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SmoOnlineServer/Server/Client.cs
Robin C. Ladiges 69cef89953 fix: on reconnect do not disconnect the new client
Currently when a client connects that is already there,
the old socket is closed, and the code tries to reuse the existing client object by exchanging its socket.

Reusing the same client object and just changing its socket does cause issues though with copies of the client in other threads.
In the situations that I could reproduce, it always disconnected both sockets, the old one and then the new one.

Instead I make a copy of the client object, use the new socket, remove the old object and add the new object to the collection.

(cherry picked from commit 9e6c312c8e)
2022-10-10 11:12:28 -06:00

97 lines
3.2 KiB
C#

using System.Buffers;
using System.Collections.Concurrent;
using System.Diagnostics;
using System.Net.Sockets;
using System.Runtime.InteropServices;
using Shared;
using Shared.Packet;
using Shared.Packet.Packets;
namespace Server;
public class Client : IDisposable {
public readonly ConcurrentDictionary<string, object?> Metadata = new ConcurrentDictionary<string, object?>(); // can be used to store any information about a player
public bool Connected = false;
public CostumePacket? CurrentCostume = null; // required for proper client sync
public string Name {
get => Logger.Name;
set => Logger.Name = value;
}
public Guid Id;
public Socket? Socket;
public Server Server { get; init; } = null!; //init'd in object initializer
public Logger Logger { get; }
public Client(Socket socket) {
Socket = socket;
Logger = new Logger("Unknown User");
}
// copy Client to use existing data for a new reconnected connection with a new socket
public Client(Client other, Socket socket) {
Metadata = other.Metadata;
Connected = other.Connected;
CurrentCostume = other.CurrentCostume;
Id = other.Id;
Socket = socket;
Server = other.Server;
Logger = other.Logger;
}
public void Dispose() {
if (Socket?.Connected is true)
Socket.Disconnect(false);
}
public async Task Send<T>(T packet, Client? sender = null) where T : struct, IPacket {
IMemoryOwner<byte> memory = MemoryPool<byte>.Shared.RentZero(Constants.HeaderSize + packet.Size);
PacketAttribute packetAttribute = Constants.PacketMap[typeof(T)];
try {
Server.FillPacket(new PacketHeader {
Id = sender?.Id ?? Id,
Type = packetAttribute.Type,
PacketSize = packet.Size
}, packet, memory.Memory);
}
catch (Exception e) {
Logger.Error($"Failed to serialize {packetAttribute.Type}");
Logger.Error(e);
}
await Socket!.SendAsync(memory.Memory[..(Constants.HeaderSize + packet.Size)], SocketFlags.None);
memory.Dispose();
}
public async Task Send(Memory<byte> data, Client? sender) {
PacketHeader header = new PacketHeader();
header.Deserialize(data.Span);
if (!Connected && header.Type is not PacketType.Connect) {
Server.Logger.Error($"Didn't send {header.Type} to {Id} because they weren't connected yet");
return;
}
await Socket!.SendAsync(data[..(Constants.HeaderSize + header.PacketSize)], SocketFlags.None);
}
public static bool operator ==(Client? left, Client? right) {
return left is { } leftClient && right is { } rightClient && leftClient.Id == rightClient.Id;
}
public static bool operator !=(Client? left, Client? right) {
return !(left == right);
}
public override bool Equals(object? obj) {
if (obj is Client)
return this == (Client)obj;
else
return false;
}
public override int GetHashCode() {
return Id.GetHashCode(); //relies upon same info as == operator.
}
}