project-meteor-server/FFXIVClassic Proxy Server/Server.cs
2016-08-22 10:43:04 -04:00

242 lines
8.3 KiB
C#

using FFXIVClassic.Common;
using FFXIVClassic_World_Server.DataObjects;
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
namespace FFXIVClassic_World_Server
{
class Server
{
public const int FFXIV_MAP_PORT = 54992;
public const int BUFFER_SIZE = 0xFFFF; //Max basepacket size is 0xFFFF
public const int BACKLOG = 100;
public const int HEALTH_THREAD_SLEEP_TIME = 5;
private static Server mSelf;
private Socket mServerSocket;
private List<ClientConnection> mConnectionList = new List<ClientConnection>();
private Dictionary<uint, Session> mSessionList = new Dictionary<uint, Session>();
public Server()
{
mSelf = this;
}
public static Server GetServer()
{
return mSelf;
}
public bool StartServer()
{
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("Map Server has started @ {0}:{1}", (mServerSocket.LocalEndPoint as IPEndPoint).Address, (mServerSocket.LocalEndPoint as IPEndPoint).Port);
Console.ForegroundColor = ConsoleColor.Gray;
return true;
}
#region Socket Handling
private void AcceptCallback(IAsyncResult result)
{
ClientConnection conn = null;
Socket socket = (System.Net.Sockets.Socket)result.AsyncState;
try
{
conn = new ClientConnection();
conn.socket = socket.EndAccept(result);
conn.buffer = new byte[BUFFER_SIZE];
lock (mConnectionList)
{
mConnectionList.Add(conn);
}
Program.Log.Info("Connection {0}:{1} has connected.", (conn.socket.RemoteEndPoint as IPEndPoint).Address, (conn.socket.RemoteEndPoint as IPEndPoint).Port);
//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);
}
catch (SocketException)
{
if (conn != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
catch (Exception)
{
if (conn != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
mServerSocket.BeginAccept(new AsyncCallback(AcceptCallback), mServerSocket);
}
}
/// <summary>
/// Receive Callback. Reads in incoming data, converting them to base packets. Base packets are sent to be parsed. If not enough data at the end to build a basepacket, move to the beginning and prepend.
/// </summary>
/// <param name="result"></param>
private void ReceiveCallback(IAsyncResult result)
{
ClientConnection conn = (ClientConnection)result.AsyncState;
//Check if disconnected
if ((conn.socket.Poll(1, SelectMode.SelectRead) && conn.socket.Available == 0))
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
return;
}
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);
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
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
}
catch (SocketException)
{
if (conn.socket != null)
{
lock (mConnectionList)
{
mConnectionList.Remove(conn);
}
}
}
}
/// <summary>
/// Builds a packet from the incoming buffer + offset. If a packet can be built, it is returned else null.
/// </summary>
/// <param name="offset">Current offset in buffer.</param>
/// <param name="buffer">Incoming buffer.</param>
/// <returns>Returns either a BasePacket or null if not enough data.</returns>
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
}
}