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SendLoop.cs
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SendLoop.cs
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using System;
using System.IO;
using System.Net.Sockets;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine.Profiling;
namespace JamesFrowen.SimpleWeb
{
public static class SendLoopConfig
{
public static volatile bool batchSend = false;
public static volatile bool sleepBeforeSend = false;
}
internal static class SendLoop
{
public struct Config
{
public readonly Connection conn;
public readonly int bufferSize;
public readonly bool setMask;
public Config(Connection conn, int bufferSize, bool setMask)
{
this.conn = conn ?? throw new ArgumentNullException(nameof(conn));
this.bufferSize = bufferSize;
this.setMask = setMask;
}
public void Deconstruct(out Connection conn, out int bufferSize, out bool setMask)
{
conn = this.conn;
bufferSize = this.bufferSize;
setMask = this.setMask;
}
}
public static void Loop(Config config)
{
(Connection conn, int bufferSize, bool setMask) = config;
Profiler.BeginThreadProfiling("SimpleWeb", $"SendLoop {conn.connId}");
// create write buffer for this thread
byte[] writeBuffer = new byte[bufferSize];
MaskHelper maskHelper = setMask ? new MaskHelper() : null;
try
{
TcpClient client = conn.client;
Stream stream = conn.stream;
// null check in case disconnect while send thread is starting
if (client == null)
return;
while (client.Connected)
{
// wait for message
conn.sendPending.Wait();
// wait for 1ms for mirror to send other messages
if (SendLoopConfig.sleepBeforeSend)
{
Thread.Sleep(1);
}
conn.sendPending.Reset();
if (SendLoopConfig.batchSend)
{
int offset = 0;
while (conn.sendQueue.TryDequeue(out ArrayBuffer msg))
{
// check if connected before sending message
if (!client.Connected)
{
Log.Info($"SendLoop {conn} not connected");
msg.Release();
return;
}
int maxLength = msg.count + Constants.HeaderSize + Constants.MaskSize;
// if next writer could overflow, write to stream and clear buffer
if (offset + maxLength > bufferSize)
{
stream.Write(writeBuffer, 0, offset);
offset = 0;
}
offset = SendMessage(writeBuffer, offset, msg, setMask, maskHelper);
msg.Release();
}
// after no message in queue, send remaining messages
// don't need to check offset > 0 because last message in queue will always be sent here
stream.Write(writeBuffer, 0, offset);
}
else
{
while (conn.sendQueue.TryDequeue(out ArrayBuffer msg))
{
// check if connected before sending message
if (!client.Connected)
{
Log.Info($"SendLoop {conn} not connected");
msg.Release();
return;
}
int length = SendMessage(writeBuffer, 0, msg, setMask, maskHelper);
stream.Write(writeBuffer, 0, length);
msg.Release();
}
}
}
Log.Info($"{conn} Not Connected");
}
catch (ThreadInterruptedException e) { Log.InfoException(e); }
catch (ThreadAbortException e) { Log.InfoException(e); }
catch (Exception e)
{
Log.Exception(e);
}
finally
{
Profiler.EndThreadProfiling();
conn.Dispose();
maskHelper?.Dispose();
}
}
/// <returns>new offset in buffer</returns>
static int SendMessage(byte[] buffer, int startOffset, ArrayBuffer msg, bool setMask, MaskHelper maskHelper)
{
int msgLength = msg.count;
int offset = WriteHeader(buffer, startOffset, msgLength, setMask);
if (setMask)
{
offset = maskHelper.WriteMask(buffer, offset);
}
msg.CopyTo(buffer, offset);
offset += msgLength;
// dump before mask on
Log.DumpBuffer("Send", buffer, startOffset, offset);
if (setMask)
{
int messageOffset = offset - msgLength;
MessageProcessor.ToggleMask(buffer, messageOffset, msgLength, buffer, messageOffset - Constants.MaskSize);
}
return offset;
}
public static int WriteHeader(byte[] buffer, int startOffset, int msgLength, bool setMask)
{
int sendLength = 0;
const byte finished = 128;
const byte byteOpCode = 2;
buffer[startOffset + 0] = finished | byteOpCode;
sendLength++;
if (msgLength <= Constants.BytePayloadLength)
{
buffer[startOffset + 1] = (byte)msgLength;
sendLength++;
}
else if (msgLength <= ushort.MaxValue)
{
buffer[startOffset + 1] = 126;
buffer[startOffset + 2] = (byte)(msgLength >> 8);
buffer[startOffset + 3] = (byte)msgLength;
sendLength += 3;
}
else
{
buffer[startOffset + 1] = 127;
// must be 64 bytes, but we only have 32 bit length, so first 4 bits are 0
buffer[startOffset + 2] = 0;
buffer[startOffset + 3] = 0;
buffer[startOffset + 4] = 0;
buffer[startOffset + 5] = 0;
buffer[startOffset + 6] = (byte)(msgLength >> 24);
buffer[startOffset + 7] = (byte)(msgLength >> 16);
buffer[startOffset + 8] = (byte)(msgLength >> 8);
buffer[startOffset + 9] = (byte)msgLength;
sendLength += 9;
}
if (setMask)
{
buffer[startOffset + 1] |= 0b1000_0000;
}
return sendLength + startOffset;
}
}
sealed class MaskHelper : IDisposable
{
readonly byte[] maskBuffer;
readonly RNGCryptoServiceProvider random;
public MaskHelper()
{
maskBuffer = new byte[4];
random = new RNGCryptoServiceProvider();
}
public void Dispose()
{
random.Dispose();
}
public int WriteMask(byte[] buffer, int offset)
{
random.GetBytes(maskBuffer);
Buffer.BlockCopy(maskBuffer, 0, buffer, offset, 4);
return offset + 4;
}
}
}