Quasar/Server/Core/Networking/Server.cs

405 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using xServer.Core.Packets;
namespace xServer.Core.Networking
{
public class Server
{
/// <summary>
/// Occurs when the state of the server changes.
/// </summary>
public event ServerStateEventHandler ServerState;
/// <summary>
/// Represents a method that will handle a change in the server's state.
/// </summary>
/// <param name="s">The server which changed its state.</param>
/// <param name="listening">The new listening state of the server.</param>
public delegate void ServerStateEventHandler(Server s, bool listening);
/// <summary>
/// Fires an event that informs subscribers that the server has changed it's state.
/// </summary>
/// <param name="listening">The new listening state of the server.</param>
private void OnServerState(bool listening)
{
if (ServerState != null)
{
ServerState(this, listening);
}
}
/// <summary>
/// Occurs when the state of a client changes.
/// </summary>
public event ClientStateEventHandler ClientState;
/// <summary>
/// Represents a method that will handle a change in a client's state.
/// </summary>
/// <param name="s">The server, the client is connected to.</param>
/// <param name="c">The client which changed its state.</param>
/// <param name="connected">The new connection state of the client.</param>
public delegate void ClientStateEventHandler(Server s, Client c, bool connected);
/// <summary>
/// Fires an event that informs subscribers that a client has changed its state.
/// </summary>
/// <param name="c">The client which changed its state.</param>
/// <param name="connected">The new connection state of the client.</param>
private void OnClientState(Client c, bool connected)
{
if (ClientState != null)
{
ClientState(this, c, connected);
}
}
/// <summary>
/// Occurs when a packet is received by a client.
/// </summary>
public event ClientReadEventHandler ClientRead;
/// <summary>
/// Represents a method that will handle a packet received from a client.
/// </summary>
/// <param name="s">The server, the client is connected to.</param>
/// <param name="c">The client that has received the packet.</param>
/// <param name="packet">The packet that received by the client.</param>
public delegate void ClientReadEventHandler(Server s, Client c, IPacket packet);
/// <summary>
/// Fires an event that informs subscribers that a packet has been
/// received from the client.
/// </summary>
/// <param name="c">The client that has received the packet.</param>
/// <param name="packet">The packet that received by the client.</param>
private void OnClientRead(Client c, IPacket packet)
{
if (ClientRead != null)
{
ClientRead(this, c, packet);
}
}
/// <summary>
/// Occurs when a packet is sent by a client.
/// </summary>
public event ClientWriteEventHandler ClientWrite;
/// <summary>
/// Represents the method that will handle the sent packet by a client.
/// </summary>
/// <param name="s">The server, the client is connected to.</param>
/// <param name="c">The client that has sent the packet.</param>
/// <param name="packet">The packet that has been sent by the client.</param>
/// <param name="length">The length of the packet.</param>
/// <param name="rawData">The packet in raw bytes.</param>
public delegate void ClientWriteEventHandler(Server s, Client c, IPacket packet, long length, byte[] rawData);
/// <summary>
/// Fires an event that informs subscribers that the client has sent a packet.
/// </summary>
/// <param name="c">The client that has sent the packet.</param>
/// <param name="packet">The packet that has been sent by the client.</param>
/// <param name="length">The length of the packet.</param>
/// <param name="rawData">The packet in raw bytes.</param>
private void OnClientWrite(Client c, IPacket packet, long length, byte[] rawData)
{
if (ClientWrite != null)
{
ClientWrite(this, c, packet, length, rawData);
}
}
/// <summary>
/// The port on which the server is listening.
/// </summary>
public ushort Port { get; private set; }
/// <summary>
/// The total amount of received bytes.
/// </summary>
public long BytesReceived { get; set; }
/// <summary>
/// The total amount of sent bytes.
/// </summary>
public long BytesSent { get; set; }
/// <summary>
/// The buffer size for receiving data in bytes.
/// </summary>
public int BUFFER_SIZE { get { return (1024 * 1024) * 1; } } // 1MB
/// <summary>
/// The keep-alive time in ms.
/// </summary>
public uint KEEP_ALIVE_TIME { get { return 25000; } } // 25s
/// <summary>
/// The keep-alive interval in ms.
/// </summary>
public uint KEEP_ALIVE_INTERVAL { get { return 25000; } } // 25s
/// <summary>
/// The header size in bytes.
/// </summary>
public int HEADER_SIZE { get { return 3; } } // 3B
/// <summary>
/// Gets or sets if the server is currently processing data that should prevent disconnection.
/// </summary>
public bool Processing { get; private set; }
/// <summary>
/// The buffer manager to handle the receive buffers for the clients.
/// </summary>
public static PooledBufferManager BufferManager { get; private set; }
/// <summary>
/// The listening state of the server. True if listening, else False.
/// </summary>
public bool Listening { get; private set; }
/// <summary>
/// Gets the clients currently connected to the server, or an empty array of
/// clients if the server is currently not listening.
/// </summary>
public Client[] Clients
{
get
{
lock (_clientsLock)
{
return Listening ? _clients.ToArray() : new Client[0];
}
}
}
/// <summary>
/// Handle of the Server Socket.
/// </summary>
private Socket _handle;
/// <summary>
/// The event to accept new connections asynchronously.
/// </summary>
private SocketAsyncEventArgs _item;
/// <summary>
/// List of the clients connected to the server.
/// </summary>
private List<Client> _clients;
/// <summary>
/// Lock object for the list of clients.
/// </summary>
private readonly object _clientsLock = new object();
/// <summary>
/// List of all supported Packet Types by the server.
/// </summary>
private List<Type> PacketTypes { get; set; }
/// <summary>
/// Constructor of the server, initializes variables.
/// </summary>
public Server()
{
PacketTypes = new List<Type>();
}
/// <summary>
/// Begins listening for clients.
/// </summary>
/// <param name="port">Port to listen for clients on.</param>
public void Listen(ushort port)
{
this.Port = port;
try
{
if (!Listening)
{
lock (_clientsLock)
{
_clients = new List<Client>();
}
_item = new SocketAsyncEventArgs();
_item.Completed += AcceptClient;
if (_handle != null)
{
try
{
_handle.Close();
}
catch
{
}
}
if (BufferManager == null)
BufferManager = new PooledBufferManager(BUFFER_SIZE, 1) { ClearOnReturn = true };
_handle = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_handle.Bind(new IPEndPoint(IPAddress.Any, port));
_handle.Listen(1000);
Processing = false;
Listening = true;
OnServerState(true);
if (!_handle.AcceptAsync(_item))
AcceptClient(null, _item);
}
}
catch (Exception)
{
Disconnect();
}
}
/// <summary>
/// Adds a Type to the serializer so a message can be properly serialized.
/// </summary>
/// <param name="parent">The parent type.</param>
/// <param name="type">Type to be added.</param>
public void AddTypeToSerializer(Type parent, Type type)
{
if (type == null || parent == null)
throw new ArgumentNullException();
PacketTypes.Add(type);
}
/// <summary>
/// Adds Types to the serializer.
/// </summary>
/// <param name="parent">The parent type, i.e.: IPacket</param>
/// <param name="types">Types to add.</param>
public void AddTypesToSerializer(Type parent, params Type[] types)
{
foreach (Type type in types)
AddTypeToSerializer(parent, type);
}
/// <summary>
/// Processes an incoming client; adding the client to the list of clients,
/// hooking up the client's events, and finally accepts the client.
/// </summary>
/// <param name="s">Unused, use null.</param>
/// <param name="e">Asynchronously Socket Event</param>
private void AcceptClient(object s, SocketAsyncEventArgs e)
{
try
{
do
{
switch (e.SocketError)
{
case SocketError.Success:
if (BufferManager.BuffersAvailable == 0)
BufferManager.IncreaseBufferCount(1);
Client client = new Client(this, e.AcceptSocket, PacketTypes.ToArray());
lock (_clientsLock)
{
_clients.Add(client);
client.ClientState += OnClientState;
client.ClientRead += OnClientRead;
client.ClientWrite += OnClientWrite;
OnClientState(client, true);
}
break;
case SocketError.ConnectionReset:
break;
default:
throw new Exception("SocketError");
}
e.AcceptSocket = null; // enable reuse
} while (!_handle.AcceptAsync(e));
}
catch (ObjectDisposedException)
{
}
catch (Exception)
{
Disconnect();
}
}
/// <summary>
/// Removes a disconnected client from the list of clients.
/// </summary>
/// <param name="client">The client to remove.</param>
public void RemoveClient(Client client)
{
lock (_clientsLock)
{
int index = -1;
for (int i = 0; i < _clients.Count; i++)
if (_clients[i].Equals(client))
{
index = i;
break;
}
if (index < 0)
return;
try
{
_clients[index].Disconnect();
_clients.RemoveAt(index);
}
catch
{
}
}
}
/// <summary>
/// Disconnect the server from all of the clients and discontinue
/// listening (placing the server in an "off" state).
/// </summary>
public void Disconnect()
{
if (Processing)
return;
Processing = true;
if (_handle != null)
{
_handle.Close();
}
lock (_clientsLock)
{
while (_clients.Count != 0)
{
_clients[0].Disconnect();
try
{
_clients.RemoveAt(0);
}
catch
{
}
}
}
Listening = false;
OnServerState(false);
}
}
}