Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -27,241 +27,263 @@ using Server.Diagnostics;
namespace Server.Network
{
public class MessagePump
{
private Queue<NetState> m_Queue;
private Queue<NetState> m_WorkingQueue;
private Queue<NetState> m_Throttled;
public class MessagePump
{
private const int BufferSize = 4096;
private BufferPool m_Buffers = new BufferPool("Processor", 4, BufferSize);
private Queue<NetState> m_Queue;
private Queue<NetState> m_Throttled;
private Queue<NetState> m_WorkingQueue;
public MessagePump()
{
IPEndPoint[] ipep = Listener.EndPoints;
public MessagePump()
{
IPEndPoint[] ipep = Listener.EndPoints;
Listeners = new Listener[ipep.Length];
Listeners = new Listener[ipep.Length];
bool success = false;
bool success = false;
do {
for ( int i = 0; i < ipep.Length; i++ ) {
Listener l = new Listener( ipep[i] );
if ( !success && l != null )
success = true;
Listeners[i] = l;
}
do
{
for (int i = 0; i < ipep.Length; i++)
{
Listener l = new Listener(ipep[i]);
if (!success)
success = true;
Listeners[i] = l;
}
if ( !success ) {
Console.WriteLine( "Retrying..." );
Thread.Sleep( 10000 );
}
} while ( !success );
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_Queue = new Queue<NetState>();
m_WorkingQueue = new Queue<NetState>();
m_Throttled = new Queue<NetState>();
}
public Listener[] Listeners { get; set; }
public Listener[] Listeners{ get; set; }
public void AddListener( Listener l )
{
Listener[] old = Listeners;
public void AddListener(Listener l)
{
Listener[] old = Listeners;
Listeners = new Listener[old.Length + 1];
Listeners = new Listener[old.Length + 1];
for ( int i = 0; i < old.Length; ++i )
Listeners[i] = old[i];
for (int i = 0; i < old.Length; ++i)
Listeners[i] = old[i];
Listeners[old.Length] = l;
}
Listeners[old.Length] = l;
}
private void CheckListener()
{
for ( int j = 0; j < Listeners.Length; ++j )
{
Socket[] accepted = Listeners[j].Slice();
private void CheckListener()
{
for (int j = 0; j < Listeners.Length; ++j)
{
Socket[] accepted = Listeners[j].Slice();
for ( int i = 0; i < accepted.Length; ++i )
{
NetState ns = new NetState( accepted[i], this );
ns.Start();
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 );
}
}
}
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 );
public void OnReceive(NetState ns)
{
lock (this)
{
m_Queue.Enqueue(ns);
}
Core.Set();
}
Core.Set();
}
public void Slice()
{
CheckListener();
public void Slice()
{
CheckListener();
lock ( this )
{
Queue<NetState> temp = m_WorkingQueue;
m_WorkingQueue = m_Queue;
m_Queue = temp;
}
lock (this)
{
Queue<NetState> temp = m_WorkingQueue;
m_WorkingQueue = m_Queue;
m_Queue = temp;
}
while ( m_WorkingQueue.Count > 0 )
{
NetState ns = m_WorkingQueue.Dequeue();
while (m_WorkingQueue.Count > 0)
{
NetState ns = m_WorkingQueue.Dequeue();
if ( ns.Running )
HandleReceive( ns );
}
if (ns.Running)
HandleReceive(ns);
}
lock ( this )
{
while ( m_Throttled.Count > 0 )
m_Queue.Enqueue( m_Throttled.Dequeue() );
}
}
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 );
private bool HandleSeed(NetState ns, ByteQueue buffer)
{
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;
return true;
}
private bool HandleSeed(NetState ns, ByteQueue buffer) {
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;
return true;
}
if (buffer.Length >= 4)
{
byte[] m_Peek = new byte[4];
if (buffer.Length >= 4) {
byte[] m_Peek = new byte[4];
buffer.Dequeue(m_Peek, 0, 4);
buffer.Dequeue(m_Peek, 0, 4);
int seed = (m_Peek[0] << 24) | (m_Peek[1] << 16) | (m_Peek[2] << 8) | m_Peek[3];
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;
}
if (seed == 0) {
Console.WriteLine("Login: {0}: Invalid client detected, disconnecting", ns);
ns.Dispose();
return false;
}
ns.m_Seed = seed;
ns.Seeded = true;
return true;
}
ns.m_Seed = seed;
ns.Seeded = true;
return true;
}
return false;
}
return false;
}
private bool CheckEncrypted(NetState ns, int packetID) {
if (!ns.SentFirstPacket && packetID != 0xF0 && packetID != 0xF1 && packetID != 0xCF && packetID != 0x80 && packetID != 0x91 && packetID != 0xA4 && packetID != 0xEF) {
Console.WriteLine("Client: {0}: Encrypted client detected, disconnecting", ns);
ns.Dispose();
return true;
}
return false;
}
private bool CheckEncrypted(NetState ns, int packetID)
{
if (!ns.SentFirstPacket && packetID != 0xF0 && packetID != 0xF1 && packetID != 0xCF && packetID != 0x80 &&
packetID != 0x91 && packetID != 0xA4 && packetID != 0xEF)
{
Console.WriteLine("Client: {0}: Encrypted client detected, disconnecting", ns);
ns.Dispose();
return true;
}
public void HandleReceive( NetState ns )
{
ByteQueue buffer = ns.Buffer;
return false;
}
if ( buffer == null || buffer.Length <= 0 )
return;
public void HandleReceive(NetState ns)
{
ByteQueue buffer = ns.Buffer;
lock ( buffer )
{
if ( !ns.Seeded ) {
if (!HandleSeed(ns, buffer))
return;
}
if (buffer == null || buffer.Length <= 0)
return;
int length = buffer.Length;
lock (buffer)
{
if (!ns.Seeded)
if (!HandleSeed(ns, buffer))
return;
while ( length > 0 && ns.Running ) {
int packetID = buffer.GetPacketID();
int length = buffer.Length;
if (CheckEncrypted(ns, packetID))
break;
while (length > 0 && ns.Running)
{
int packetID = buffer.GetPacketID();
PacketHandler handler = ns.GetHandler( packetID );
if (CheckEncrypted(ns, packetID))
break;
if ( handler == null ) {
byte[] data = new byte[length];
length = buffer.Dequeue( data, 0, length );
new PacketReader( data, length, false ).Trace( ns );
break;
}
PacketHandler handler = ns.GetHandler(packetID);
int packetLength = handler.Length;
if (handler == null)
{
byte[] data = new byte[length];
length = buffer.Dequeue(data, 0, length);
new PacketReader(data, length, false).Trace(ns);
break;
}
if ( packetLength <= 0 ) {
if ( length >= 3 ) {
packetLength = buffer.GetPacketLength();
int packetLength = handler.Length;
if ( packetLength < 3 ) {
ns.Dispose();
break;
}
} else {
break;
}
}
if (packetLength <= 0)
{
if (length >= 3)
{
packetLength = buffer.GetPacketLength();
if ( length >= packetLength ) {
if (handler.Ingame)
{
if (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;
}
if (packetLength < 3)
{
ns.Dispose();
break;
}
}
else
{
break;
}
}
if (ns.Mobile.Deleted) {
ns.Dispose();
break;
}
}
if (length >= packetLength)
{
if (handler.Ingame)
{
if (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;
}
ThrottlePacketCallback throttler = handler.ThrottleCallback;
if (ns.Mobile.Deleted)
{
ns.Dispose();
break;
}
}
if ( throttler != null && !throttler( ns ) ) {
m_Throttled.Enqueue( ns );
return;
}
ThrottlePacketCallback throttler = handler.ThrottleCallback;
PacketReceiveProfile prof = null;
if (throttler != null && !throttler(ns))
{
m_Throttled.Enqueue(ns);
return;
}
if (Core.Profiling) prof = PacketReceiveProfile.Acquire( packetID );
PacketReceiveProfile prof = null;
prof?.Start();
if (Core.Profiling) prof = PacketReceiveProfile.Acquire(packetID);
byte[] packetBuffer;
prof?.Start();
if ( BufferSize >= packetLength )
packetBuffer = m_Buffers.AcquireBuffer();
else
packetBuffer = new byte[packetLength];
byte[] packetBuffer = BufferSize >= packetLength ? m_Buffers.AcquireBuffer() : new byte[packetLength];
packetLength = buffer.Dequeue( packetBuffer, 0, packetLength );
packetLength = buffer.Dequeue(packetBuffer, 0, packetLength);
PacketReader r = new PacketReader( packetBuffer, packetLength, handler.Length != 0 );
PacketReader r = new PacketReader(packetBuffer, packetLength, handler.Length != 0);
handler.OnReceive( ns, r );
length = buffer.Length;
handler.OnReceive(ns, r);
length = buffer.Length;
if ( BufferSize >= packetLength )
m_Buffers.ReleaseBuffer( packetBuffer );
if (BufferSize >= packetLength)
m_Buffers.ReleaseBuffer(packetBuffer);
prof?.Finish( packetLength );
} else {
break;
}
}
}
}
}
prof?.Finish(packetLength);
}
else
{
break;
}
}
}
}
}
}