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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 ;
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using FFXIVClassic_Lobby_Server.common ;
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using FFXIVClassic_Lobby_Server.packets ;
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namespace FFXIVClassic_Lobby_Server
{
class Server
{
public const int FFXIV_LOBBY_PORT = 54994 ;
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public const int BUFFER_SIZE = 0xFFFF ;
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public const int BACKLOG = 100 ;
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private const int CLEANUP_THREAD_SLEEP_TIME = 60 ;
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private Socket mServerSocket ;
private List < ClientConnection > mConnectionList = new List < ClientConnection > ( ) ;
private PacketProcessor mProcessor ;
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private Thread cleanupThread ;
private bool killCleanupThread = false ;
private void socketCleanup ( )
{
Console . WriteLine ( "Cleanup thread started; it will run every {0} seconds." , CLEANUP_THREAD_SLEEP_TIME ) ;
while ( ! killCleanupThread )
{
int count = 0 ;
for ( int i = mConnectionList . Count - 1 ; i > = 0 ; i - - )
{
ClientConnection conn = mConnectionList [ i ] ;
if ( conn . socket . Poll ( 1 , SelectMode . SelectRead ) & & conn . socket . Available = = 0 )
{
conn . socket . Disconnect ( false ) ;
mConnectionList . Remove ( conn ) ;
count + + ;
}
}
if ( count ! = 0 )
Log . conn ( String . Format ( "{0} connections were cleaned up." , count ) ) ;
Thread . Sleep ( CLEANUP_THREAD_SLEEP_TIME * 1000 ) ;
}
}
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#region Socket Handling
public bool startServer ( )
{
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cleanupThread = new Thread ( new ThreadStart ( socketCleanup ) ) ;
cleanupThread . Name = "LobbyThread:Cleanup" ;
cleanupThread . Start ( ) ;
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IPEndPoint serverEndPoint = new System . Net . IPEndPoint ( IPAddress . Parse ( ConfigConstants . OPTIONS_BINDIP ) , FFXIV_LOBBY_PORT ) ;
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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 ( "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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mProcessor = new PacketProcessor ( ) ;
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return true ;
}
private void acceptCallback ( IAsyncResult result )
{
ClientConnection conn = null ;
try
{
System . Net . Sockets . Socket s = ( System . Net . Sockets . Socket ) result . AsyncState ;
conn = new ClientConnection ( ) ;
conn . socket = s . EndAccept ( result ) ;
conn . buffer = new byte [ BUFFER_SIZE ] ;
lock ( mConnectionList )
{
mConnectionList . Add ( conn ) ;
}
//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 ) ;
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Log . conn ( String . Format ( "Connection {0}:{1} has connected." , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Address , ( conn . socket . RemoteEndPoint as IPEndPoint ) . Port ) ) ;
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}
catch ( SocketException )
{
if ( conn . socket ! = null )
{
conn . socket . Close ( ) ;
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
catch ( Exception )
{
if ( conn . socket ! = null )
{
conn . socket . Close ( ) ;
lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
mServerSocket . BeginAccept ( new AsyncCallback ( acceptCallback ) , mServerSocket ) ;
}
}
private void receiveCallback ( IAsyncResult result )
{
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ClientConnection conn = ( ClientConnection ) result . AsyncState ;
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try
{
int bytesRead = conn . socket . EndReceive ( result ) ;
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bytesRead + = conn . lastPartialSize ;
if ( bytesRead > = 0 )
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{
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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 , bytesRead ) ;
//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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Array . Clear ( conn . buffer , bytesRead - offset , conn . buffer . Length - ( bytesRead - offset ) ) ;
conn . lastPartialSize = bytesRead - offset ;
//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
{
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Log . conn ( String . Format ( "{0} has disconnected." , conn . currentUserId = = 0 ? conn . getAddress ( ) : "User " + conn . currentUserId ) ) ;
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lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
}
}
}
catch ( SocketException )
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{
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if ( conn . socket ! = null )
{
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Log . conn ( String . Format ( "{0} has disconnected." , conn . currentUserId = = 0 ? conn . getAddress ( ) : "User " + conn . currentUserId ) ) ;
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lock ( mConnectionList )
{
mConnectionList . Remove ( conn ) ;
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}
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}
}
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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 , int bytesRead )
{
BasePacket newPacket = null ;
//Too small to even get length
if ( bytesRead < = offset )
return null ;
ushort packetSize = BitConverter . ToUInt16 ( buffer , offset ) ;
//Too small to whole packet
if ( bytesRead < offset + packetSize )
return null ;
if ( buffer . Length < offset + packetSize )
return null ;
try
{
newPacket = new BasePacket ( buffer , ref offset ) ;
}
catch ( OverflowException )
{
return null ;
}
return newPacket ;
}
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#endregion
}
}