Mirror/Unity-Technologies-networking/Runtime/Telepathy/Common.cs

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2018-08-14 09:13:02 +00:00
// common code used by server and client
using System;
using System.Net.Sockets;
namespace Telepathy
{
public abstract class Common
{
// common code /////////////////////////////////////////////////////////
// connectionId counter
// (right now we only use it from one listener thread, but we might have
// multiple threads later in case of WebSockets etc.)
// -> static so that another server instance doesn't start at 0 again.
protected static SafeCounter counter = new SafeCounter();
// incoming message queue of <connectionId, message>
// (not a HashSet because one connection can have multiple new messages)
protected SafeQueue<Message> messageQueue = new SafeQueue<Message>();
// warning if message queue gets too big
// if the average message is about 20 bytes then:
// - 1k messages are 20KB
// - 10k messages are 200KB
// - 100k messages are 1.95MB
// 2MB are not that much, but it is a bad sign if the caller process
// can't call GetNextMessage faster than the incoming messages.
public int messageQueueSizeWarning = 100000;
DateTime messageQueueLastWarning = DateTime.Now;
// removes and returns the oldest message from the message queue.
// (might want to call this until it doesn't return anything anymore)
// -> Connected, Data, Disconnected events are all added here
// -> bool return makes while (GetMessage(out Message)) easier!
public bool GetNextMessage(out Message message)
{
return messageQueue.TryDequeue(out message);
}
// static helper functions /////////////////////////////////////////////
// fast ushort to byte[] conversion and vice versa
// -> test with 100k conversions:
// BitConverter.GetBytes(ushort): 144ms
// bit shifting: 11ms
// -> 10x speed improvement makes this optimization actually worth it
// -> this way we don't need to allocate BinaryWriter/Reader either
static byte[] UShortToBytes(ushort value)
{
return new byte[]
{
(byte)value,
(byte)(value >> 8)
};
}
static ushort BytesToUShort(byte[] bytes)
{
return (ushort)((bytes[1] << 8) + bytes[0]);
}
// send message (via stream) with the <size,content> message structure
protected static bool SendMessage(NetworkStream stream, byte[] content)
{
// can we still write to this socket (not disconnected?)
if (!stream.CanWrite)
{
Logger.LogWarning("Send: stream not writeable: " + stream);
return false;
}
// check size
if (content.Length > ushort.MaxValue)
{
Logger.LogError("Send: message too big(" + content.Length + ") max=" + ushort.MaxValue);
return false;
}
// stream.Write throws exceptions if client sends with high frequency
// and the server stops
try
{
// write size header and content
byte[] header = UShortToBytes((ushort)content.Length);
stream.Write(header, 0, header.Length);
stream.Write(content, 0, content.Length);
stream.Flush();
return true;
}
catch (Exception exception)
{
// log as regular message because servers do shut down sometimes
Logger.Log("Send: stream.Write exception: " + exception);
return false;
}
}
// read message (via stream) with the <size,content> message structure
protected static bool ReadMessageBlocking(NetworkStream stream, out byte[] content)
{
content = null;
// read exactly 2 bytes for header (blocking)
byte[] header = new byte[2];
if (!stream.ReadExactly(header, 2))
return false;
ushort size = BytesToUShort(header);
// read exactly 'size' bytes for content (blocking)
content = new byte[size];
if (!stream.ReadExactly(content, size))
return false;
return true;
}
// thread receive function is the same for client and server's clients
protected void ReceiveLoop(uint connectionId, TcpClient client)
{
// get NetworkStream from client
NetworkStream stream = client.GetStream();
// absolutely must wrap with try/catch, otherwise thread exceptions
// are silent
try
{
// add connected event to queue
messageQueue.Enqueue(new Message(connectionId, EventType.Connected, null));
// let's talk about reading data.
// -> normally we would read as much as possible and then
// extract as many <size,content>,<size,content> messages
// as we received this time. this is really complicated
// and expensive to do though
// -> instead we use a trick:
// Read(2) -> size
// Read(size) -> content
// repeat
// Read is blocking, but it doesn't matter since the
// best thing to do until the full message arrives,
// is to wait.
// => this is the most elegant AND fast solution.
// + no resizing
// + no extra allocations, just one for the content
// + no crazy extraction logic
while (true)
{
// read the next message (blocking) or stop if stream closed
byte[] content;
if (!ReadMessageBlocking(stream, out content))
break;
// queue it
messageQueue.Enqueue(new Message(connectionId, EventType.Data, content));
// and show a warning if the queue gets too big
// -> we don't want to show a warning every single time,
// because then a lot of processing power gets wasted on
// logging, which will make the queue pile up even more.
// -> instead we show it every 10s, so that the system can
// use most it's processing power to hopefully process it.
if (messageQueue.Count > messageQueueSizeWarning)
{
TimeSpan elapsed = DateTime.Now - messageQueueLastWarning;
if (elapsed.TotalSeconds > 10)
{
Logger.LogWarning("ReceiveLoop: messageQueue is getting big(" + messageQueue.Count + "), try calling GetNextMessage more often. You can call it more than once per frame!");
messageQueueLastWarning = DateTime.Now;
}
}
}
}
catch (Exception exception)
{
// something went wrong. the thread was interrupted or the
// connection closed or we closed our own connection or ...
// -> either way we should stop gracefully
Logger.Log("ReceiveLoop: finished receive function for connectionId=" + connectionId + " reason: " + exception);
}
// if we got here then either the client while loop ended, or an
// exception happened. disconnect
messageQueue.Enqueue(new Message(connectionId, EventType.Disconnected, null));
// clean up no matter what
stream.Close();
client.Close();
}
}
}