SmoOnlineServer/Server/Server.cs

162 lines
7.0 KiB
C#

using System.Buffers;
using System.Net.Sockets;
using System.Runtime.InteropServices;
using Shared;
using Shared.Packet;
using Shared.Packet.Packets;
namespace Server;
public class Server {
private readonly MemoryPool<byte> memoryPool = MemoryPool<byte>.Shared;
public readonly List<Client> Clients = new List<Client>();
public readonly Logger Logger = new Logger("Server");
private static int HeaderSize => Marshal.SizeOf<PacketHeader>();
public async Task Listen(ushort port) {
TcpListener listener = TcpListener.Create(port);
listener.Start();
while (true) {
Socket socket = await listener.AcceptSocketAsync();
if (Clients.Count > Constants.MaxClients) {
Logger.Warn("Turned away client due to max clients");
await socket.DisconnectAsync(false);
continue;
}
HandleSocket(socket);
}
}
public static void FillPacket<T>(PacketHeader header, T packet, Memory<byte> memory) where T : unmanaged, IPacket {
Span<byte> data = memory.Span;
MemoryMarshal.Write(data, ref header);
MemoryMarshal.Write(data[HeaderSize..], ref packet);
}
// broadcast packets to all clients
public async void Broadcast<T>(T packet, Client? sender = null) where T : unmanaged, IPacket {
IMemoryOwner<byte> memory = memoryPool.Rent(Marshal.SizeOf<T>() + HeaderSize);
PacketHeader header = new PacketHeader {
Id = sender?.Id ?? Guid.Empty,
Type = Constants.Packets[typeof(T)].Type,
Sender = PacketSender.Server // todo maybe use client?
};
FillPacket(header, packet, memory.Memory);
await Broadcast(memory, sender);
}
/// <summary>
/// Takes ownership of data and disposes once done.
/// </summary>
/// <param name="data">Memory owner to dispose once done</param>
/// <param name="sender">Optional sender to not broadcast data to</param>
public async Task Broadcast(IMemoryOwner<byte> data, Client? sender = null) {
await Task.WhenAll(Clients.Where(c => c.Connected && c != sender).Select(client => client.Send(data.Memory)));
data.Dispose();
}
/// <summary>
/// Broadcasts memory whose memory shouldn't be disposed, should only be fired by server code.
/// </summary>
/// <param name="data">Memory to send to the clients</param>
/// <param name="sender">Optional sender to not broadcast data to</param>
public async void Broadcast(Memory<byte> data, Client? sender = null) {
await Task.WhenAll(Clients.Where(c => c.Connected && c != sender).Select(client => client.Send(data)));
}
public Client? FindExistingClient(Guid id) {
return Clients.Find(client => client.Id == id);
}
private async void HandleSocket(Socket socket) {
Client client = new Client {Socket = socket};
IMemoryOwner<byte> memory = null!;
bool first = true;
try {
while (true) {
memory = memoryPool.Rent(Constants.MaxPacketSize);
int size = await socket.ReceiveAsync(memory.Memory, SocketFlags.None);
if (size == 0) { // treat it as a disconnect and exit
Logger.Info($"Socket {socket.RemoteEndPoint} disconnected.");
await socket.DisconnectAsync(false);
break;
}
PacketHeader header = GetHeader(memory.Memory.Span[..size]);
//Logger.Info($"first = {first}, type = {header.Type}, data = " + memory.Memory.Span[..size].Hex());
// connection initialization
if (first) {
first = false;
if (header.Type != PacketType.Connect) {
throw new Exception("First packet was not init");
}
ConnectPacket connect = MemoryMarshal.Read<ConnectPacket>(memory.Memory.Span[HeaderSize..size]);
lock (Clients) {
switch (connect.ConnectionType) {
case ConnectionTypes.FirstConnection: {
// do any cleanup required when it comes to new clients
List<Client> toDisconnect = Clients.FindAll(c => c.Id == header.Id && c.Connected && c.Socket != null);
Clients.RemoveAll(c => c.Id == header.Id);
client.Id = header.Id;
Clients.Add(client);
foreach (Client c in toDisconnect) c.Socket!.DisconnectAsync(false);
// done disconnecting and removing stale clients with the same id
break;
}
case ConnectionTypes.Reconnecting: {
if (FindExistingClient(header.Id) is { } newClient) {
if (newClient.Connected) throw new Exception($"Tried to join as already connected user {header.Id}");
newClient.Socket = client.Socket;
client = newClient;
} else {
// TODO MAJOR: IF CLIENT COULD NOT BE FOUND, SERVER SHOULD GRACEFULLY TELL CLIENT THAT ON DISCONNECT
// can be done via disconnect packet when that gets more data?
throw new Exception("Could not find a suitable client to reconnect as");
}
break;
}
default:
throw new Exception($"Invalid connection type {connect.ConnectionType}");
}
}
Logger.Info($"Client {socket.RemoteEndPoint} connected.");
continue;
}
// todo support variable length packets when they show up
if (header.Sender == PacketSender.Client) await Broadcast(memory, client);
else {
//todo handle server packets :)
}
}
}
catch (Exception e) {
if (e is SocketException {SocketErrorCode: SocketError.ConnectionReset}) {
Logger.Info($"Client {socket.RemoteEndPoint} disconnected from the server");
} else {
Logger.Error($"Exception on socket {socket.RemoteEndPoint}, disconnecting for: {e}");
await socket.DisconnectAsync(false);
}
memory?.Dispose();
}
client.Dispose();
}
private static PacketHeader GetHeader(Span<byte> data) {
//no need to error check, the client will disconnect when the packet is invalid :)
return MemoryMarshal.Read<PacketHeader>(data);
}
}