Net.Like.Xue.Tokyo/Assets/BITKit/Core/kcp2k/highlevel/KcpClient.cs

227 lines
8.2 KiB
C#

// kcp client logic abstracted into a class.
// for use in Mirror, DOTSNET, testing, etc.
using System;
using System.Net;
using System.Net.Sockets;
namespace kcp2k
{
public class KcpClient
{
// kcp
// public so that bandwidth statistics can be accessed from the outside
public KcpPeer peer;
// IO
protected Socket socket;
public EndPoint remoteEndPoint;
// config
protected readonly KcpConfig config;
// raw receive buffer always needs to be of 'MTU' size, even if
// MaxMessageSize is larger. kcp always sends in MTU segments and having
// a buffer smaller than MTU would silently drop excess data.
// => we need the MTU to fit channel + message!
// => protected because someone may overwrite RawReceive but still wants
// to reuse the buffer.
protected readonly byte[] rawReceiveBuffer;
// callbacks
// even for errors, to allow liraries to show popups etc.
// instead of logging directly.
// (string instead of Exception for ease of use and to avoid user panic)
//
// events are readonly, set in constructor.
// this ensures they are always initialized when used.
// fixes https://github.com/MirrorNetworking/Mirror/issues/3337 and more
protected readonly Action OnConnected;
protected readonly Action<ArraySegment<byte>, KcpChannel> OnData;
protected readonly Action OnDisconnected;
protected readonly Action<ErrorCode, string> OnError;
// state
public bool connected;
public KcpClient(Action OnConnected,
Action<ArraySegment<byte>, KcpChannel> OnData,
Action OnDisconnected,
Action<ErrorCode, string> OnError,
KcpConfig config)
{
// initialize callbacks first to ensure they can be used safely.
this.OnConnected = OnConnected;
this.OnData = OnData;
this.OnDisconnected = OnDisconnected;
this.OnError = OnError;
this.config = config;
// create mtu sized receive buffer
rawReceiveBuffer = new byte[config.Mtu];
}
public void Connect(string address, ushort port)
{
if (connected)
{
Log.Warning("KcpClient: already connected!");
return;
}
// resolve host name before creating peer.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3361
if (!Common.ResolveHostname(address, out IPAddress[] addresses))
{
// pass error to user callback. no need to log it manually.
OnError(ErrorCode.DnsResolve, $"Failed to resolve host: {address}");
OnDisconnected();
return;
}
// create fresh peer for each new session
// client doesn't need secure cookie.
peer = new KcpPeer(RawSend, OnAuthenticatedWrap, OnData, OnDisconnectedWrap, OnError, config, 0);
// some callbacks need to wrapped with some extra logic
void OnAuthenticatedWrap()
{
Log.Info($"KcpClient: OnConnected");
connected = true;
OnConnected();
}
void OnDisconnectedWrap()
{
Log.Info($"KcpClient: OnDisconnected");
connected = false;
peer = null;
socket?.Close();
socket = null;
remoteEndPoint = null;
OnDisconnected();
}
Log.Info($"KcpClient: connect to {address}:{port}");
// create socket
remoteEndPoint = new IPEndPoint(addresses[0], port);
socket = new Socket(remoteEndPoint.AddressFamily, SocketType.Dgram, ProtocolType.Udp);
// recv & send are called from main thread.
// need to ensure this never blocks.
// even a 1ms block per connection would stop us from scaling.
socket.Blocking = false;
// configure buffer sizes
Common.ConfigureSocketBuffers(socket, config.RecvBufferSize, config.SendBufferSize);
// bind to endpoint so we can use send/recv instead of sendto/recvfrom.
socket.Connect(remoteEndPoint);
// client should send handshake to server as very first message
peer.SendHandshake();
}
// io - input.
// virtual so it may be modified for relays, etc.
// call this while it returns true, to process all messages this tick.
// returned ArraySegment is valid until next call to RawReceive.
protected virtual bool RawReceive(out ArraySegment<byte> segment)
{
segment = default;
if (socket == null) return false;
try
{
return socket.ReceiveNonBlocking(rawReceiveBuffer, out segment);
}
// for non-blocking sockets, Receive throws WouldBlock if there is
// no message to read. that's okay. only log for other errors.
catch (SocketException e)
{
// the other end closing the connection is not an 'error'.
// but connections should never just end silently.
// at least log a message for easier debugging.
// for example, his can happen when connecting without a server.
// see test: ConnectWithoutServer().
Log.Info($"KcpClient: looks like the other end has closed the connection. This is fine: {e}");
peer.Disconnect();
return false;
}
}
// io - output.
// virtual so it may be modified for relays, etc.
protected virtual void RawSend(ArraySegment<byte> data)
{
try
{
socket.SendNonBlocking(data);
}
catch (SocketException e)
{
Log.Error($"KcpClient: Send failed: {e}");
}
}
public void Send(ArraySegment<byte> segment, KcpChannel channel)
{
if (!connected)
{
Log.Warning("KcpClient: can't send because not connected!");
return;
}
peer.SendData(segment, channel);
}
public void Disconnect()
{
// only if connected
// otherwise we end up in a deadlock because of an open Mirror bug:
// https://github.com/vis2k/Mirror/issues/2353
if (!connected) return;
// call Disconnect and let the connection handle it.
// DO NOT set it to null yet. it needs to be updated a few more
// times first. let the connection handle it!
peer?.Disconnect();
}
// process incoming messages. should be called before updating the world.
// virtual because relay may need to inject their own ping or similar.
public virtual void TickIncoming()
{
// recv on socket first, then process incoming
// (even if we didn't receive anything. need to tick ping etc.)
// (connection is null if not active)
if (peer != null)
{
while (RawReceive(out ArraySegment<byte> segment))
peer.RawInput(segment);
}
// RawReceive may have disconnected peer. null check again.
peer?.TickIncoming();
}
// process outgoing messages. should be called after updating the world.
// virtual because relay may need to inject their own ping or similar.
public virtual void TickOutgoing()
{
// process outgoing
// (connection is null if not active)
peer?.TickOutgoing();
}
// process incoming and outgoing for convenience
// => ideally call ProcessIncoming() before updating the world and
// ProcessOutgoing() after updating the world for minimum latency
public virtual void Tick()
{
TickIncoming();
TickOutgoing();
}
}
}