async Task ReceiveRequestAsync(UdpClient udpClient)
        {
            // only proceed if there is available data in network buffer, or otherwise Receive() will block
            // average time for UdpClient.Available : 10 us

            UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();

            NetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer);

            long handshake = networkReader.ReadInt64();

            if (handshake != secretHandshake)
            {
                // message is not for us
                NetworkReaderPool.Recycle(networkReader);
                throw new ProtocolViolationException("Invalid handshake");
            }

            Request request = new Request();

            request.Deserialize(networkReader);

            ProcessClientRequest(request, udpReceiveResult.RemoteEndPoint);

            NetworkReaderPool.Recycle(networkReader);
        }
Exemplo n.º 2
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        public void GrowCapacity()
        {
            NetworkReaderPool.Capacity = 1;

            // create and recycle one
            PooledNetworkReader a = NetworkReaderPool.GetReader(default(ArraySegment <byte>));

            NetworkReaderPool.Recycle(a);

            // grow capacity
            NetworkReaderPool.Capacity = 2;

            // get two
            PooledNetworkReader b = NetworkReaderPool.GetReader(default(ArraySegment <byte>));
            PooledNetworkReader c = NetworkReaderPool.GetReader(default(ArraySegment <byte>));

            Assert.That(b, !Is.Null);
            Assert.That(c, !Is.Null);

            // exactly one should be reused, one should be new
            bool bReused = b == a;
            bool cReused = c == a;

            Assert.That((bReused && !cReused) ||
                        (!bReused && cReused));
        }
Exemplo n.º 3
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        public static void Prefix(NetworkReader reader)
        {
            if (!DevTools.Instance.Config.LoggingNetworkMessages)
            {
                return;
            }

            var newreader = NetworkReaderPool.GetReader(reader.buffer);

            newreader.Position = reader.Position;

            if (!MessagePacking.Unpack(newreader, out var key))
            {
                return;
            }
            if (NetworkServer.handlers.TryGetValue(key, out var networkMessageDelegate) && networkMessageDelegate.Method.DeclaringType.IsGenericType)
            {
                string methodName = networkMessageDelegate.Method.DeclaringType.GetGenericArguments()[0].Name;
                if (methodName == "CommandMessage")
                {
                    return;
                }
                if (DevTools.Instance.Config.DisabledLoggingNetworkMessages.Contains(methodName))
                {
                    return;
                }
                Log.Debug($"[Receiving: {methodName}]");
            }
            NetworkReaderPool.Recycle(newreader);
        }
Exemplo n.º 4
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        public void PoolReUsesReadersUpToSizeLimit()
        {
            NetworkReaderPool.Capacity = 1;

            // get 2 Readers
            PooledNetworkReader a = NetworkReaderPool.GetReader(default(ArraySegment <byte>));
            PooledNetworkReader b = NetworkReaderPool.GetReader(default(ArraySegment <byte>));

            // recycle all
            NetworkReaderPool.Recycle(a);
            ExpectWarn("NetworkReaderPool.Recycle, Pool was full leaving extra reader for GC", () =>
            {
                NetworkReaderPool.Recycle(b);
            });

            // get 2 new ones
            PooledNetworkReader c = NetworkReaderPool.GetReader(default(ArraySegment <byte>));
            PooledNetworkReader d = NetworkReaderPool.GetReader(default(ArraySegment <byte>));

            // exactly one should be reused, one should be new
            bool cReused = c == a || c == b;
            bool dReused = d == a || d == b;

            Assert.That((cReused && !dReused) ||
                        (!cReused && dReused));
        }
Exemplo n.º 5
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        public void ShrinkCapacity()
        {
            NetworkReaderPool.Capacity = 2;

            // get Reader and recycle so we have 2 in there, hence 'next' is at limit
            PooledNetworkReader a = NetworkReaderPool.GetReader(default(ArraySegment <byte>));
            PooledNetworkReader b = NetworkReaderPool.GetReader(default(ArraySegment <byte>));

            NetworkReaderPool.Recycle(a);
            NetworkReaderPool.Recycle(b);

            // shrink
            NetworkReaderPool.Capacity = 1;

            // get one. should return the only one which is still in there.
            PooledNetworkReader c = NetworkReaderPool.GetReader(default(ArraySegment <byte>));

            Assert.That(c, !Is.Null);
            Assert.That(c == a || c == b);
        }
        async Task ReceiveGameBroadcastAsync(UdpClient udpClient)
        {
            // only proceed if there is available data in network buffer, or otherwise Receive() will block
            // average time for UdpClient.Available : 10 us

            UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();

            NetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer);

            if (networkReader.ReadInt64() != secretHandshake)
            {
                NetworkReaderPool.Recycle(networkReader);
                return;
            }

            Response response = new Response();

            response.Deserialize(networkReader);

            ProcessResponse(response, udpReceiveResult.RemoteEndPoint);

            NetworkReaderPool.Recycle(networkReader);
        }