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Client.cs
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#if !SILVERLIGHT
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace ServiceStack.Messaging.Rcon
{
/// <summary>
/// Base rcon class.
/// </summary>
public class Client
{
#region Delegates
/// <summary>
/// Event delegate when disconnected from the server.
/// </summary>
/// <param name="rcon"></param>
public delegate void OnDisconnectedHandler(Client rcon);
/// <summary>
/// Delegate for async callbacks.
/// </summary>
/// <param name="rcon"></param>
/// <param name="packet"></param>
public delegate void AsyncCallback(Client rcon, byte[] response);
#endregion
#region Events
/// <summary>
/// Disconnected event.
/// </summary>
public event OnDisconnectedHandler OnDisconnected;
#endregion
#region Fields
/// <summary>
/// Rcon connection socket. Always set to null when not connected.
/// </summary>
Socket _sock = null;
/// <summary>
/// Unique ID for each message.
/// </summary>
uint _sequenceID = 1;
/// <summary>
/// Registered callbacks.
/// </summary>
Dictionary<uint, AsyncCallback> _registeredCallbacks = new Dictionary<uint, AsyncCallback>();
#endregion
#region Methods
/// <summary>
/// Create a new instance of rcon.
/// </summary>
/// <param name="rconEndpoint">Endpoint to connect to, usually the game server with query port.</param>
public Client(IPEndPoint rconEndpoint)
{
Endpoint = rconEndpoint;
Connected = false;
}
/// <summary>
/// Attempts to connect to the game server for rcon operations.
/// </summary>
/// <returns>True if connection established, false otherwise.</returns>
public virtual bool Connect()
{
if (Connected)
Disconnect();
Connected = false;
_sequenceID = 1;
try
{
_sock = new Socket(Endpoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
_sock.Connect(Endpoint);
var readEventArgs = new SocketAsyncEventArgs();
var state = new ClientSocketState();
readEventArgs.UserToken = state;
readEventArgs.SetBuffer(state.Header, 0, state.Header.Length);
readEventArgs.Completed += new EventHandler<SocketAsyncEventArgs>(readEventArgs_Completed);
if (!_sock.ReceiveAsync(readEventArgs))
{
ProcessReceive(_sock, readEventArgs);
}
Connected = true;
return true;
}
catch (Exception ex)
{
LastException = ex;
}
Disconnect();
return false;
}
void readEventArgs_Completed(object sender, SocketAsyncEventArgs e)
{
ProcessReceive((Socket)sender, e);
}
void ProcessReceive(Socket readingSock, SocketAsyncEventArgs e)
{
var userToken = (ClientSocketState)e.UserToken;
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
if (!userToken.ReadHeader)
{
// if we've filled the buffer we can decode the header
if (e.Offset + e.BytesTransferred == userToken.Header.Length)
{
userToken.ReadHeader = true;
userToken.MessageLength = BitConverter.ToUInt32(userToken.Header, 4);
userToken.CompleteMessage = new byte[userToken.MessageLength];
for (int i = 0; i < userToken.Header.Length; i++)
{
userToken.CompleteMessage[i] = userToken.Header[i];
}
e.SetBuffer(userToken.CompleteMessage, userToken.Header.Length, userToken.CompleteMessage.Length - userToken.Header.Length);
if (!readingSock.ReceiveAsync(e))
{
ProcessReceive(readingSock, e);
}
}
else
{
if (!readingSock.ReceiveAsync(e))
{
ProcessReceive(readingSock, e);
}
}
}
else
{
if (e.Offset + e.BytesTransferred == userToken.MessageLength)
{
// copy buffer
var fullPacket = userToken.CompleteMessage;
// reset state
userToken.ReadHeader = false;
userToken.MessageLength = 0;
// process the message
ProcessPacket(fullPacket, userToken);
// start listening for more packets
e.SetBuffer(userToken.Header, 0, userToken.Header.Length);
if (!readingSock.ReceiveAsync(e))
{
ProcessReceive(readingSock, e);
}
}
else
{
if (!readingSock.ReceiveAsync(e))
{
ProcessReceive(readingSock, e);
}
}
}
}
else
{
// socket disconnected
Disconnect();
}
}
/// <summary>
/// Processes a received packet.
/// </summary>
/// <param name="packet">The packet.</param>
void ProcessPacket(byte[] packet, ClientSocketState userToken)
{
var packetObj = PacketCodec.DecodePacket(packet);
if (_registeredCallbacks.ContainsKey(packetObj.Sequence))
{
var callback = _registeredCallbacks[packetObj.Sequence];
_registeredCallbacks.Remove(packetObj.Sequence);
if (packetObj.Words.Length < 3)
{
callback(this, null);
}
else
{
callback(this, packetObj.Words[2]);
}
}
}
/// <summary>
/// Disconnects from rcon.
/// </summary>
public virtual void Disconnect()
{
Connected = false;
_sequenceID = 1;
if (_sock != null)
{
if (OnDisconnected != null)
OnDisconnected(this);
// these exceptions aren't really anything to worry about
try
{
_sock.Close();
}
catch (Exception) { }
_sock = null;
}
}
public void Call<T>(T request, AsyncCallback callback)
{
_registeredCallbacks[_sequenceID] = callback;
IMessage<T> message = new Message<T>(request);
InternalSend(new byte[][]{ Encoding.UTF8.GetBytes(request.GetType().AssemblyQualifiedName), message.ToBytes() });
}
/// <summary>
/// Sends message to the server.
/// </summary>
/// <param name="words">Words to send.</param>
protected virtual void InternalSend(byte[][] words)
{
if (!Connected)
{
LastException = new NotConnectedException();
throw LastException;
}
var packet = PacketCodec.EncodePacket(false, false, _sequenceID++, words);
try
{
var sendEventArgs = new SocketAsyncEventArgs();
sendEventArgs.Completed += new EventHandler<SocketAsyncEventArgs>(sendEventArgs_Completed);
sendEventArgs.SetBuffer(packet, 0, packet.Length);
_sock.SendAsync(sendEventArgs);
}
catch (Exception ex)
{
Disconnect();
LastException = ex;
throw LastException;
}
}
void sendEventArgs_Completed(object sender, SocketAsyncEventArgs e)
{
ProcessSend((Socket)sender, e);
}
void ProcessSend(Socket sock, SocketAsyncEventArgs e)
{
if (e.SocketError != SocketError.Success)
{
Disconnect();
}
}
#endregion
#region Properties
/// <summary>
/// Game server endpoint.
/// </summary>
public IPEndPoint Endpoint { get; protected set; }
/// <summary>
/// Last exception that occured during operation.
/// </summary>
public Exception LastException { get; protected set; }
/// <summary>
/// Connected?
/// </summary>
public bool Connected { get; protected set; }
/// <summary>
/// Gets the next unique ID to be used for transmisson. Read this before sending to pair responses to sent messages.
/// </summary>
public uint SequenceID { get { return _sequenceID; } }
#endregion
}
/// <summary>
/// Exception thrown when attempting to send on a non-connected service client.
/// </summary>
public class NotConnectedException : Exception
{
}
}
#endif