using System; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using System.Threading; using FFXIVClassic.Common; namespace FFXIVClassic_Lobby_Server { class Server { public const int FFXIV_LOBBY_PORT = 54994; public const int BUFFER_SIZE = 0xFFFF; public const int BACKLOG = 100; private const int CLEANUP_THREAD_SLEEP_TIME = 60; private Socket mServerSocket; private List mConnectionList = new List(); private PacketProcessor mProcessor; private Thread cleanupThread; private bool killCleanupThread = false; private void SocketCleanup() { Program.Log.Info("Cleanup thread started; it will run every {0} seconds.", CLEANUP_THREAD_SLEEP_TIME); while (!killCleanupThread) { int count = 0; for (int i = mConnectionList.Count - 1; i >= 0; i--) { ClientConnection conn = mConnectionList[i]; if (conn.socket.Poll(1, SelectMode.SelectRead) && conn.socket.Available == 0) { conn.socket.Disconnect(false); mConnectionList.Remove(conn); count++; } } if (count != 0) Program.Log.Info("{0} connections were cleaned up.", count); Thread.Sleep(CLEANUP_THREAD_SLEEP_TIME*1000); } } #region Socket Handling public bool StartServer() { //cleanupThread = new Thread(new ThreadStart(socketCleanup)); //cleanupThread.Name = "LobbyThread:Cleanup"; //cleanupThread.Start(); IPEndPoint serverEndPoint = new System.Net.IPEndPoint(IPAddress.Parse(ConfigConstants.OPTIONS_BINDIP), int.Parse(ConfigConstants.OPTIONS_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.ForegroundColor = ConsoleColor.White; Program.Log.Info("Lobby Server has started @ {0}:{1}", (mServerSocket.LocalEndPoint as IPEndPoint).Address, (mServerSocket.LocalEndPoint as IPEndPoint).Port); Console.ForegroundColor = ConsoleColor.Gray; mProcessor = new PacketProcessor(); 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); Program.Log.Info("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); bytesRead += conn.lastPartialSize; if (bytesRead > 0) { int offset = 0; //Build packets until can no longer or out of data while (true) { BasePacket basePacket = BuildPacket(ref offset, conn.buffer, bytesRead); //If can't build packet, break, else process another if (basePacket == null) break; else mProcessor.ProcessPacket(conn, basePacket); } //Not all bytes consumed, transfer leftover to beginning if (offset < bytesRead) Array.Copy(conn.buffer, offset, conn.buffer, 0, bytesRead - offset); Array.Clear(conn.buffer, bytesRead - offset, conn.buffer.Length - (bytesRead - offset)); conn.lastPartialSize = bytesRead - offset; //Build any queued subpackets into basepackets and send conn.FlushQueuedSendPackets(); if (offset < bytesRead) //Need offset since not all bytes consumed conn.socket.BeginReceive(conn.buffer, bytesRead - offset, conn.buffer.Length - (bytesRead - offset), SocketFlags.None, new AsyncCallback(ReceiveCallback), conn); else //All bytes consumed, full buffer available conn.socket.BeginReceive(conn.buffer, 0, conn.buffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), conn); } else { Program.Log.Info("{0} has disconnected.", conn.currentUserId == 0 ? conn.GetAddress() : "User " + conn.currentUserId); lock (mConnectionList) { conn.Disconnect(); mConnectionList.Remove(conn); } } } catch (SocketException) { if (conn.socket != null) { Program.Log.Info("{0} has disconnected.", conn.currentUserId == 0 ? conn.GetAddress() : "User " + conn.currentUserId); lock (mConnectionList) { mConnectionList.Remove(conn); } } } } /// /// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null. /// /// Current offset in buffer. /// Incoming buffer. /// Returns either a BasePacket or null if not enough data. public BasePacket BuildPacket(ref int offset, byte[] buffer, int bytesRead) { BasePacket newPacket = null; //Too small to even get length if (bytesRead <= offset) return null; ushort packetSize = BitConverter.ToUInt16(buffer, offset); //Too small to whole packet if (bytesRead < offset + packetSize) return null; if (buffer.Length < offset + packetSize) return null; try { newPacket = new BasePacket(buffer, ref offset); } catch (OverflowException) { return null; } return newPacket; } #endregion } }