using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net; using System.Net.Sockets; using System.Threading.Tasks; using System.Threading; namespace FFXIVClassic_Lobby_Server { class Server { public const int FFXIV_LOBBY_PORT = 54994; public const int BUFFER_SIZE = 0x400; public const int BACKLOG = 100; private Socket mServerSocket; private List mConnectionList = new List(); private PacketProcessor mProcessor; private Thread mProcessorThread; #region Socket Handling public bool startServer() { IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse("141.117.161.40"), FFXIV_LOBBY_PORT); try{ mServerSocket = new System.Net.Sockets.Socket(serverEndPoint.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp); } catch (Exception e) { throw new ApplicationException("Could not create socket, check to make sure not duplicating port", e); } try { mServerSocket.Bind(serverEndPoint); mServerSocket.Listen(BACKLOG); } catch (Exception e) { throw new ApplicationException("Error occured while binding socket, check inner exception", e); } try { mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket); } catch (Exception e) { throw new ApplicationException("Error occured starting listeners, check inner exception", e); } Console.Write("Server has started @ "); Console.ForegroundColor = ConsoleColor.White; Console.WriteLine("{0}:{1}", (mServerSocket.LocalEndPoint as IPEndPoint).Address, (mServerSocket.LocalEndPoint as IPEndPoint).Port); Console.ForegroundColor = ConsoleColor.Gray; mProcessor = new PacketProcessor(mConnectionList); mProcessorThread = new Thread(new ThreadStart(mProcessor.update)); mProcessorThread.Start(); return true; } private void acceptCallback(IAsyncResult result) { ClientConnection conn = null; try { System.Net.Sockets.Socket s = (System.Net.Sockets.Socket)result.AsyncState; conn = new ClientConnection(); conn.socket = s.EndAccept(result); conn.buffer = new byte[BUFFER_SIZE]; lock (mConnectionList) { mConnectionList.Add(conn); } //Queue recieving of data from the connection conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), conn); //Queue the accept of the next incomming connection mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket); Console.WriteLine("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port); } catch (SocketException) { if (conn.socket != null) { conn.socket.Close(); lock (mConnectionList) { mConnectionList.Remove(conn); } } mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket); } catch (Exception) { if (conn.socket != null) { conn.socket.Close(); lock (mConnectionList) { mConnectionList.Remove(conn); } } mServerSocket.BeginAccept(new AsyncCallback(acceptCallback), mServerSocket); } } private void receiveCallback(IAsyncResult result) { ClientConnection conn = (ClientConnection)result.AsyncState; try { int bytesRead = conn.socket.EndReceive(result); if (bytesRead > 0) { conn.processIncoming(bytesRead); //Queue the next receive conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(receiveCallback), conn); } else { Console.WriteLine("{0} has disconnected.", conn.currentUserId == 0 ? conn.getAddress() : "User " + conn.currentUserId); conn.socket.Close(); lock (mConnectionList) { mConnectionList.Remove(conn); } } } catch (SocketException) { if (conn.socket != null) { Console.WriteLine("Connection @ {0} has disconnected.", conn.currentUserId == 0 ? "Unknown User " : "User " + conn.currentUserId); conn.socket.Close(); lock (mConnectionList) { mConnectionList.Remove(conn); } } } } #endregion #region Packet Handling #endregion } }