using Quasar.Common.Extensions;
using Quasar.Common.Messages;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Security;
using System.Net.Sockets;
using System.Security.Authentication;
using System.Security.Cryptography.X509Certificates;
namespace Quasar.Server.Networking
{
public class Server
{
///
/// Occurs when the state of the server changes.
///
public event ServerStateEventHandler ServerState;
///
/// Represents a method that will handle a change in the server's state.
///
/// The server which changed its state.
/// The new listening state of the server.
/// The port the server is listening on, if listening is True.
public delegate void ServerStateEventHandler(Server s, bool listening, ushort port);
///
/// Fires an event that informs subscribers that the server has changed it's state.
///
/// The new listening state of the server.
private void OnServerState(bool listening)
{
if (Listening == listening) return;
Listening = listening;
var handler = ServerState;
handler?.Invoke(this, listening, Port);
}
///
/// Occurs when the state of a client changes.
///
public event ClientStateEventHandler ClientState;
///
/// Represents a method that will handle a change in a client's state.
///
/// The server, the client is connected to.
/// The client which changed its state.
/// The new connection state of the client.
public delegate void ClientStateEventHandler(Server s, Client c, bool connected);
///
/// Fires an event that informs subscribers that a client has changed its state.
///
/// The client which changed its state.
/// The new connection state of the client.
private void OnClientState(Client c, bool connected)
{
if (!connected)
RemoveClient(c);
var handler = ClientState;
handler?.Invoke(this, c, connected);
}
///
/// Occurs when a message is received by a client.
///
public event ClientReadEventHandler ClientRead;
///
/// Represents a method that will handle a message received from a client.
///
/// The server, the client is connected to.
/// The client that has received the message.
/// The message that received by the client.
public delegate void ClientReadEventHandler(Server s, Client c, IMessage message);
///
/// Fires an event that informs subscribers that a message has been
/// received from the client.
///
/// The client that has received the message.
/// The message that received by the client.
/// The length of the message.
private void OnClientRead(Client c, IMessage message, int messageLength)
{
BytesReceived += messageLength;
var handler = ClientRead;
handler?.Invoke(this, c, message);
}
///
/// Occurs when a message is sent by a client.
///
public event ClientWriteEventHandler ClientWrite;
///
/// Represents the method that will handle the sent message by a client.
///
/// The server, the client is connected to.
/// The client that has sent the message.
/// The message that has been sent by the client.
public delegate void ClientWriteEventHandler(Server s, Client c, IMessage message);
///
/// Fires an event that informs subscribers that the client has sent a message.
///
/// The client that has sent the message.
/// The message that has been sent by the client.
/// The length of the message.
private void OnClientWrite(Client c, IMessage message, int messageLength)
{
BytesSent += messageLength;
var handler = ClientWrite;
handler?.Invoke(this, c, message);
}
///
/// The port on which the server is listening.
///
public ushort Port { get; private set; }
///
/// The total amount of received bytes.
///
public long BytesReceived { get; set; }
///
/// The total amount of sent bytes.
///
public long BytesSent { get; set; }
///
/// The buffer size for receiving data in bytes.
///
private const int BufferSize = 1024 * 16; // 16 KB
///
/// The keep-alive time in ms.
///
private const uint KeepAliveTime = 25000; // 25 s
///
/// The keep-alive interval in ms.
///
private const uint KeepAliveInterval = 25000; // 25 s
///
/// The buffer pool to hold the receive-buffers for the clients.
///
private readonly BufferPool _bufferPool = new BufferPool(BufferSize, 1) { ClearOnReturn = false };
///
/// The listening state of the server. True if listening, else False.
///
public bool Listening { get; private set; }
///
/// Gets the clients currently connected to the server.
///
protected Client[] Clients
{
get
{
lock (_clientsLock)
{
return _clients.ToArray();
}
}
}
///
/// Handle of the Server Socket.
///
private Socket _handle;
///
/// The server certificate.
///
protected readonly X509Certificate2 ServerCertificate;
///
/// The event to accept new connections asynchronously.
///
private SocketAsyncEventArgs _item;
///
/// List of the clients connected to the server.
///
private readonly List _clients = new List();
///
/// The UPnP service used to discover, create and delete port mappings.
///
private UPnPService _UPnPService;
///
/// Lock object for the list of clients.
///
private readonly object _clientsLock = new object();
///
/// Determines if the server is currently processing Disconnect method.
///
protected bool ProcessingDisconnect { get; set; }
///
/// Constructor of the server, initializes serializer types.
///
/// The server certificate.
protected Server(X509Certificate2 serverCertificate)
{
ServerCertificate = serverCertificate;
TypeRegistry.AddTypesToSerializer(typeof(IMessage), TypeRegistry.GetPacketTypes(typeof(IMessage)).ToArray());
}
///
/// Begins listening for clients.
///
/// Port to listen for clients on.
/// If set to true, use a dual-stack socket to allow IPv4/6 connections. Otherwise use IPv4-only socket.
/// Enables the automatic UPnP port forwarding.
public void Listen(ushort port, bool ipv6, bool enableUPnP)
{
if (Listening) return;
this.Port = port;
if (enableUPnP)
{
_UPnPService = new UPnPService();
_UPnPService.CreatePortMapAsync(port);
}
if (Socket.OSSupportsIPv6 && ipv6)
{
_handle = new Socket(AddressFamily.InterNetworkV6, SocketType.Stream, ProtocolType.Tcp);
_handle.SetSocketOption(SocketOptionLevel.IPv6, SocketOptionName.IPv6Only, 0);
_handle.Bind(new IPEndPoint(IPAddress.IPv6Any, port));
}
else
{
_handle = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_handle.Bind(new IPEndPoint(IPAddress.Any, port));
}
_handle.Listen(1000);
OnServerState(true);
_item = new SocketAsyncEventArgs();
_item.Completed += AcceptClient;
if (!_handle.AcceptAsync(_item))
AcceptClient(this, _item);
}
///
/// Accepts and begins authenticating an incoming client.
///
/// The sender.
/// Asynchronous socket event.
private void AcceptClient(object s, SocketAsyncEventArgs e)
{
try
{
do
{
switch (e.SocketError)
{
case SocketError.Success:
SslStream sslStream = null;
try
{
Socket clientSocket = e.AcceptSocket;
clientSocket.SetKeepAliveEx(KeepAliveInterval, KeepAliveTime);
sslStream = new SslStream(new NetworkStream(clientSocket, true), false);
// the SslStream owns the socket and on disposing also disposes the NetworkStream and Socket
sslStream.BeginAuthenticateAsServer(ServerCertificate, false, SslProtocols.Tls12, false, EndAuthenticateClient,
new PendingClient {Stream = sslStream, EndPoint = (IPEndPoint) clientSocket.RemoteEndPoint});
}
catch (Exception)
{
sslStream?.Close();
}
break;
case SocketError.ConnectionReset:
break;
default:
throw new SocketException((int) e.SocketError);
}
e.AcceptSocket = null; // enable reuse
} while (!_handle.AcceptAsync(e));
}
catch (ObjectDisposedException)
{
}
catch (Exception)
{
Disconnect();
}
}
private class PendingClient
{
public SslStream Stream { get; set; }
public IPEndPoint EndPoint { get; set; }
}
///
/// Ends the authentication process of a newly connected client.
///
/// The status of the asynchronous operation.
private void EndAuthenticateClient(IAsyncResult ar)
{
var con = (PendingClient) ar.AsyncState;
try
{
con.Stream.EndAuthenticateAsServer(ar);
Client client = new Client(_bufferPool, con.Stream, con.EndPoint);
AddClient(client);
OnClientState(client, true);
}
catch (Exception)
{
con.Stream.Close();
}
}
///
/// Adds a connected client to the list of clients,
/// subscribes to the client's events.
///
/// The client to add.
private void AddClient(Client client)
{
lock (_clientsLock)
{
client.ClientState += OnClientState;
client.ClientRead += OnClientRead;
client.ClientWrite += OnClientWrite;
_clients.Add(client);
}
}
///
/// Removes a disconnected client from the list of clients,
/// unsubscribes from the client's events.
///
/// The client to remove.
private void RemoveClient(Client client)
{
if (ProcessingDisconnect) return;
lock (_clientsLock)
{
client.ClientState -= OnClientState;
client.ClientRead -= OnClientRead;
client.ClientWrite -= OnClientWrite;
_clients.Remove(client);
}
}
///
/// Disconnect the server from all of the clients and discontinue
/// listening (placing the server in an "off" state).
///
public void Disconnect()
{
if (ProcessingDisconnect) return;
ProcessingDisconnect = true;
if (_handle != null)
{
_handle.Close();
_handle = null;
}
if (_item != null)
{
_item.Dispose();
_item = null;
}
if (_UPnPService != null)
{
_UPnPService.DeletePortMapAsync(Port);
_UPnPService = null;
}
lock (_clientsLock)
{
while (_clients.Count != 0)
{
try
{
_clients[0].Disconnect();
_clients[0].ClientState -= OnClientState;
_clients[0].ClientRead -= OnClientRead;
_clients[0].ClientWrite -= OnClientWrite;
_clients.RemoveAt(0);
}
catch
{
}
}
}
ProcessingDisconnect = false;
OnServerState(false);
}
}
}