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NetCoreServer/source/NetCoreServer/UdsServer.cs at master · DeepenKernel/NetCoreServer · GitHub
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using
System
;
using
System
.
Collections
.
Concurrent
;
using
System
.
Diagnostics
;
using
System
.
Net
;
using
System
.
Net
.
Sockets
;
using
System
.
Text
;
using
System
.
Threading
;
namespace
NetCoreServer
{
/// <summary>
/// Unix Domain Socket server is used to connect, disconnect and manage Unix Domain Socket sessions
/// </summary>
/// <remarks>Thread-safe</remarks>
public
class
UdsServer
:
IDisposable
{
/// <summary>
/// Initialize Unix Domain Socket server with a given socket path
/// </summary>
/// <param name="path">Socket path</param>
public
UdsServer
(
string
path
)
:
this
(
new
UnixDomainSocketEndPoint
(
path
)
)
{
}
/// <summary>
/// Initialize Unix Domain Socket server with a given Unix Domain Socket endpoint
/// </summary>
/// <param name="endpoint">Unix Domain Socket endpoint</param>
public
UdsServer
(
UnixDomainSocketEndPoint
endpoint
)
{
Id
=
Guid
.
NewGuid
(
)
;
Endpoint
=
endpoint
;
}
/// <summary>
/// Server Id
/// </summary>
public
Guid
Id
{
get
;
}
/// <summary>
/// Endpoint
/// </summary>
public
EndPoint
Endpoint
{
get
;
private
set
;
}
/// <summary>
/// Number of sessions connected to the server
/// </summary>
public
long
ConnectedSessions
{
get
{
return
Sessions
.
Count
;
}
}
/// <summary>
/// Number of bytes pending sent by the server
/// </summary>
public
long
BytesPending
{
get
{
return
_bytesPending
;
}
}
/// <summary>
/// Number of bytes sent by the server
/// </summary>
public
long
BytesSent
{
get
{
return
_bytesSent
;
}
}
/// <summary>
/// Number of bytes received by the server
/// </summary>
public
long
BytesReceived
{
get
{
return
_bytesReceived
;
}
}
/// <summary>
/// Option: acceptor backlog size
/// </summary>
/// <remarks>
/// This option will set the listening socket's backlog size
/// </remarks>
public
int
OptionAcceptorBacklog
{
get
;
set
;
}
=
1024
;
/// <summary>
/// Option: receive buffer size
/// </summary>
public
int
OptionReceiveBufferSize
{
get
;
set
;
}
=
8192
;
/// <summary>
/// Option: send buffer size
/// </summary>
public
int
OptionSendBufferSize
{
get
;
set
;
}
=
8192
;
#region Start/Stop server
// Server acceptor
private
Socket
_acceptorSocket
;
private
SocketAsyncEventArgs
_acceptorEventArg
;
// Server statistic
internal
long
_bytesPending
;
internal
long
_bytesSent
;
internal
long
_bytesReceived
;
/// <summary>
/// Is the server started?
/// </summary>
public
bool
IsStarted
{
get
;
private
set
;
}
/// <summary>
/// Is the server accepting new clients?
/// </summary>
public
bool
IsAccepting
{
get
;
private
set
;
}
/// <summary>
/// Create a new socket object
/// </summary>
/// <remarks>
/// Method may be override if you need to prepare some specific socket object in your implementation.
/// </remarks>
/// <returns>Socket object</returns>
protected
virtual
Socket
CreateSocket
(
)
{
return
new
Socket
(
Endpoint
.
AddressFamily
,
SocketType
.
Stream
,
ProtocolType
.
IP
)
;
}
/// <summary>
/// Start the server
/// </summary>
/// <returns>'true' if the server was successfully started, 'false' if the server failed to start</returns>
public
virtual
bool
Start
(
)
{
Debug
.
Assert
(
!
IsStarted
,
"Unix Domain Socket server is already started!"
)
;
if
(
IsStarted
)
return
false
;
// Setup acceptor event arg
_acceptorEventArg
=
new
SocketAsyncEventArgs
(
)
;
_acceptorEventArg
.
Completed
+=
OnAsyncCompleted
;
// Create a new acceptor socket
_acceptorSocket
=
CreateSocket
(
)
;
// Update the acceptor socket disposed flag
IsSocketDisposed
=
false
;
// Bind the acceptor socket to the endpoint
_acceptorSocket
.
Bind
(
Endpoint
)
;
// Refresh the endpoint property based on the actual endpoint created
Endpoint
=
_acceptorSocket
.
LocalEndPoint
;
// Call the server starting handler
OnStarting
(
)
;
// Start listen to the acceptor socket with the given accepting backlog size
_acceptorSocket
.
Listen
(
OptionAcceptorBacklog
)
;
// Reset statistic
_bytesPending
=
0
;
_bytesSent
=
0
;
_bytesReceived
=
0
;
// Update the started flag
IsStarted
=
true
;
// Call the server started handler
OnStarted
(
)
;
// Perform the first server accept
IsAccepting
=
true
;
StartAccept
(
_acceptorEventArg
)
;
return
true
;
}
/// <summary>
/// Stop the server
/// </summary>
/// <returns>'true' if the server was successfully stopped, 'false' if the server is already stopped</returns>
public
virtual
bool
Stop
(
)
{
Debug
.
Assert
(
IsStarted
,
"Unix Domain Socket server is not started!"
)
;
if
(
!
IsStarted
)
return
false
;
// Stop accepting new clients
IsAccepting
=
false
;
// Reset acceptor event arg
_acceptorEventArg
.
Completed
-=
OnAsyncCompleted
;
// Call the server stopping handler
OnStopping
(
)
;
try
{
// Close the acceptor socket
_acceptorSocket
.
Close
(
)
;
// Dispose the acceptor socket
_acceptorSocket
.
Dispose
(
)
;
// Dispose event arguments
_acceptorEventArg
.
Dispose
(
)
;
// Update the acceptor socket disposed flag
IsSocketDisposed
=
true
;
}
catch
(
ObjectDisposedException
)
{
}
// Disconnect all sessions
DisconnectAll
(
)
;
// Update the started flag
IsStarted
=
false
;
// Call the server stopped handler
OnStopped
(
)
;
return
true
;
}
/// <summary>
/// Restart the server
/// </summary>
/// <returns>'true' if the server was successfully restarted, 'false' if the server failed to restart</returns>
public
virtual
bool
Restart
(
)
{
if
(
!
Stop
(
)
)
return
false
;
while
(
IsStarted
)
Thread
.
Yield
(
)
;
return
Start
(
)
;
}
#endregion
#region Accepting clients
/// <summary>
/// Start accept a new client connection
/// </summary>
private
void
StartAccept
(
SocketAsyncEventArgs
e
)
{
// Socket must be cleared since the context object is being reused
e
.
AcceptSocket
=
null
;
// Async accept a new client connection
if
(
!
_acceptorSocket
.
AcceptAsync
(
e
)
)
ProcessAccept
(
e
)
;
}
/// <summary>
/// Process accepted client connection
/// </summary>
private
void
ProcessAccept
(
SocketAsyncEventArgs
e
)
{
if
(
e
.
SocketError
==
SocketError
.
Success
)
{
// Create a new session to register
var
session
=
CreateSession
(
)
;
// Register the session
RegisterSession
(
session
)
;
// Connect new session
session
.
Connect
(
e
.
AcceptSocket
)
;
}
else
SendError
(
e
.
SocketError
)
;
// Accept the next client connection
if
(
IsAccepting
)
StartAccept
(
e
)
;
}
/// <summary>
/// This method is the callback method associated with Socket.AcceptAsync()
/// operations and is invoked when an accept operation is complete
/// </summary>
private
void
OnAsyncCompleted
(
object
sender
,
SocketAsyncEventArgs
e
)
{
if
(
IsSocketDisposed
)
return
;
ProcessAccept
(
e
)
;
}
#endregion
#region Session factory
/// <summary>
/// Create Unix Domain Socket session factory method
/// </summary>
/// <returns>Unix Domain Socket session</returns>
protected
virtual
UdsSession
CreateSession
(
)
{
return
new
UdsSession
(
this
)
;
}
#endregion
#region Session management
/// <summary>
/// Server sessions
/// </summary>
protected
readonly
ConcurrentDictionary
<
Guid
,
UdsSession
>
Sessions
=
new
ConcurrentDictionary
<
Guid
,
UdsSession
>
(
)
;
/// <summary>
/// Disconnect all connected sessions
/// </summary>
/// <returns>'true' if all sessions were successfully disconnected, 'false' if the server is not started</returns>
public
virtual
bool
DisconnectAll
(
)
{
if
(
!
IsStarted
)
return
false
;
// Disconnect all sessions
foreach
(
var
session
in
Sessions
.
Values
)
session
.
Disconnect
(
)
;
return
true
;
}
/// <summary>
/// Find a session with a given Id
/// </summary>
/// <param name="id">Session Id</param>
/// <returns>Session with a given Id or null if the session it not connected</returns>
public
UdsSession
FindSession
(
Guid
id
)
{
// Try to find the required session
return
Sessions
.
TryGetValue
(
id
,
out
UdsSession
result
)
?
result
:
null
;
}
/// <summary>
/// Register a new session
/// </summary>
/// <param name="session">Session to register</param>
internal
void
RegisterSession
(
UdsSession
session
)
{
// Register a new session
Sessions
.
TryAdd
(
session
.
Id
,
session
)
;
}
/// <summary>
/// Unregister session by Id
/// </summary>
/// <param name="id">Session Id</param>
internal
void
UnregisterSession
(
Guid
id
)
{
// Unregister session by Id
Sessions
.
TryRemove
(
id
,
out
UdsSession
_
)
;
}
#endregion
#region Multicasting
/// <summary>
/// Multicast data to all connected sessions
/// </summary>
/// <param name="buffer">Buffer to multicast</param>
/// <returns>'true' if the data was successfully multicasted, 'false' if the data was not multicasted</returns>
public
virtual
bool
Multicast
(
byte
[
]
buffer
)
=>
Multicast
(
buffer
.
AsSpan
(
)
)
;
/// <summary>
/// Multicast data to all connected clients
/// </summary>
/// <param name="buffer">Buffer to multicast</param>
/// <param name="offset">Buffer offset</param>
/// <param name="size">Buffer size</param>
/// <returns>'true' if the data was successfully multicasted, 'false' if the data was not multicasted</returns>
public
virtual
bool
Multicast
(
byte
[
]
buffer
,
long
offset
,
long
size
)
=>
Multicast
(
buffer
.
AsSpan
(
(
int
)
offset
,
(
int
)
size
)
)
;
/// <summary>
/// Multicast data to all connected clients
/// </summary>
/// <param name="buffer">Buffer to send as a span of bytes</param>
/// <returns>'true' if the data was successfully multicasted, 'false' if the data was not multicasted</returns>
public
virtual
bool
Multicast
(
ReadOnlySpan
<
byte
>
buffer
)
{
if
(
!
IsStarted
)
return
false
;
if
(
buffer
.
IsEmpty
)
return
true
;
// Multicast data to all sessions
foreach
(
var
session
in
Sessions
.
Values
)
session
.
SendAsync
(
buffer
)
;
return
true
;
}
/// <summary>
/// Multicast text to all connected clients
/// </summary>
/// <param name="text">Text string to multicast</param>
/// <returns>'true' if the text was successfully multicasted, 'false' if the text was not multicasted</returns>
public
virtual
bool
Multicast
(
string
text
)
=>
Multicast
(
Encoding
.
UTF8
.
GetBytes
(
text
)
)
;
/// <summary>
/// Multicast text to all connected clients
/// </summary>
/// <param name="text">Text to multicast as a span of characters</param>
/// <returns>'true' if the text was successfully multicasted, 'false' if the text was not multicasted</returns>
public
virtual
bool
Multicast
(
ReadOnlySpan
<
char
>
text
)
=>
Multicast
(
Encoding
.
UTF8
.
GetBytes
(
text
.
ToArray
(
)
)
)
;
#endregion
#region Server handlers
/// <summary>
/// Handle server starting notification
/// </summary>
protected
virtual
void
OnStarting
(
)
{
}
/// <summary>
/// Handle server started notification
/// </summary>
protected
virtual
void
OnStarted
(
)
{
}
/// <summary>
/// Handle server stopping notification
/// </summary>
protected
virtual
void
OnStopping
(
)
{
}
/// <summary>
/// Handle server stopped notification
/// </summary>
protected
virtual
void
OnStopped
(
)
{
}
/// <summary>
/// Handle session connecting notification
/// </summary>
/// <param name="session">Connecting session</param>
protected
virtual
void
OnConnecting
(
UdsSession
session
)
{
}
/// <summary>
/// Handle session connected notification
/// </summary>
/// <param name="session">Connected session</param>
protected
virtual
void
OnConnected
(
UdsSession
session
)
{
}
/// <summary>
/// Handle session disconnecting notification
/// </summary>
/// <param name="session">Disconnecting session</param>
protected
virtual
void
OnDisconnecting
(
UdsSession
session
)
{
}
/// <summary>
/// Handle session disconnected notification
/// </summary>
/// <param name="session">Disconnected session</param>
protected
virtual
void
OnDisconnected
(
UdsSession
session
)
{
}
/// <summary>
/// Handle error notification
/// </summary>
/// <param name="error">Socket error code</param>
protected
virtual
void
OnError
(
SocketError
error
)
{
}
internal
void
OnConnectingInternal
(
UdsSession
session
)
{
OnConnecting
(
session
)
;
}
internal
void
OnConnectedInternal
(
UdsSession
session
)
{
OnConnected
(
session
)
;
}
internal
void
OnDisconnectingInternal
(
UdsSession
session
)
{
OnDisconnecting
(
session
)
;
}
internal
void
OnDisconnectedInternal
(
UdsSession
session
)
{
OnDisconnected
(
session
)
;
}
#endregion
#region Error handling
/// <summary>
/// Send error notification
/// </summary>
/// <param name="error">Socket error code</param>
private
void
SendError
(
SocketError
error
)
{
// Skip disconnect errors
if
(
(
error
==
SocketError
.
ConnectionAborted
)
||
(
error
==
SocketError
.
ConnectionRefused
)
||
(
error
==
SocketError
.
ConnectionReset
)
||
(
error
==
SocketError
.
OperationAborted
)
||
(
error
==
SocketError
.
Shutdown
)
)
return
;
OnError
(
error
)
;
}
#endregion
#region IDisposable implementation
/// <summary>
/// Disposed flag
/// </summary>
public
bool
IsDisposed
{
get
;
private
set
;
}
/// <summary>
/// Acceptor socket disposed flag
/// </summary>
public
bool
IsSocketDisposed
{
get
;
private
set
;
}
=
true
;
// Implement IDisposable.
public
void
Dispose
(
)
{
Dispose
(
true
)
;
GC
.
SuppressFinalize
(
this
)
;
}
protected
virtual
void
Dispose
(
bool
disposingManagedResources
)
{
// The idea here is that Dispose(Boolean) knows whether it is
// being called to do explicit cleanup (the Boolean is true)
// versus being called due to a garbage collection (the Boolean
// is false). This distinction is useful because, when being
// disposed explicitly, the Dispose(Boolean) method can safely
// execute code using reference type fields that refer to other
// objects knowing for sure that these other objects have not been
// finalized or disposed of yet. When the Boolean is false,
// the Dispose(Boolean) method should not execute code that
// refer to reference type fields because those objects may
// have already been finalized."
if
(
!
IsDisposed
)
{
if
(
disposingManagedResources
)
{
// Dispose managed resources here...
Stop
(
)
;
}
// Dispose unmanaged resources here...
// Set large fields to null here...
// Mark as disposed.
IsDisposed
=
true
;
}
}
#endregion
}
}
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