2024-10-17 17:23:05 +03:00

292 lines
11 KiB
C#

// kcp client logic abstracted into a class.
// for use in Mirror, DOTSNET, testing, etc.
using System;
using System.Net;
using System.Net.Sockets;
namespace kcp2k
{
public class KcpClient : KcpPeer
{
// IO
protected Socket socket;
public EndPoint remoteEndPoint;
// expose local endpoint for users / relays / nat traversal etc.
public EndPoint LocalEndPoint => socket?.LocalEndPoint;
// config
protected readonly KcpConfig config;
// raw receive buffer always needs to be of 'MTU' size, even if
// MaxMessageSize is larger. kcp always sends in MTU segments and having
// a buffer smaller than MTU would silently drop excess data.
// => we need the MTU to fit channel + message!
// => protected because someone may overwrite RawReceive but still wants
// to reuse the buffer.
protected readonly byte[] rawReceiveBuffer;
// callbacks
// even for errors, to allow liraries to show popups etc.
// instead of logging directly.
// (string instead of Exception for ease of use and to avoid user panic)
//
// events are readonly, set in constructor.
// this ensures they are always initialized when used.
// fixes https://github.com/MirrorNetworking/Mirror/issues/3337 and more
protected readonly Action OnConnectedCallback;
protected readonly Action<ArraySegment<byte>, KcpChannel> OnDataCallback;
protected readonly Action OnDisconnectedCallback;
protected readonly Action<ErrorCode, string> OnErrorCallback;
// state
bool active = false; // active between when connect() and disconnect() are called
public bool connected;
public KcpClient(Action OnConnected,
Action<ArraySegment<byte>, KcpChannel> OnData,
Action OnDisconnected,
Action<ErrorCode, string> OnError,
KcpConfig config)
: base(config, 0) // client has no cookie yet
{
// initialize callbacks first to ensure they can be used safely.
OnConnectedCallback = OnConnected;
OnDataCallback = OnData;
OnDisconnectedCallback = OnDisconnected;
OnErrorCallback = OnError;
this.config = config;
// create mtu sized receive buffer
rawReceiveBuffer = new byte[config.Mtu];
}
// callbacks ///////////////////////////////////////////////////////////
// some callbacks need to wrapped with some extra logic
protected override void OnAuthenticated()
{
Log.Info($"[KCP] Client: OnConnected");
connected = true;
OnConnectedCallback();
}
protected override void OnData(ArraySegment<byte> message, KcpChannel channel) =>
OnDataCallback(message, channel);
protected override void OnError(ErrorCode error, string message) =>
OnErrorCallback(error, message);
protected override void OnDisconnected()
{
Log.Info($"[KCP] Client: OnDisconnected");
connected = false;
socket?.Close();
socket = null;
remoteEndPoint = null;
OnDisconnectedCallback();
active = false;
}
////////////////////////////////////////////////////////////////////////
public void Connect(string address, ushort port)
{
if (connected)
{
Log.Warning("[KCP] Client: already connected!");
return;
}
// resolve host name before creating peer.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3361
if (!Common.ResolveHostname(address, out IPAddress[] addresses))
{
// pass error to user callback. no need to log it manually.
OnError(ErrorCode.DnsResolve, $"Failed to resolve host: {address}");
OnDisconnectedCallback();
return;
}
// create fresh peer for each new session
// client doesn't need secure cookie.
Reset(config);
Log.Info($"[KCP] Client: connect to {address}:{port}");
// create socket
remoteEndPoint = new IPEndPoint(addresses[0], port);
socket = new Socket(remoteEndPoint.AddressFamily, SocketType.Dgram, ProtocolType.Udp);
active = true;
// recv & send are called from main thread.
// need to ensure this never blocks.
// even a 1ms block per connection would stop us from scaling.
socket.Blocking = false;
// configure buffer sizes
Common.ConfigureSocketBuffers(socket, config.RecvBufferSize, config.SendBufferSize);
// bind to endpoint so we can use send/recv instead of sendto/recvfrom.
socket.Connect(remoteEndPoint);
// immediately send a hello message to the server.
// server will call OnMessage and add the new connection.
// note that this still has cookie=0 until we receive the server's hello.
SendHello();
}
// io - input.
// virtual so it may be modified for relays, etc.
// call this while it returns true, to process all messages this tick.
// returned ArraySegment is valid until next call to RawReceive.
protected virtual bool RawReceive(out ArraySegment<byte> segment)
{
segment = default;
if (socket == null) return false;
try
{
return socket.ReceiveNonBlocking(rawReceiveBuffer, out segment);
}
// for non-blocking sockets, Receive throws WouldBlock if there is
// no message to read. that's okay. only log for other errors.
catch (SocketException e)
{
// the other end closing the connection is not an 'error'.
// but connections should never just end silently.
// at least log a message for easier debugging.
// for example, his can happen when connecting without a server.
// see test: ConnectWithoutServer().
Log.Info($"[KCP] Client.RawReceive: looks like the other end has closed the connection. This is fine: {e}");
base.Disconnect();
return false;
}
}
// io - output.
// virtual so it may be modified for relays, etc.
protected override void RawSend(ArraySegment<byte> data)
{
// only if socket was connected / created yet.
// users may call send functions without having connected, causing NRE.
if (socket == null) return;
try
{
socket.SendNonBlocking(data);
}
catch (SocketException e)
{
// SendDisconnect() sometimes gets a SocketException with
// 'Connection Refused' if the other end already closed.
// this is not an 'error', it's expected to happen.
// but connections should never just end silently.
// at least log a message for easier debugging.
Log.Info($"[KCP] Client.RawSend: looks like the other end has closed the connection. This is fine: {e}");
// base.Disconnect(); <- don't call this, would deadlock if SendDisconnect() already throws
}
}
public void Send(ArraySegment<byte> segment, KcpChannel channel)
{
if (!connected)
{
Log.Warning("[KCP] Client: can't send because not connected!");
return;
}
SendData(segment, channel);
}
// insert raw IO. usually from socket.Receive.
// offset is useful for relays, where we may parse a header and then
// feed the rest to kcp.
public void RawInput(ArraySegment<byte> segment)
{
// ensure valid size: at least 1 byte for channel + 4 bytes for cookie
if (segment.Count <= 5) return;
// parse channel
// byte channel = segment[0]; ArraySegment[i] isn't supported in some older Unity Mono versions
byte channel = segment.Array[segment.Offset + 0];
// server messages always contain the security cookie.
// parse it, assign if not assigned, warn if suddenly different.
Utils.Decode32U(segment.Array, segment.Offset + 1, out uint messageCookie);
if (messageCookie == 0)
{
Log.Error($"[KCP] Client: received message with cookie=0, this should never happen. Server should always include the security cookie.");
}
if (cookie == 0)
{
cookie = messageCookie;
Log.Info($"[KCP] Client: received initial cookie: {cookie}");
}
else if (cookie != messageCookie)
{
Log.Warning($"[KCP] Client: dropping message with mismatching cookie: {messageCookie} expected: {cookie}.");
return;
}
// parse message
ArraySegment<byte> message = new ArraySegment<byte>(segment.Array, segment.Offset + 1+4, segment.Count - 1-4);
switch (channel)
{
case (byte)KcpChannel.Reliable:
{
OnRawInputReliable(message);
break;
}
case (byte)KcpChannel.Unreliable:
{
OnRawInputUnreliable(message);
break;
}
default:
{
// invalid channel indicates random internet noise.
// servers may receive random UDP data.
// just ignore it, but log for easier debugging.
Log.Warning($"[KCP] Client: invalid channel header: {channel}, likely internet noise");
break;
}
}
}
// process incoming messages. should be called before updating the world.
// virtual because relay may need to inject their own ping or similar.
public override void TickIncoming()
{
// recv on socket first, then process incoming
// (even if we didn't receive anything. need to tick ping etc.)
// (connection is null if not active)
if (active)
{
while (RawReceive(out ArraySegment<byte> segment))
RawInput(segment);
}
// RawReceive may have disconnected peer. active check again.
if (active) base.TickIncoming();
}
// process outgoing messages. should be called after updating the world.
// virtual because relay may need to inject their own ping or similar.
public override void TickOutgoing()
{
// process outgoing while active
if (active) base.TickOutgoing();
}
// process incoming and outgoing for convenience
// => ideally call ProcessIncoming() before updating the world and
// ProcessOutgoing() after updating the world for minimum latency
public virtual void Tick()
{
TickIncoming();
TickOutgoing();
}
}
}