSource(this.m_session); this.m_decoder = new V1Decoder(Config.InBatchSize, this.m_options.MaxMessageSize, this.m_options.Endian); this.m_decoder.SetMsgSink(this.m_session); // We have already sent the message header. // Since there is no way to tell the encoder to // skip the message header, we simply throw that // header data away. int headerSize = this.m_options.IdentitySize + 1 >= 255 ? 10 : 2; byte[] tmp = new byte[10]; ByteArraySegment bufferp = new ByteArraySegment(tmp); int bufferSize = headerSize; this.m_encoder.GetData(ref bufferp, ref bufferSize); Debug.Assert(bufferSize == headerSize); // Make sure the decoder sees the data we have already received. this.m_inpos = new ByteArraySegment(this.m_greeting); this.m_insize = this.m_greetingBytesRead; // To allow for interoperability with peers that do not forward // their subscriptions, we inject a phony subscription // message into the incoming message stream. To put this // message right after the identity message, we temporarily // divert the message stream from session to ourselves. if (this.m_options.SocketType == ZmqSocketType.Pub || this.m_options.SocketType == ZmqSocketType.Xpub) { this.m_decoder.SetMsgSink(this); } // handshake is done this.Activate(); } else if (this.m_greetingBytesRead < 10) { ByteArraySegment greetingSegment = new ByteArraySegment(this.m_greeting, this.m_greetingBytesRead); this.BeginRead(greetingSegment, StreamEngine.PreambleSize - this.m_greetingBytesRead); } else { // The peer is using versioned protocol. // Send the rest of the greeting. this.m_outpos[this.m_outsize++] = 1; // Protocol version this.m_outpos[this.m_outsize++] = (byte)this.m_options.SocketType; this.m_handshakeState = HandshakeState.SendingRestOfGreeting; this.BeginWrite(this.m_outpos, this.m_outsize); } } break; case Action.ActivateIn: case Action.ActivateOut: // nothing to do break; default: Debug.Assert(false); break; } break; case HandshakeState.SendingRestOfGreeting: switch (action) { case Action.OutCompleted: bytesSent = StreamEngine.EndWrite(socketError, bytesTransferred); if (bytesSent == -1) { this.Error(); } else { this.m_outpos.AdvanceOffset(bytesSent); this.m_outsize -= bytesSent; if (this.m_outsize > 0) { this.BeginWrite(this.m_outpos, this.m_outsize); } else { ByteArraySegment greetingSegment = new ByteArraySegment(this.m_greeting, this.m_greetingBytesRead); this.m_handshakeState = HandshakeState.ReceivingRestOfGreeting; this.BeginRead(greetingSegment, StreamEngine.GreetingSize - this.m_greetingBytesRead); } } break; case Action.ActivateIn: case Action.ActivateOut: // nothing to do break; default: Debug.Assert(false); break; } break; case HandshakeState.ReceivingRestOfGreeting: switch (action) { case Action.InCompleted: bytesReceived = StreamEngine.EndRead(socketError, bytesTransferred); if (bytesReceived == -1) { this.Error(); } else { this.m_greetingBytesRead += bytesReceived; if (this.m_greetingBytesRead < StreamEngine.GreetingSize) { ByteArraySegment greetingSegment = new ByteArraySegment(this.m_greeting, this.m_greetingBytesRead); this.BeginRead(greetingSegment, StreamEngine.GreetingSize - this.m_greetingBytesRead); } else { if (this.m_greeting[StreamEngine.VersionPos] == 0) { // ZMTP/1.0 framing. this.m_encoder = new V1Encoder(Config.OutBatchSize, this.m_options.Endian); this.m_encoder.SetMsgSource(this.m_session); this.m_decoder = new V1Decoder(Config.InBatchSize, this.m_options.MaxMessageSize, this.m_options.Endian); this.m_decoder.SetMsgSink(this.m_session); } else { // v1 framing protocol. this.m_encoder = new V2Encoder(Config.OutBatchSize, this.m_session, this.m_options.Endian); this.m_decoder = new V2Decoder(Config.InBatchSize, this.m_options.MaxMessageSize, this.m_session, this.m_options.Endian); } // handshake is done this.Activate(); } } break; case Action.ActivateIn: case Action.ActivateOut: // nothing to do break; default: Debug.Assert(false); break; } break; default: Debug.Assert(false); break; } }
protected void NextStep(ByteArraySegment readPos, int toRead, int state) { this.m_readPos = readPos; this.m_toRead = toRead; this.State = state; }
/// <summary> /// Processes the data in the buffer previously allocated using /// get_buffer function. size argument specifies the number of bytes /// actually filled into the buffer. Function returns number of /// bytes actually processed. /// </summary> public int ProcessBuffer(ByteArraySegment data, int size) { // Check if we had an error in previous attempt. if (this.State < 0) { return(-1); } // In case of zero-copy simply adjust the pointers, no copying // is required. Also, run the state machine in case all the data // were processed. if (data != null && data.Equals(this.m_readPos)) { this.m_readPos.AdvanceOffset(size); this.m_toRead -= size; while (this.m_toRead == 0) { if (!this.Next()) { if (this.State < 0) { return(-1); } return(size); } } return(size); } int pos = 0; while (true) { // Try to get more space in the message to fill in. // If none is available, return. while (this.m_toRead == 0) { if (!this.Next()) { if (this.State < 0) { return(-1); } return(pos); } } // If there are no more data in the buffer, return. if (pos == size) { return(pos); } // Copy the data from buffer to the message. int toCopy = Math.Min(this.m_toRead, size - pos); data.CopyTo(pos, this.m_readPos, 0, toCopy); this.m_readPos.AdvanceOffset(toCopy); pos += toCopy; this.m_toRead -= toCopy; } }