#W# Initial Commit: Avatars Conquest
This commit is contained in:
commit
8eae46895e
7512 changed files with 416187 additions and 0 deletions
282
Source/Network/MessagePump.cs
Normal file
282
Source/Network/MessagePump.cs
Normal file
|
|
@ -0,0 +1,282 @@
|
|||
/***************************************************************************
|
||||
* MessagePump.cs
|
||||
* -------------------
|
||||
* begin : May 1, 2002
|
||||
* copyright : (C) The RunUO Software Team
|
||||
* email : info@runuo.com
|
||||
*
|
||||
* $Id$
|
||||
*
|
||||
***************************************************************************/
|
||||
|
||||
/***************************************************************************
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation; either version 2 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
***************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Threading;
|
||||
using Server;
|
||||
using Server.Diagnostics;
|
||||
using Server.Network;
|
||||
|
||||
namespace Server.Network
|
||||
{
|
||||
public class MessagePump
|
||||
{
|
||||
private Listener[] m_Listeners;
|
||||
private Queue<NetState> m_Queue;
|
||||
private Queue<NetState> m_WorkingQueue;
|
||||
private Queue<NetState> m_Throttled;
|
||||
private byte[] m_Peek;
|
||||
|
||||
public MessagePump()
|
||||
{
|
||||
IPEndPoint[] ipep = Listener.EndPoints;
|
||||
|
||||
m_Listeners = new Listener[ipep.Length];
|
||||
|
||||
bool success = false;
|
||||
|
||||
do {
|
||||
for ( int i = 0; i < ipep.Length; i++ ) {
|
||||
Listener l = new Listener( ipep[i] );
|
||||
if ( !success && l != null )
|
||||
success = true;
|
||||
m_Listeners[i] = l;
|
||||
}
|
||||
|
||||
if ( !success ) {
|
||||
Console.WriteLine( "Retrying..." );
|
||||
Thread.Sleep( 10000 );
|
||||
}
|
||||
} while ( !success );
|
||||
|
||||
m_Queue = new Queue<NetState>();
|
||||
m_WorkingQueue = new Queue<NetState>();
|
||||
m_Throttled = new Queue<NetState>();
|
||||
m_Peek = new byte[4];
|
||||
}
|
||||
|
||||
public Listener[] Listeners
|
||||
{
|
||||
get{ return m_Listeners; }
|
||||
set{ m_Listeners = value; }
|
||||
}
|
||||
|
||||
public void AddListener( Listener l )
|
||||
{
|
||||
Listener[] old = m_Listeners;
|
||||
|
||||
m_Listeners = new Listener[old.Length + 1];
|
||||
|
||||
for ( int i = 0; i < old.Length; ++i )
|
||||
m_Listeners[i] = old[i];
|
||||
|
||||
m_Listeners[old.Length] = l;
|
||||
}
|
||||
|
||||
private void CheckListener()
|
||||
{
|
||||
for ( int j = 0; j < m_Listeners.Length; ++j )
|
||||
{
|
||||
Socket[] accepted = m_Listeners[j].Slice();
|
||||
|
||||
for ( int i = 0; i < accepted.Length; ++i )
|
||||
{
|
||||
NetState ns = new NetState( accepted[i], this );
|
||||
ns.Start();
|
||||
|
||||
if ( ns.Running )
|
||||
Console.WriteLine( "Client: {0}: Connected. [{1} Online]", ns, NetState.Instances.Count );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OnReceive( NetState ns )
|
||||
{
|
||||
lock ( this )
|
||||
m_Queue.Enqueue( ns );
|
||||
|
||||
Core.Set();
|
||||
}
|
||||
|
||||
public void Slice()
|
||||
{
|
||||
CheckListener();
|
||||
|
||||
lock ( this )
|
||||
{
|
||||
Queue<NetState> temp = m_WorkingQueue;
|
||||
m_WorkingQueue = m_Queue;
|
||||
m_Queue = temp;
|
||||
}
|
||||
|
||||
while ( m_WorkingQueue.Count > 0 )
|
||||
{
|
||||
NetState ns = m_WorkingQueue.Dequeue();
|
||||
|
||||
if ( ns.Running )
|
||||
HandleReceive( ns );
|
||||
}
|
||||
|
||||
lock ( this )
|
||||
{
|
||||
while ( m_Throttled.Count > 0 )
|
||||
m_Queue.Enqueue( m_Throttled.Dequeue() );
|
||||
}
|
||||
}
|
||||
|
||||
private const int BufferSize = 4096;
|
||||
private BufferPool m_Buffers = new BufferPool( "Processor", 4, BufferSize );
|
||||
|
||||
public bool HandleReceive( NetState ns )
|
||||
{
|
||||
ByteQueue buffer = ns.Buffer;
|
||||
|
||||
if ( buffer == null || buffer.Length <= 0 )
|
||||
return true;
|
||||
|
||||
lock ( buffer )
|
||||
{
|
||||
int length = buffer.Length;
|
||||
|
||||
if ( !ns.Seeded )
|
||||
{
|
||||
if ( buffer.GetPacketID() == 0xEF )
|
||||
{
|
||||
// new packet in client 6.0.5.0 replaces the traditional seed method with a seed packet
|
||||
// 0xEF = 239 = multicast IP, so this should never appear in a normal seed. So this is backwards compatible with older clients.
|
||||
ns.Seeded = true;
|
||||
}
|
||||
else if ( buffer.Length >= 4 )
|
||||
{
|
||||
buffer.Dequeue( m_Peek, 0, 4 );
|
||||
|
||||
int seed = (m_Peek[0] << 24) | (m_Peek[1] << 16) | (m_Peek[2] << 8) | m_Peek[3];
|
||||
|
||||
if ( seed == 0 )
|
||||
{
|
||||
Console.WriteLine( "Login: {0}: Invalid client detected, disconnecting", ns );
|
||||
ns.Dispose();
|
||||
return false;
|
||||
}
|
||||
|
||||
ns.m_Seed = seed;
|
||||
ns.Seeded = true;
|
||||
|
||||
length = buffer.Length;
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
while ( length > 0 && ns.Running )
|
||||
{
|
||||
int packetID = buffer.GetPacketID();
|
||||
|
||||
PacketHandler handler = ns.GetHandler( packetID );
|
||||
|
||||
if ( handler == null )
|
||||
{
|
||||
byte[] data = new byte[length];
|
||||
length = buffer.Dequeue( data, 0, length );
|
||||
|
||||
new PacketReader( data, length, false ).Trace( ns );
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
int packetLength = handler.Length;
|
||||
|
||||
if ( packetLength <= 0 )
|
||||
{
|
||||
if ( length >= 3 )
|
||||
{
|
||||
packetLength = buffer.GetPacketLength();
|
||||
|
||||
if ( packetLength < 3 )
|
||||
{
|
||||
ns.Dispose();
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( length >= packetLength )
|
||||
{
|
||||
if ( handler.Ingame && ns.Mobile == null )
|
||||
{
|
||||
Console.WriteLine( "Client: {0}: Sent ingame packet (0x{1:X2}) before having been attached to a mobile", ns, packetID );
|
||||
ns.Dispose();
|
||||
break;
|
||||
}
|
||||
else if ( handler.Ingame && ns.Mobile.Deleted )
|
||||
{
|
||||
ns.Dispose();
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
ThrottlePacketCallback throttler = handler.ThrottleCallback;
|
||||
|
||||
if ( throttler != null && !throttler( ns ) )
|
||||
{
|
||||
m_Throttled.Enqueue( ns );
|
||||
return false;
|
||||
}
|
||||
|
||||
PacketReceiveProfile prof = PacketReceiveProfile.Acquire( packetID );
|
||||
|
||||
if ( prof != null ) {
|
||||
prof.Start();
|
||||
}
|
||||
|
||||
byte[] packetBuffer;
|
||||
|
||||
if ( BufferSize >= packetLength )
|
||||
packetBuffer = m_Buffers.AcquireBuffer();
|
||||
else
|
||||
packetBuffer = new byte[packetLength];
|
||||
|
||||
packetLength = buffer.Dequeue( packetBuffer, 0, packetLength );
|
||||
|
||||
PacketReader r = new PacketReader( packetBuffer, packetLength, handler.Length != 0 );
|
||||
|
||||
handler.OnReceive( ns, r );
|
||||
length = buffer.Length;
|
||||
|
||||
if ( BufferSize >= packetLength )
|
||||
m_Buffers.ReleaseBuffer( packetBuffer );
|
||||
|
||||
if ( prof != null ) {
|
||||
prof.Finish( packetLength );
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue