SendLoop.cs 7.7 KB

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  1. using System;
  2. using System.IO;
  3. using System.Net.Sockets;
  4. using System.Security.Cryptography;
  5. using System.Threading;
  6. using UnityEngine.Profiling;
  7. namespace Mirror.SimpleWeb
  8. {
  9. public static class SendLoopConfig
  10. {
  11. public static volatile bool batchSend = false;
  12. public static volatile bool sleepBeforeSend = false;
  13. }
  14. internal static class SendLoop
  15. {
  16. public struct Config
  17. {
  18. public readonly Connection conn;
  19. public readonly int bufferSize;
  20. public readonly bool setMask;
  21. public Config(Connection conn, int bufferSize, bool setMask)
  22. {
  23. this.conn = conn ?? throw new ArgumentNullException(nameof(conn));
  24. this.bufferSize = bufferSize;
  25. this.setMask = setMask;
  26. }
  27. public void Deconstruct(out Connection conn, out int bufferSize, out bool setMask)
  28. {
  29. conn = this.conn;
  30. bufferSize = this.bufferSize;
  31. setMask = this.setMask;
  32. }
  33. }
  34. public static void Loop(Config config)
  35. {
  36. (Connection conn, int bufferSize, bool setMask) = config;
  37. Profiler.BeginThreadProfiling("SimpleWeb", $"SendLoop {conn.connId}");
  38. // create write buffer for this thread
  39. byte[] writeBuffer = new byte[bufferSize];
  40. MaskHelper maskHelper = setMask ? new MaskHelper() : null;
  41. try
  42. {
  43. TcpClient client = conn.client;
  44. Stream stream = conn.stream;
  45. // null check in case disconnect while send thread is starting
  46. if (client == null)
  47. return;
  48. while (client.Connected)
  49. {
  50. // wait for message
  51. conn.sendPending.Wait();
  52. // wait for 1ms for mirror to send other messages
  53. if (SendLoopConfig.sleepBeforeSend)
  54. {
  55. Thread.Sleep(1);
  56. }
  57. conn.sendPending.Reset();
  58. if (SendLoopConfig.batchSend)
  59. {
  60. int offset = 0;
  61. while (conn.sendQueue.TryDequeue(out ArrayBuffer msg))
  62. {
  63. // check if connected before sending message
  64. if (!client.Connected)
  65. {
  66. Log.Info($"SendLoop {conn} not connected");
  67. msg.Release();
  68. return;
  69. }
  70. int maxLength = msg.count + Constants.HeaderSize + Constants.MaskSize;
  71. // if next writer could overflow, write to stream and clear buffer
  72. if (offset + maxLength > bufferSize)
  73. {
  74. stream.Write(writeBuffer, 0, offset);
  75. offset = 0;
  76. }
  77. offset = SendMessage(writeBuffer, offset, msg, setMask, maskHelper);
  78. msg.Release();
  79. }
  80. // after no message in queue, send remaining messages
  81. // don't need to check offset > 0 because last message in queue will always be sent here
  82. stream.Write(writeBuffer, 0, offset);
  83. }
  84. else
  85. {
  86. while (conn.sendQueue.TryDequeue(out ArrayBuffer msg))
  87. {
  88. // check if connected before sending message
  89. if (!client.Connected)
  90. {
  91. Log.Info($"SendLoop {conn} not connected");
  92. msg.Release();
  93. return;
  94. }
  95. int length = SendMessage(writeBuffer, 0, msg, setMask, maskHelper);
  96. stream.Write(writeBuffer, 0, length);
  97. msg.Release();
  98. }
  99. }
  100. }
  101. Log.Info($"{conn} Not Connected");
  102. }
  103. catch (ThreadInterruptedException e) { Log.InfoException(e); }
  104. catch (ThreadAbortException e) { Log.InfoException(e); }
  105. catch (Exception e)
  106. {
  107. Log.Exception(e);
  108. }
  109. finally
  110. {
  111. Profiler.EndThreadProfiling();
  112. conn.Dispose();
  113. maskHelper?.Dispose();
  114. }
  115. }
  116. /// <returns>new offset in buffer</returns>
  117. static int SendMessage(byte[] buffer, int startOffset, ArrayBuffer msg, bool setMask, MaskHelper maskHelper)
  118. {
  119. int msgLength = msg.count;
  120. int offset = WriteHeader(buffer, startOffset, msgLength, setMask);
  121. if (setMask)
  122. {
  123. offset = maskHelper.WriteMask(buffer, offset);
  124. }
  125. msg.CopyTo(buffer, offset);
  126. offset += msgLength;
  127. // dump before mask on
  128. Log.DumpBuffer("Send", buffer, startOffset, offset);
  129. if (setMask)
  130. {
  131. int messageOffset = offset - msgLength;
  132. MessageProcessor.ToggleMask(buffer, messageOffset, msgLength, buffer, messageOffset - Constants.MaskSize);
  133. }
  134. return offset;
  135. }
  136. public static int WriteHeader(byte[] buffer, int startOffset, int msgLength, bool setMask)
  137. {
  138. int sendLength = 0;
  139. const byte finished = 128;
  140. const byte byteOpCode = 2;
  141. buffer[startOffset + 0] = finished | byteOpCode;
  142. sendLength++;
  143. if (msgLength <= Constants.BytePayloadLength)
  144. {
  145. buffer[startOffset + 1] = (byte)msgLength;
  146. sendLength++;
  147. }
  148. else if (msgLength <= ushort.MaxValue)
  149. {
  150. buffer[startOffset + 1] = 126;
  151. buffer[startOffset + 2] = (byte)(msgLength >> 8);
  152. buffer[startOffset + 3] = (byte)msgLength;
  153. sendLength += 3;
  154. }
  155. else
  156. {
  157. buffer[startOffset + 1] = 127;
  158. // must be 64 bytes, but we only have 32 bit length, so first 4 bits are 0
  159. buffer[startOffset + 2] = 0;
  160. buffer[startOffset + 3] = 0;
  161. buffer[startOffset + 4] = 0;
  162. buffer[startOffset + 5] = 0;
  163. buffer[startOffset + 6] = (byte)(msgLength >> 24);
  164. buffer[startOffset + 7] = (byte)(msgLength >> 16);
  165. buffer[startOffset + 8] = (byte)(msgLength >> 8);
  166. buffer[startOffset + 9] = (byte)msgLength;
  167. sendLength += 9;
  168. }
  169. if (setMask)
  170. {
  171. buffer[startOffset + 1] |= 0b1000_0000;
  172. }
  173. return sendLength + startOffset;
  174. }
  175. }
  176. sealed class MaskHelper : IDisposable
  177. {
  178. readonly byte[] maskBuffer;
  179. readonly RNGCryptoServiceProvider random;
  180. public MaskHelper()
  181. {
  182. maskBuffer = new byte[4];
  183. random = new RNGCryptoServiceProvider();
  184. }
  185. public void Dispose()
  186. {
  187. random.Dispose();
  188. }
  189. public int WriteMask(byte[] buffer, int offset)
  190. {
  191. random.GetBytes(maskBuffer);
  192. Buffer.BlockCopy(maskBuffer, 0, buffer, offset, 4);
  193. return offset + 4;
  194. }
  195. }
  196. }