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

412 lines
17 KiB
C#

// kcp server logic abstracted into a class.
// for use in Mirror, DOTSNET, testing, etc.
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Runtime.InteropServices;
namespace kcp2k
{
public class KcpServer
{
// 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<int> OnConnected;
protected readonly Action<int, ArraySegment<byte>, KcpChannel> OnData;
protected readonly Action<int> OnDisconnected;
protected readonly Action<int, ErrorCode, string> OnError;
// configuration
protected readonly KcpConfig config;
// state
protected Socket socket;
EndPoint newClientEP;
// expose local endpoint for users / relays / nat traversal etc.
public EndPoint LocalEndPoint => socket?.LocalEndPoint;
// 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 readonly byte[] rawReceiveBuffer;
// connections <connectionId, connection> where connectionId is EndPoint.GetHashCode
public Dictionary<int, KcpServerConnection> connections =
new Dictionary<int, KcpServerConnection>();
public KcpServer(Action<int> OnConnected,
Action<int, ArraySegment<byte>, KcpChannel> OnData,
Action<int> OnDisconnected,
Action<int, ErrorCode, string> OnError,
KcpConfig config)
{
// initialize callbacks first to ensure they can be used safely.
this.OnConnected = OnConnected;
this.OnData = OnData;
this.OnDisconnected = OnDisconnected;
this.OnError = OnError;
this.config = config;
// create mtu sized receive buffer
rawReceiveBuffer = new byte[config.Mtu];
// create newClientEP either IPv4 or IPv6
newClientEP = config.DualMode
? new IPEndPoint(IPAddress.IPv6Any, 0)
: new IPEndPoint(IPAddress.Any, 0);
}
public virtual bool IsActive() => socket != null;
static Socket CreateServerSocket(bool DualMode, ushort port)
{
if (DualMode)
{
// IPv6 socket with DualMode @ "::" : port
Socket socket = new Socket(AddressFamily.InterNetworkV6, SocketType.Dgram, ProtocolType.Udp);
// enabling DualMode may throw:
// https://learn.microsoft.com/en-us/dotnet/api/System.Net.Sockets.Socket.DualMode?view=net-7.0
// attempt it, otherwise log but continue
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3358
try
{
socket.DualMode = true;
}
catch (NotSupportedException e)
{
Log.Warning($"[KCP] Failed to set Dual Mode, continuing with IPv6 without Dual Mode. Error: {e}");
}
// for windows sockets, there's a rare issue where when using
// a server socket with multiple clients, if one of the clients
// is closed, the single server socket throws exceptions when
// sending/receiving. even if the socket is made for N clients.
//
// this actually happened to one of our users:
// https://github.com/MirrorNetworking/Mirror/issues/3611
//
// here's the in-depth explanation & solution:
//
// "As you may be aware, if a host receives a packet for a UDP
// port that is not currently bound, it may send back an ICMP
// "Port Unreachable" message. Whether or not it does this is
// dependent on the firewall, private/public settings, etc.
// On localhost, however, it will pretty much always send this
// packet back.
//
// Now, on Windows (and only on Windows), by default, a received
// ICMP Port Unreachable message will close the UDP socket that
// sent it; hence, the next time you try to receive on the
// socket, it will throw an exception because the socket has
// been closed by the OS.
//
// Obviously, this causes a headache in the multi-client,
// single-server socket set-up you have here, but luckily there
// is a fix:
//
// You need to utilise the not-often-required SIO_UDP_CONNRESET
// Winsock control code, which turns off this built-in behaviour
// of automatically closing the socket.
//
// Note that this ioctl code is only supported on Windows
// (XP and later), not on Linux, since it is provided by the
// Winsock extensions. Of course, since the described behavior
// is only the default behavior on Windows, this omission is not
// a major loss. If you are attempting to create a
// cross-platform library, you should cordon this off as
// Windows-specific code."
// https://stackoverflow.com/questions/74327225/why-does-sending-via-a-udpclient-cause-subsequent-receiving-to-fail
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
{
const uint IOC_IN = 0x80000000U;
const uint IOC_VENDOR = 0x18000000U;
const int SIO_UDP_CONNRESET = unchecked((int)(IOC_IN | IOC_VENDOR | 12));
socket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0x00 }, null);
}
socket.Bind(new IPEndPoint(IPAddress.IPv6Any, port));
return socket;
}
else
{
// IPv4 socket @ "0.0.0.0" : port
Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
socket.Bind(new IPEndPoint(IPAddress.Any, port));
return socket;
}
}
public virtual void Start(ushort port)
{
// only start once
if (socket != null)
{
Log.Warning("[KCP] Server: already started!");
return;
}
// listen
socket = CreateServerSocket(config.DualMode, port);
// 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);
}
public void Send(int connectionId, ArraySegment<byte> segment, KcpChannel channel)
{
if (connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
connection.SendData(segment, channel);
}
}
public void Disconnect(int connectionId)
{
if (connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
connection.Disconnect();
}
}
// expose the whole IPEndPoint, not just the IP address. some need it.
public IPEndPoint GetClientEndPoint(int connectionId)
{
if (connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
return connection.remoteEndPoint as IPEndPoint;
}
return null;
}
// io - input.
// virtual so it may be modified for relays, nonalloc workaround, etc.
// https://github.com/vis2k/where-allocation
// bool return because not all receives may be valid.
// for example, relay may expect a certain header.
protected virtual bool RawReceiveFrom(out ArraySegment<byte> segment, out int connectionId)
{
segment = default;
connectionId = 0;
if (socket == null) return false;
try
{
if (socket.ReceiveFromNonBlocking(rawReceiveBuffer, out segment, ref newClientEP))
{
// set connectionId to hash from endpoint
connectionId = Common.ConnectionHash(newClientEP);
return true;
}
}
catch (SocketException e)
{
// NOTE: SocketException is not a subclass of IOException.
// 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.
Log.Info($"[KCP] Server: ReceiveFrom failed: {e}");
}
return false;
}
// io - out.
// virtual so it may be modified for relays, nonalloc workaround, etc.
// relays may need to prefix connId (and remoteEndPoint would be same for all)
protected virtual void RawSend(int connectionId, ArraySegment<byte> data)
{
// get the connection's endpoint
if (!connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
Log.Warning($"[KCP] Server: RawSend invalid connectionId={connectionId}");
return;
}
try
{
socket.SendToNonBlocking(data, connection.remoteEndPoint);
}
catch (SocketException e)
{
Log.Error($"[KCP] Server: SendTo failed: {e}");
}
}
protected virtual KcpServerConnection CreateConnection(int connectionId)
{
// generate a random cookie for this connection to avoid UDP spoofing.
// needs to be random, but without allocations to avoid GC.
uint cookie = Common.GenerateCookie();
// create empty connection without peer first.
// we need it to set up peer callbacks.
// afterwards we assign the peer.
// events need to be wrapped with connectionIds
KcpServerConnection connection = new KcpServerConnection(
OnConnectedCallback,
(message, channel) => OnData(connectionId, message, channel),
OnDisconnectedCallback,
(error, reason) => OnError(connectionId, error, reason),
(data) => RawSend(connectionId, data),
config,
cookie,
newClientEP);
return connection;
// setup authenticated event that also adds to connections
void OnConnectedCallback(KcpServerConnection conn)
{
// add to connections dict after being authenticated.
connections.Add(connectionId, conn);
Log.Info($"[KCP] Server: added connection({connectionId})");
// setup Data + Disconnected events only AFTER the
// handshake. we don't want to fire OnServerDisconnected
// every time we receive invalid random data from the
// internet.
// setup data event
// finally, call mirror OnConnected event
Log.Info($"[KCP] Server: OnConnected({connectionId})");
OnConnected(connectionId);
}
void OnDisconnectedCallback()
{
// flag for removal
// (can't remove directly because connection is updated
// and event is called while iterating all connections)
connectionsToRemove.Add(connectionId);
// call mirror event
Log.Info($"[KCP] Server: OnDisconnected({connectionId})");
OnDisconnected(connectionId);
}
}
// receive + add + process once.
// best to call this as long as there is more data to receive.
void ProcessMessage(ArraySegment<byte> segment, int connectionId)
{
//Log.Info($"[KCP] server raw recv {msgLength} bytes = {BitConverter.ToString(buffer, 0, msgLength)}");
// is this a new connection?
if (!connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
// create a new KcpConnection based on last received
// EndPoint. can be overwritten for where-allocation.
connection = CreateConnection(connectionId);
// DO NOT add to connections yet. only if the first message
// is actually the kcp handshake. otherwise it's either:
// * random data from the internet
// * or from a client connection that we just disconnected
// but that hasn't realized it yet, still sending data
// from last session that we should absolutely ignore.
//
//
// TODO this allocates a new KcpConnection for each new
// internet connection. not ideal, but C# UDP Receive
// already allocated anyway.
//
// expecting a MAGIC byte[] would work, but sending the raw
// UDP message without kcp's reliability will have low
// probability of being received.
//
// for now, this is fine.
// now input the message & process received ones
// connected event was set up.
// tick will process the first message and adds the
// connection if it was the handshake.
connection.RawInput(segment);
connection.TickIncoming();
// again, do not add to connections.
// if the first message wasn't the kcp handshake then
// connection will simply be garbage collected.
}
// existing connection: simply input the message into kcp
else
{
connection.RawInput(segment);
}
}
// process incoming messages. should be called before updating the world.
// virtual because relay may need to inject their own ping or similar.
readonly HashSet<int> connectionsToRemove = new HashSet<int>();
public virtual void TickIncoming()
{
// input all received messages into kcp
while (RawReceiveFrom(out ArraySegment<byte> segment, out int connectionId))
{
ProcessMessage(segment, connectionId);
}
// process inputs for all server connections
// (even if we didn't receive anything. need to tick ping etc.)
foreach (KcpServerConnection connection in connections.Values)
{
connection.TickIncoming();
}
// remove disconnected connections
// (can't do it in connection.OnDisconnected because Tick is called
// while iterating connections)
foreach (int connectionId in connectionsToRemove)
{
connections.Remove(connectionId);
}
connectionsToRemove.Clear();
}
// process outgoing messages. should be called after updating the world.
// virtual because relay may need to inject their own ping or similar.
public virtual void TickOutgoing()
{
// flush all server connections
foreach (KcpServerConnection connection in connections.Values)
{
connection.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();
}
public virtual void Stop()
{
// need to clear connections, otherwise they are in next session.
// fixes https://github.com/vis2k/kcp2k/pull/47
connections.Clear();
socket?.Close();
socket = null;
}
}
}