/// <summary> /// Enqueue the send to occur when network bandwidth is available. /// </summary> /// <param name="buffer"></param> /// <param name="length"></param> /// <param name="socket"></param> /// <param name="participant"></param> internal void Send(byte[] buffer, int length, ClientData client, MessageTags tags, ulong messageSequence, ulong chunkSequence, bool isHeartbeat) { using (Synchronizer.Lock(m_SocketMap)) { Debug.Assert(m_SocketMap.ContainsKey(client.Id), "TCPServerSender.Send found a missing Socket Map entry."); } //Trace.WriteLine("TCPServerSender.Send seq=" + messageSequence.ToString()); //Enqueue the message using (Synchronizer.Cookie cookie = Synchronizer.Lock(m_SendQueue)) { m_SendQueue.Enqueue(new SendParameters(buffer, length, client.Id, tags, messageSequence, chunkSequence, isHeartbeat), client.Participant); // Notify the sender thread that the queue's status has changed. cookie.PulseAll(); } }
/// <summary> /// If a client reconnects, update the socket map and enable the client's queue /// </summary> /// <param name="id"></param> /// <param name="s"></param> internal void Reconnect(ClientData client, ulong lastMessage, ulong lastChunk) { using (Synchronizer.Lock(this.m_SocketMap)) { if (m_SocketMap.ContainsKey(client.Id)) { m_SocketMap[client.Id] = client.Socket; } } using (Synchronizer.Cookie cookie = Synchronizer.Lock(this.m_SendQueue)) { m_SendQueue.EnableClient(client, lastMessage, lastChunk); cookie.PulseAll(); } }
internal void AddClient(ClientData client) { using (Synchronizer.Lock(m_SocketMap)) { Debug.Assert(!m_SocketMap.ContainsKey(client.Id), "TCPServerSender.AddClient: Attempt to add a duplicate Socket Map entry."); m_SocketMap.Add(client.Id, client.Socket); } }
/// <summary> /// Enable dequeue for a client's queue /// </summary> /// <param name="client"></param> public void EnableClient(ClientData client, ulong lastMessage, ulong lastChunk) { Trace.WriteLine("TCPServerSendQueue Enable client id=" + client.Id.ToString(), this.GetType().ToString()); lock (this) { if (m_DisabledClients.ContainsKey(client.Id)) { m_DisabledClients.Remove(client.Id); } if (m_QueueList.ContainsKey(client.Id)) { ((ClientQueue)m_QueueList[client.Id]).RecoverMessages(lastMessage, lastChunk); ((ClientQueue)m_QueueList[client.Id]).UpdateParticipant(client.Participant); } } }
/// <summary> /// When the ListenThread has a prospective new client on the line, here we attempt to establish the connection. /// </summary> /// <param name="ar"></param> private void AcceptSocketCallback(IAsyncResult ar) { Socket s = null; TcpListener tcpListener = (TcpListener)ar.AsyncState; try { s = tcpListener.EndAcceptSocket(ar); } catch (ObjectDisposedException ode) { Trace.WriteLine("AcceptSocketCallback ObjectDisposedException" + ode.Message, this.GetType().ToString()); return; } catch (SocketException se) { Trace.WriteLine("AcceptSocketCallback: " + se.ToString(), this.GetType().ToString()); return; } catch (Exception e) { Trace.WriteLine(e.ToString(), this.GetType().ToString()); return; } finally { m_ClientConnected.Set(); //Let the ListenThread continue } if (s != null) { try { //Send a handshake NetworkStream ns = new NetworkStream(s); //Here the network stream does not "own" the socket, so we have to close it explicitly. BinaryFormatter bf = new BinaryFormatter(); MemoryStream ms = new MemoryStream(); TCPHandshakeMessage handshake = new TCPHandshakeMessage(this.m_Participant, new IPEndPoint(0, 0)); bf.Serialize(ms, handshake); ns.Write(ms.GetBuffer(), 0, (int)ms.Length); Trace.WriteLine("Handshake sent.", this.GetType().ToString()); //Receive a handshake object o = bf.Deserialize(ns); if (o is TCPHandshakeMessage) { TCPHandshakeMessage h = (TCPHandshakeMessage)o; Trace.WriteLine("Handshake received from " + h.ParticipantId.ToString() + " ep=" + h.EndPoint.ToString(), this.GetType().ToString()); ParticipantModel p; //In case this client still has a socket open, force it to close ClosePreviousSocket(h.ParticipantId); //Notice that as soon as we add the entry to m_AllClients, it is eligible for sending of outbound messages: bool newClient = false; lock (m_AllClients) { if (m_AllClients.ContainsKey(h.ParticipantId)) { ((ClientData)m_AllClients[h.ParticipantId]).ConnectionState = ConnectionState.Connected; ((ClientData)m_AllClients[h.ParticipantId]).Socket = s; p = ((ClientData)m_AllClients[h.ParticipantId]).Participant; //Add the participant to the classroom model using (Synchronizer.Lock(m_Classroom.SyncRoot)) { m_Classroom.Participants.Add(p); } ((ClientData)m_AllClients[h.ParticipantId]).Timeout = DateTime.MaxValue; this.m_ServerSender.Reconnect(((ClientData)m_AllClients[h.ParticipantId]), h.LastMessageSequence, h.LastChunkSequence); } else { p = new ParticipantModel(h.ParticipantId,h.HumanName); //Add the participant to the classroom model using (Synchronizer.Lock(m_Classroom.SyncRoot)) { m_Classroom.Participants.Add(p); } ClientData client = new ClientData(s,h.ParticipantId,p); this.m_ServerSender.AddClient(client); m_AllClients.Add(h.ParticipantId, client); newClient = true; } } //Update connected client count for network status using (Synchronizer.Lock(this.SyncRoot)) { this.SetPublishedProperty("ClientCount", ref this.m_ClientCount, this.m_ClientCount+1); NetworkStatus newStatus = m_NetworkStatus.Clone(); newStatus.ClientCount = this.m_ClientCount; this.SetPublishedProperty("NetworkStatus", ref m_NetworkStatus, newStatus); } //Start a receive thread for this socket. Thread receiveThread = new Thread(ReceiveThread); receiveThread.Start(new ReceiveThreadArgs(p, ns, s.RemoteEndPoint)); //Send the current presentation state if this is a new client if (newClient) { m_Sender.ForceUpdate(new SingletonGroup(p)); } } else { Trace.WriteLine("AcceptSocketCallback invalid handshake from " + s.RemoteEndPoint.ToString(), this.GetType().ToString()); } } catch (Exception e) { Trace.WriteLine("AcceptSocketCallback exception while handshaking with " + s.RemoteEndPoint.ToString() + ": " + e.ToString(), this.GetType().ToString()); } } }
/// <summary> /// When the ListenThread has a prospective new client on the line, here we attempt to establish the connection. /// </summary> /// <param name="ar"></param> private void AcceptSocketCallback(IAsyncResult ar) { Socket s = null; TcpListener tcpListener = (TcpListener)ar.AsyncState; try { s = tcpListener.EndAcceptSocket(ar); } catch (ObjectDisposedException ode) { Trace.WriteLine("AcceptSocketCallback ObjectDisposedException" + ode.Message, this.GetType().ToString()); return; } catch (SocketException se) { Trace.WriteLine("AcceptSocketCallback: " + se.ToString(), this.GetType().ToString()); return; } catch (Exception e) { Trace.WriteLine(e.ToString(), this.GetType().ToString()); return; } finally { m_ClientConnected.Set(); //Let the ListenThread continue } if (s != null) { try { //Send a handshake NetworkStream ns = new NetworkStream(s); //Here the network stream does not "own" the socket, so we have to close it explicitly. BinaryFormatter bf = new BinaryFormatter(); MemoryStream ms = new MemoryStream(); TCPHandshakeMessage handshake = new TCPHandshakeMessage(this.m_Participant, new IPEndPoint(0, 0)); #if GENERIC_SERIALIZATION handshake.Serialize().WriteToStream(ms); #else bf.Serialize(ms, handshake); #endif ns.Write(ms.GetBuffer(), 0, (int)ms.Length); Trace.WriteLine("Handshake sent.", this.GetType().ToString()); //Receive a handshake #if GENERIC_SERIALIZATION IGenericSerializable o = PacketTypes.DecodeMessage(null, new SerializedPacket(ns)); #else object o = bf.Deserialize(ns); #endif if (o is TCPHandshakeMessage) { TCPHandshakeMessage h = (TCPHandshakeMessage)o; Trace.WriteLine("Handshake received from " + h.ParticipantId.ToString() + " ep=" + h.EndPoint.ToString(), this.GetType().ToString()); ParticipantModel p; //In case this client still has a socket open, force it to close ClosePreviousSocket(h.ParticipantId); //Notice that as soon as we add the entry to m_AllClients, it is eligible for sending of outbound messages: bool newClient = false; lock (m_AllClients) { if (m_AllClients.ContainsKey(h.ParticipantId)) { ((ClientData)m_AllClients[h.ParticipantId]).ConnectionState = ConnectionState.Connected; ((ClientData)m_AllClients[h.ParticipantId]).Socket = s; p = ((ClientData)m_AllClients[h.ParticipantId]).Participant; //Add the participant to the classroom model using (Synchronizer.Lock(m_Classroom.SyncRoot)) { m_Classroom.Participants.Add(p); } ((ClientData)m_AllClients[h.ParticipantId]).Timeout = DateTime.MaxValue; this.m_ServerSender.Reconnect(((ClientData)m_AllClients[h.ParticipantId]), h.LastMessageSequence, h.LastChunkSequence); } else { p = new ParticipantModel(h.ParticipantId, h.HumanName); //Add the participant to the classroom model using (Synchronizer.Lock(m_Classroom.SyncRoot)) { m_Classroom.Participants.Add(p); } ClientData client = new ClientData(s, h.ParticipantId, p); this.m_ServerSender.AddClient(client); m_AllClients.Add(h.ParticipantId, client); newClient = true; } } //Update connected client count for network status using (Synchronizer.Lock(this.SyncRoot)) { this.SetPublishedProperty("ClientCount", ref this.m_ClientCount, this.m_ClientCount + 1); NetworkStatus newStatus = m_NetworkStatus.Clone(); newStatus.ClientCount = this.m_ClientCount; this.SetPublishedProperty("NetworkStatus", ref m_NetworkStatus, newStatus); } //Start a receive thread for this socket. Thread receiveThread = new Thread(ReceiveThread); receiveThread.Start(new ReceiveThreadArgs(p, ns, s.RemoteEndPoint)); //Send the current presentation state if this is a new client if (newClient) { m_Sender.ForceUpdate(new SingletonGroup(p)); } } else { Trace.WriteLine("AcceptSocketCallback invalid handshake from " + s.RemoteEndPoint.ToString(), this.GetType().ToString()); } } catch (Exception e) { Trace.WriteLine("AcceptSocketCallback exception while handshaking with " + s.RemoteEndPoint.ToString() + ": " + e.ToString(), this.GetType().ToString()); } } }