MultiplayerBasics/Assets/Packages/Mirror/Transports/Telepathy/Telepathy/Client.cs

362 lines
16 KiB
C#

using System;
using System.Net.Sockets;
using System.Threading;
namespace Telepathy
{
// ClientState OBJECT that can be handed to the ReceiveThread safely.
// => allows us to create a NEW OBJECT every time we connect and start a
// receive thread.
// => perfectly protects us against data races. fixes all the flaky tests
// where .Connecting or .client would still be used by a dieing thread
// while attempting to use it for a new connection attempt etc.
// => creating a fresh client state each time is the best solution against
// data races here!
class ClientConnectionState : ConnectionState
{
public Thread receiveThread;
// TcpClient.Connected doesn't check if socket != null, which
// results in NullReferenceExceptions if connection was closed.
// -> let's check it manually instead
public bool Connected => client != null &&
client.Client != null &&
client.Client.Connected;
// TcpClient has no 'connecting' state to check. We need to keep track
// of it manually.
// -> checking 'thread.IsAlive && !Connected' is not enough because the
// thread is alive and connected is false for a short moment after
// disconnecting, so this would cause race conditions.
// -> we use a threadsafe bool wrapper so that ThreadFunction can remain
// static (it needs a common lock)
// => Connecting is true from first Connect() call in here, through the
// thread start, until TcpClient.Connect() returns. Simple and clear.
// => bools are atomic according to
// https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/language-specification/variables
// made volatile so the compiler does not reorder access to it
public volatile bool Connecting;
// thread safe pipe for received messages
// => inside client connection state so that we can create a new state
// each time we connect
// (unlike server which has one receive pipe for all connections)
public readonly MagnificentReceivePipe receivePipe;
// constructor always creates new TcpClient for client connection!
public ClientConnectionState(int MaxMessageSize) : base(new TcpClient(), MaxMessageSize)
{
// create receive pipe with max message size for pooling
receivePipe = new MagnificentReceivePipe(MaxMessageSize);
}
// dispose all the state safely
public void Dispose()
{
// close client
client.Close();
// wait until thread finished. this is the only way to guarantee
// that we can call Connect() again immediately after Disconnect
// -> calling .Join would sometimes wait forever, e.g. when
// calling Disconnect while trying to connect to a dead end
receiveThread?.Interrupt();
// we interrupted the receive Thread, so we can't guarantee that
// connecting was reset. let's do it manually.
Connecting = false;
// clear send pipe. no need to hold on to elements.
// (unlike receiveQueue, which is still needed to process the
// latest Disconnected message, etc.)
sendPipe.Clear();
// IMPORTANT: DO NOT CLEAR RECEIVE PIPE.
// we still want to process disconnect messages in Tick()!
// let go of this client completely. the thread ended, no one uses
// it anymore and this way Connected is false again immediately.
client = null;
}
}
public class Client : Common
{
// events to hook into
// => OnData uses ArraySegment for allocation free receives later
public Action OnConnected;
public Action<ArraySegment<byte>> OnData;
public Action OnDisconnected;
// disconnect if send queue gets too big.
// -> avoids ever growing queue memory if network is slower than input
// -> disconnecting is great for load balancing. better to disconnect
// one connection than risking every connection / the whole server
// -> huge queue would introduce multiple seconds of latency anyway
//
// Mirror/DOTSNET use MaxMessageSize batching, so for a 16kb max size:
// limit = 1,000 means 16 MB of memory/connection
// limit = 10,000 means 160 MB of memory/connection
public int SendQueueLimit = 10000;
public int ReceiveQueueLimit = 10000;
// all client state wrapped into an object that is passed to ReceiveThread
// => we create a new one each time we connect to avoid data races with
// old dieing threads still using the previous object!
ClientConnectionState state;
// Connected & Connecting
public bool Connected => state != null && state.Connected;
public bool Connecting => state != null && state.Connecting;
// pipe count, useful for debugging / benchmarks
public int ReceivePipeCount => state != null ? state.receivePipe.TotalCount : 0;
// constructor
public Client(int MaxMessageSize) : base(MaxMessageSize) {}
// the thread function
// STATIC to avoid sharing state!
// => pass ClientState object. a new one is created for each new thread!
// => avoids data races where an old dieing thread might still modify
// the current thread's state :/
static void ReceiveThreadFunction(ClientConnectionState state, string ip, int port, int MaxMessageSize, bool NoDelay, int SendTimeout, int ReceiveTimeout, int ReceiveQueueLimit)
{
Thread sendThread = null;
// absolutely must wrap with try/catch, otherwise thread
// exceptions are silent
try
{
// connect (blocking)
state.client.Connect(ip, port);
state.Connecting = false; // volatile!
// set socket options after the socket was created in Connect()
// (not after the constructor because we clear the socket there)
state.client.NoDelay = NoDelay;
state.client.SendTimeout = SendTimeout;
state.client.ReceiveTimeout = ReceiveTimeout;
// start send thread only after connected
// IMPORTANT: DO NOT SHARE STATE ACROSS MULTIPLE THREADS!
sendThread = new Thread(() => { ThreadFunctions.SendLoop(0, state.client, state.sendPipe, state.sendPending); });
sendThread.IsBackground = true;
sendThread.Start();
// run the receive loop
// (receive pipe is shared across all loops)
ThreadFunctions.ReceiveLoop(0, state.client, MaxMessageSize, state.receivePipe, ReceiveQueueLimit);
}
catch (SocketException exception)
{
// this happens if (for example) the ip address is correct
// but there is no server running on that ip/port
Log.Info("[Telepathy] Client Recv: failed to connect to ip=" + ip + " port=" + port + " reason=" + exception);
}
catch (ThreadInterruptedException)
{
// expected if Disconnect() aborts it
}
catch (ThreadAbortException)
{
// expected if Disconnect() aborts it
}
catch (ObjectDisposedException)
{
// expected if Disconnect() aborts it and disposed the client
// while ReceiveThread is in a blocking Connect() call
}
catch (Exception exception)
{
// something went wrong. probably important.
Log.Error("[Telepathy] Client Recv Exception: " + exception);
}
// add 'Disconnected' event to receive pipe so that the caller
// knows that the Connect failed. otherwise they will never know
state.receivePipe.Enqueue(0, EventType.Disconnected, default);
// sendthread might be waiting on ManualResetEvent,
// so let's make sure to end it if the connection
// closed.
// otherwise the send thread would only end if it's
// actually sending data while the connection is
// closed.
sendThread?.Interrupt();
// Connect might have failed. thread might have been closed.
// let's reset connecting state no matter what.
state.Connecting = false;
// if we got here then we are done. ReceiveLoop cleans up already,
// but we may never get there if connect fails. so let's clean up
// here too.
state.client?.Close();
}
public void Connect(string ip, int port)
{
// not if already started
if (Connecting || Connected)
{
Log.Warning("[Telepathy] Client can not create connection because an existing connection is connecting or connected");
return;
}
// overwrite old thread's state object. create a new one to avoid
// data races where an old dieing thread might still modify the
// current state! fixes all the flaky tests!
state = new ClientConnectionState(MaxMessageSize);
// We are connecting from now until Connect succeeds or fails
state.Connecting = true;
// create a TcpClient with perfect IPv4, IPv6 and hostname resolving
// support.
//
// * TcpClient(hostname, port): works but would connect (and block)
// already
// * TcpClient(AddressFamily.InterNetworkV6): takes Ipv4 and IPv6
// addresses but only connects to IPv6 servers (e.g. Telepathy).
// does NOT connect to IPv4 servers (e.g. Mirror Booster), even
// with DualMode enabled.
// * TcpClient(): creates IPv4 socket internally, which would force
// Connect() to only use IPv4 sockets.
//
// => the trick is to clear the internal IPv4 socket so that Connect
// resolves the hostname and creates either an IPv4 or an IPv6
// socket as needed (see TcpClient source)
state.client.Client = null; // clear internal IPv4 socket until Connect()
// client.Connect(ip, port) is blocking. let's call it in the thread
// and return immediately.
// -> this way the application doesn't hang for 30s if connect takes
// too long, which is especially good in games
// -> this way we don't async client.BeginConnect, which seems to
// fail sometimes if we connect too many clients too fast
state.receiveThread = new Thread(() => {
ReceiveThreadFunction(state, ip, port, MaxMessageSize, NoDelay, SendTimeout, ReceiveTimeout, ReceiveQueueLimit);
});
state.receiveThread.IsBackground = true;
state.receiveThread.Start();
}
public void Disconnect()
{
// only if started
if (Connecting || Connected)
{
// dispose all the state safely
state.Dispose();
// IMPORTANT: DO NOT set state = null!
// we still want to process the pipe's disconnect message etc.!
}
}
// send message to server using socket connection.
// arraysegment for allocation free sends later.
// -> the segment's array is only used until Send() returns!
public bool Send(ArraySegment<byte> message)
{
if (Connected)
{
// respect max message size to avoid allocation attacks.
if (message.Count <= MaxMessageSize)
{
// check send pipe limit
if (state.sendPipe.Count < SendQueueLimit)
{
// add to thread safe send pipe and return immediately.
// calling Send here would be blocking (sometimes for long
// times if other side lags or wire was disconnected)
state.sendPipe.Enqueue(message);
state.sendPending.Set(); // interrupt SendThread WaitOne()
return true;
}
// disconnect if send queue gets too big.
// -> avoids ever growing queue memory if network is slower
// than input
// -> avoids ever growing latency as well
//
// note: while SendThread always grabs the WHOLE send queue
// immediately, it's still possible that the sending
// blocks for so long that the send queue just gets
// way too big. have a limit - better safe than sorry.
else
{
// log the reason
Log.Warning($"[Telepathy] Client.Send: sendPipe reached limit of {SendQueueLimit}. This can happen if we call send faster than the network can process messages. Disconnecting to avoid ever growing memory & latency.");
// just close it. send thread will take care of the rest.
state.client.Close();
return false;
}
}
Log.Error("[Telepathy] Client.Send: message too big: " + message.Count + ". Limit: " + MaxMessageSize);
return false;
}
Log.Warning("[Telepathy] Client.Send: not connected!");
return false;
}
// tick: processes up to 'limit' messages
// => limit parameter to avoid deadlocks / too long freezes if server or
// client is too slow to process network load
// => Mirror & DOTSNET need to have a process limit anyway.
// might as well do it here and make life easier.
// => returns amount of remaining messages to process, so the caller
// can call tick again as many times as needed (or up to a limit)
//
// Tick() may process multiple messages, but Mirror needs a way to stop
// processing immediately if a scene change messages arrives. Mirror
// can't process any other messages during a scene change.
// (could be useful for others too)
// => make sure to allocate the lambda only once in transports
public int Tick(int processLimit, Func<bool> checkEnabled = null)
{
// only if state was created yet (after connect())
// note: we don't check 'only if connected' because we want to still
// process Disconnect messages afterwards too!
if (state == null)
return 0;
// process up to 'processLimit' messages
for (int i = 0; i < processLimit; ++i)
{
// check enabled in case a Mirror scene message arrived
if (checkEnabled != null && !checkEnabled())
break;
// peek first. allows us to process the first queued entry while
// still keeping the pooled byte[] alive by not removing anything.
if (state.receivePipe.TryPeek(out int _, out EventType eventType, out ArraySegment<byte> message))
{
switch (eventType)
{
case EventType.Connected:
OnConnected?.Invoke();
break;
case EventType.Data:
OnData?.Invoke(message);
break;
case EventType.Disconnected:
OnDisconnected?.Invoke();
break;
}
// IMPORTANT: now dequeue and return it to pool AFTER we are
// done processing the event.
state.receivePipe.TryDequeue();
}
// no more messages. stop the loop.
else break;
}
// return what's left to process for next time
return state.receivePipe.TotalCount;
}
}
}