fix(core): Tightens the netstate connection (#490)
- [X] Tightens TCP Server rejection/limiting - [X] Relaxes receive task erroring so it doesn't spam on debug - [X] Fixes off-by-one with number of netstates connected - [X] Moves NetState start() to after it is attached to the Instances list. Notes: - In debug mode you may get socket exceptions related to the RecvTask or SendTask attempting to send/receive from a dead/broken socket. This can happen naturally in situations where the client is having trouble maintaining the connection, or abruptly disconnects.
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3 changed files with 48 additions and 118 deletions
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@ -26,9 +26,9 @@ namespace Server.Network
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{
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public static class TcpServer
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{
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private static NetworkState _networkState = NetworkState.ResumeState;
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private const int MaxConnectionsPerLoop = 250;
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// Sanity. 256 * 1024 * 5000 = ~1.3GB of ram
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// Sanity. 256 * 1024 * 4096 = ~1.3GB of ram
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public static int MaxConnections { get; set; } = 4096;
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private const long _listenerErrorMessageDelay = 10000; // 10 seconds
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@ -122,50 +122,15 @@ namespace Server.Network
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return null;
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}
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/**
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* Pauses the TcpServer and stops accepting new sockets.
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* This is thread-safe without using locks.
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*/
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public static void Pause()
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{
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NetworkState.Pause(ref _networkState);
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}
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/**
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* Resumes accepting sockets on the TcpServer.
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* This is thread-safe using a lock on the listeners
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*/
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public static void Resume()
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{
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if (!NetworkState.Resume(ref _networkState))
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{
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return;
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}
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lock (Listeners)
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{
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foreach (var listener in Listeners)
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{
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listener.BeginAcceptingSockets();
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}
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}
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}
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public static int Slice()
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{
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int count = 0;
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var limit = _connectedQueue.Count;
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while (_connectedQueue.Count > 0 && --limit >= 0)
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while (++count <= MaxConnectionsPerLoop && _connectedQueue.TryDequeue(out var ns))
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{
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if (!_connectedQueue.TryDequeue(out var ns))
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{
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break;
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}
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count++;
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Instances.Add(ns);
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ns.WriteConsole("Connected. [{0} Online]", Instances.Count);
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ns.Start();
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}
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return count;
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@ -175,55 +140,58 @@ namespace Server.Network
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{
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while (true)
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{
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if (_networkState.Paused)
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{
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return;
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}
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Socket socket = null;
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try
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{
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socket = await listener.AcceptSocketAsync().ConfigureAwait(false);
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var socket = await listener.AcceptSocketAsync();
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var rejected = false;
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if (Instances.Count >= MaxConnections)
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{
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socket.Send(_socketRejected, SocketFlags.None);
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socket.Shutdown(SocketShutdown.Both);
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socket.Close();
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throw new MaxConnectionsException();
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rejected = true;
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var ticks = Core.TickCount;
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if (_nextMaximumSocketsReachedMessage <= ticks)
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{
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if (socket.RemoteEndPoint is IPEndPoint ipep)
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{
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var ip = ipep.Address.ToString();
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Console.WriteLine("Listener {0}: Failed (Maximum connections reached)", ip);
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NetState.TraceDisconnect("Maximum connections reached.", ip);
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}
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_nextMaximumSocketsReachedMessage = ticks + _listenerErrorMessageDelay;
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}
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}
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var args = new SocketConnectEventArgs(socket);
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EventSink.InvokeSocketConnect(args);
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if (!args.AllowConnection)
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{
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rejected = true;
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if (socket.RemoteEndPoint is IPEndPoint ipep)
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{
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var ip = ipep.Address.ToString();
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NetState.TraceDisconnect("Rejected by socket event handler", ip);
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}
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}
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if (rejected)
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{
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socket.Send(_socketRejected, SocketFlags.None);
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socket.Shutdown(SocketShutdown.Both);
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socket.Close();
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}
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}
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catch (MaxConnectionsException)
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{
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var ticks = Core.TickCount;
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if (_nextMaximumSocketsReachedMessage <= ticks)
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else
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{
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if (socket?.RemoteEndPoint is IPEndPoint ipep)
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{
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Console.WriteLine("Listener {0}:{1}: Failed (Maximum connections reached)", ipep.Address, ipep.Port);
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}
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_nextMaximumSocketsReachedMessage = ticks + _listenerErrorMessageDelay;
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var ns = new NetState(new NetworkSocket(socket));
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_connectedQueue.Enqueue(ns);
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}
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}
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catch
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{
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// ignored
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}
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var ns = new NetState(new NetworkSocket(socket));
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_connectedQueue.Enqueue(ns);
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ns.Start();
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}
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}
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}
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