Пример #1
0
        /// <summary>
        /// This function handles turning a bundle of messages (representing all messages accrued in a timeslice),
        /// into 1 or more packets, combining multiple messages into one packet or spliting large message across
        /// several packets as needed.
        /// </summary>
        /// <param name="bundle"></param>
        private void SendBundle(NetworkBundle bundle)
        {
            log.DebugFormat("[{0}] Sending Bundle", session.LoggingIdentifier);
            bool writeOptionalHeaders = true;

            List <MessageFragment> fragments = new List <MessageFragment>();

            // Pull all messages out and create MessageFragment objects
            while (bundle.HasMoreMessages)
            {
                var message  = bundle.Dequeue();
                var fragment = new MessageFragment(message, ConnectionData.FragmentSequence++);
                fragments.Add(fragment);
            }

            log.DebugFormat("[{0}] Bundle Fragment Count: {1}", session.LoggingIdentifier, fragments.Count);

            // Loop through while we have fragements
            while (fragments.Count > 0 || writeOptionalHeaders)
            {
                ServerPacket packet       = new ServerPacket();
                PacketHeader packetHeader = packet.Header;

                if (fragments.Count > 0)
                {
                    packetHeader.Flags |= PacketHeaderFlags.BlobFragments;
                }

                if (bundle.EncryptedChecksum)
                {
                    packetHeader.Flags |= PacketHeaderFlags.EncryptedChecksum;
                }

                uint availableSpace = Packet.MaxPacketDataSize;

                // Pull first message and see if it is a large one
                var firstMessage = fragments.FirstOrDefault();
                if (firstMessage != null)
                {
                    // If a large message send only this one, filling the whole packet
                    if (firstMessage.DataRemaining >= availableSpace)
                    {
                        log.DebugFormat("[{0}] Sending large fragment", session.LoggingIdentifier);
                        ServerPacketFragment spf = firstMessage.GetNextFragment();
                        packet.Fragments.Add(spf);
                        availableSpace -= (uint)spf.Length;
                        if (firstMessage.DataRemaining <= 0)
                        {
                            fragments.Remove(firstMessage);
                        }
                    }
                    // Otherwise we'll write any optional headers and process any small messages that will fit
                    else
                    {
                        if (writeOptionalHeaders)
                        {
                            writeOptionalHeaders = false;
                            WriteOptionalHeaders(bundle, packet);
                            availableSpace -= (uint)packet.Data.Length;
                        }

                        // Create a list to remove completed messages after iterator
                        List <MessageFragment> removeList = new List <MessageFragment>();

                        foreach (MessageFragment fragment in fragments)
                        {
                            // Is this a large fragment and does it have a tail that needs sending?
                            if (!fragment.TailSent && availableSpace >= fragment.TailSize)
                            {
                                log.DebugFormat("[{0}] Sending tail fragment", session.LoggingIdentifier);
                                ServerPacketFragment spf = fragment.GetTailFragment();
                                packet.Fragments.Add(spf);
                                availableSpace -= (uint)spf.Length;
                            }
                            // Otherwise will this message fit in the remaining space?
                            else if (availableSpace >= fragment.NextSize)
                            {
                                log.DebugFormat("[{0}] Sending small message", session.LoggingIdentifier);
                                ServerPacketFragment spf = fragment.GetNextFragment();
                                packet.Fragments.Add(spf);
                                availableSpace -= (uint)spf.Length;
                            }
                            // If message is out of data, set to remove it
                            if (fragment.DataRemaining <= 0)
                            {
                                removeList.Add(fragment);
                            }
                        }

                        // Remove all completed messages
                        fragments.RemoveAll(x => removeList.Contains(x));
                    }
                }
                // If no messages, write optional headers
                else
                {
                    log.DebugFormat("[{0}] No messages, just sending optional headers", session.LoggingIdentifier);
                    if (writeOptionalHeaders)
                    {
                        writeOptionalHeaders = false;
                        WriteOptionalHeaders(bundle, packet);
                        availableSpace -= (uint)packet.Data.Length;
                    }
                }

                EnqueueSend(packet);
            }
        }
Пример #2
0
        /// <summary>
        /// This function handles turning a bundle of messages (representing all messages accrued in a timeslice),
        /// into 1 or more packets, combining multiple messages into one packet or spliting large message across
        /// several packets as needed.
        ///
        /// 1 Create Packet
        /// 2 If first packet for this bundle, fill any optional headers
        /// 3 Append messages that will fit
        /// 4 If we have more messages, create additional packets.
        /// 5 If any packet is greater than the max packet size, split it across two fragments
        /// </summary>
        /// <param name="bundle"></param>
        private void SendBundle(NetworkBundle bundle)
        {
            bool firstPacket = true;

            MessageFragment carryOverMessage = null;

            while (firstPacket || carryOverMessage != null || bundle.HasMoreMessages)
            {
                ServerPacket packet       = new ServerPacket();
                PacketHeader packetHeader = packet.Header;

                if (bundle.EncryptedChecksum)
                {
                    packetHeader.Flags |= PacketHeaderFlags.EncryptedChecksum;
                }

                uint availableSpace = Packet.MaxPacketDataSize;

                if (firstPacket)
                {
                    firstPacket = false;

                    if (bundle.SendAck) // 0x4000
                    {
                        packetHeader.Flags |= PacketHeaderFlags.AckSequence;
                        packet.BodyWriter.Write(lastReceivedPacketSequence);
                    }

                    if (bundle.TimeSync) // 0x1000000
                    {
                        packetHeader.Flags |= PacketHeaderFlags.TimeSynch;
                        log.DebugFormat("[{0}] Outgoing TimeSync TS: {1}", session.Account, ConnectionData.ServerTime);
                        packet.BodyWriter.Write(ConnectionData.ServerTime);
                    }

                    if (bundle.ClientTime != -1f) // 0x4000000
                    {
                        packetHeader.Flags |= PacketHeaderFlags.EchoResponse;
                        packet.BodyWriter.Write(bundle.ClientTime);
                        packet.BodyWriter.Write((float)ConnectionData.ServerTime - bundle.ClientTime);
                    }

                    availableSpace -= (uint)packet.Data.Length;
                }

                if (carryOverMessage != null || bundle.HasMoreMessages)
                {
                    packetHeader.Flags |= PacketHeaderFlags.BlobFragments;
                    int fragmentCount = 0;
                    while (carryOverMessage != null || bundle.HasMoreMessages)
                    {
                        MessageFragment currentMessageFragment = null;

                        if (carryOverMessage != null) // If we have a carryOverMessage, use that
                        {
                            currentMessageFragment = carryOverMessage;
                            carryOverMessage       = null;
                        }
                        else // If we don't have a carryOverMessage, go ahead and dequeue next message from the bundle
                        {
                            currentMessageFragment = new MessageFragment(bundle.Dequeue());
                        }

                        var currentGameMessage = currentMessageFragment.Message;

                        availableSpace -= PacketFragmentHeader.HeaderSize; // Account for fragment header

                        // Compute amount of data to send based on the total length and current position
                        uint dataToSend = (uint)currentGameMessage.Data.Length - currentMessageFragment.Position;

                        if (dataToSend > availableSpace) // Message is too large to fit in packet
                        {
                            carryOverMessage = currentMessageFragment;
                            if (fragmentCount == 0) // If this is first message in packet, this is just a really large message, so proceed with splitting it
                            {
                                dataToSend = availableSpace;
                            }
                            else // Otherwise there are other messages already, so we'll break and come back and see if the message will fit
                            {
                                break;
                            }
                        }

                        if (currentMessageFragment.Count == 0) // Compute number of fragments if we have not already
                        {
                            uint remainingData = (uint)currentGameMessage.Data.Length - dataToSend;
                            currentMessageFragment.Count = (ushort)(Math.Ceiling((double)remainingData / PacketFragment.MaxFragmentDataSize) + 1);
                        }

                        // Set sequence, if new, pull next sequence from ConnectionData, if it is a carryOver, reuse that sequence
                        currentMessageFragment.Sequence = currentMessageFragment.Sequence == 0 ? ConnectionData.FragmentSequence++ : currentMessageFragment.Sequence;

                        // Read data starting at current position reading dataToSend bytes
                        currentGameMessage.Data.Seek(currentMessageFragment.Position, SeekOrigin.Begin);
                        byte[] data = new byte[dataToSend];
                        currentGameMessage.Data.Read(data, 0, (int)dataToSend);

                        // Build ServerPacketFragment structure
                        ServerPacketFragment fragment = new ServerPacketFragment(data);
                        fragment.Header.Sequence = currentMessageFragment.Sequence;
                        fragment.Header.Id       = 0x80000000;
                        fragment.Header.Count    = currentMessageFragment.Count;
                        fragment.Header.Index    = currentMessageFragment.Index;
                        fragment.Header.Group    = (ushort)currentMessageFragment.Message.Group;

                        // Increment position and index
                        currentMessageFragment.Position = currentMessageFragment.Position + dataToSend;
                        currentMessageFragment.Index++;

                        // Add fragment to packet
                        packet.AddFragment(fragment);
                        fragmentCount++;

                        // Deduct consumed space
                        availableSpace -= dataToSend;

                        // Smallest message I am aware of requires HeaderSize + 4 bytes, so if we have less space then that, go ahead and break
                        if (availableSpace <= PacketFragmentHeader.HeaderSize + 4)
                        {
                            break;
                        }
                    }
                }

                packetQueue.Enqueue(packet);
            }
        }