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using System ;
using System.Collections.Generic ;
using System.Linq ;
using System.Text ;
using System.Net ;
using System.Net.Sockets ;
using System.Threading.Tasks ;
using System.Threading ;
using FFXIVClassic_Lobby_Server.common ;
using FFXIVClassic_Map_Server.dataobjects ;
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using FFXIVClassic_Lobby_Server.packets ;
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using System.IO ;
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namespace FFXIVClassic_Lobby_Server
{
class Server
{
public const int FFXIV_MAP_PORT = 54992 ;
public const int BUFFER_SIZE = 0x400 ;
public const int BACKLOG = 100 ;
private Socket mServerSocket ;
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private Dictionary < uint , Player > mConnectedPlayerList = new Dictionary < uint , Player > ( ) ;
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private List < ClientConnection > mConnectionList = new List < ClientConnection > ( ) ;
private PacketProcessor mProcessor ;
private Thread mProcessorThread ;
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private Thread mGameThread ;
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#region Socket Handling
public bool startServer ( )
{
IPEndPoint serverEndPoint = new System . Net . IPEndPoint ( IPAddress . Parse ( ConfigConstants . OPTIONS_BINDIP ) , FFXIV_MAP_PORT ) ;
try {
mServerSocket = new System . Net . Sockets . Socket ( serverEndPoint . Address . AddressFamily , SocketType . Stream , ProtocolType . Tcp ) ;
}
catch ( Exception e )
{
throw new ApplicationException ( "Could not create socket, check to make sure not duplicating port" , e ) ;
}
try
{
mServerSocket . Bind ( serverEndPoint ) ;
mServerSocket . Listen ( BACKLOG ) ;
}
catch ( Exception e )
{
throw new ApplicationException ( "Error occured while binding socket, check inner exception" , e ) ;
}
try
{
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
catch ( Exception e )
{
throw new ApplicationException ( "Error occured starting listeners, check inner exception" , e ) ;
}
Console . Write ( "Game server has started @ " ) ;
Console . ForegroundColor = ConsoleColor . White ;
Console . WriteLine ( "{0}:{1}" , ( mServerSocket . LocalEndPoint as IPEndPoint ) . Address , ( mServerSocket . LocalEndPoint as IPEndPoint ) . Port ) ;
Console . ForegroundColor = ConsoleColor . Gray ;
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//mGameThread = new Thread(new ThreadStart(mProcessor.update));
//mGameThread.Start();
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return true ;
}
private void acceptCallback ( IAsyncResult result )
{
ClientConnection conn = null ;
Socket socket = ( System . Net . Sockets . Socket ) result . AsyncState ;
try
{
conn = new ClientConnection ( ) ;
conn . socket = socket . EndAccept ( result ) ;
conn . buffer = new byte [ BUFFER_SIZE ] ;
lock ( mConnectionList )
{
mConnectionList . Add ( conn ) ;
}
Log . conn ( String . Format ( "Connection {0}:{1} has connected." , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Address , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Port ) ) ;
//Queue recieving of data from the connection
conn . socket . BeginReceive ( conn . buffer , 0 , conn . buffer . Length , SocketFlags . None , new AsyncCallback ( receiveCallback ) , conn ) ;
//Queue the accept of the next incomming connection
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
catch ( SocketException )
{
if ( conn ! = null )
{
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
catch ( Exception )
{
if ( conn ! = null )
{
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
}
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/// <summary>
/// Receive Callback. Reads in incoming data, converting them to base packets. Base packets are sent to be parsed. If not enough data at the end to build a basepacket, move to the beginning and prepend.
/// </summary>
/// <param name="result"></param>
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private void receiveCallback ( IAsyncResult result )
{
ClientConnection conn = ( ClientConnection ) result . AsyncState ;
try
{
int bytesRead = conn . socket . EndReceive ( result ) ;
if ( bytesRead > 0 )
{
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int offset = 0 ;
//Build packets until can no longer or out of data
while ( true )
{
BasePacket basePacket = buildPacket ( ref offset , conn . buffer ) ;
//If can't build packet, break, else process another
if ( basePacket = = null )
break ;
else
mProcessor . processPacket ( conn , basePacket ) ;
}
//Not all bytes consumed, transfer leftover to beginning
if ( offset < = bytesRead )
Array . Copy ( conn . buffer , offset , conn . buffer , 0 , bytesRead - offset ) ;
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//Build any queued subpackets into basepackets and send
conn . flushQueuedSendPackets ( ) ;
if ( offset < = bytesRead )
//Need offset since not all bytes consumed
conn . socket . BeginReceive ( conn . buffer , bytesRead - offset , conn . buffer . Length - ( bytesRead - offset ) , SocketFlags . None , new AsyncCallback ( receiveCallback ) , conn ) ;
else
//All bytes consumed, full buffer available
conn . socket . BeginReceive ( conn . buffer , 0 , conn . buffer . Length , SocketFlags . None , new AsyncCallback ( receiveCallback ) , conn ) ;
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}
else
{
Log . conn ( String . Format ( "{0} has disconnected." , conn . owner = = 0 ? conn . getAddress ( ) : "User " + conn . owner ) ) ;
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
}
catch ( SocketException )
{
if ( conn . socket ! = null )
{
Log . conn ( String . Format ( "{0} has disconnected." , conn . owner = = 0 ? conn . getAddress ( ) : "User " + conn . owner ) ) ;
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
}
}
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/// <summary>
/// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null.
/// </summary>
/// <param name="offset">Current offset in buffer.</param>
/// <param name="buffer">Incoming buffer.</param>
/// <returns>Returns either a BasePacket or null if not enough data.</returns>
public BasePacket buildPacket ( ref int offset , byte [ ] buffer )
{
BasePacket newPacket = null ;
//Too small to even get length
if ( buffer . Length < = offset + 1 )
return null ;
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ushort packetSize = BitConverter . ToUInt16 ( buffer , offset ) ;
//Too small to whole packet
if ( buffer . Length < = offset + packetSize )
return null ;
newPacket = new BasePacket ( buffer , ref offset ) ;
return newPacket ;
}
#endregion
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public void sendPacket ( string path , int conn )
{
mProcessor . sendPacket ( path , conn ) ;
}
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}
}