RecvBuffer

Eunho Bae·2022년 5월 4일
0

코드

ServerCore

Session

   public abstract class Session
    {
        Socket _socket;
        int _disconnected = 0;

        RecvBuffer _recvBuffer = new RecvBuffer(1024);

        List<ArraySegment<byte>> _pendingList = new List<ArraySegment<byte>>();
        SocketAsyncEventArgs _sendArgs = new SocketAsyncEventArgs();
        SocketAsyncEventArgs _recvArgs = new SocketAsyncEventArgs();

        Queue<byte[]> _sendQueue = new Queue<byte[]>();
        object _lock = new object();

        public abstract void OnConnected(EndPoint endPoint);
        public abstract int OnRecv(ArraySegment<byte> buffer); // 얼마만큼 데이터를 처리했는지 리턴
        public abstract void OnSend(int numOfBytes); 
        public abstract void OnDisconnected(EndPoint endPoint);

        public void Start(Socket socket)
        {
            _socket = socket;

            _recvArgs.Completed += new EventHandler<SocketAsyncEventArgs>(OnRecvCompleted);
            _sendArgs.Completed += new EventHandler<SocketAsyncEventArgs>(OnSendCompleted);

            RegisterRecv();
        }

        public void Send(byte[] sendBuff)
        {
            lock (_lock)
            {
                _sendQueue.Enqueue(sendBuff);
                if (_pendingList.Count == 0) // 내가 가장 먼저 들어왔다면 (대기 중인게 아무것도 없다면)
                    RegisterSend();
            } 
        }

        public void Disconnect()
        {
            if (Interlocked.Exchange(ref _disconnected, 1) == 1)
                return;

            OnDisconnected(_socket.RemoteEndPoint);
            _socket.Shutdown(SocketShutdown.Both);
            _socket.Close();
        }

        #region 네트워크 통신

        void RegisterSend()
        {
            while(_sendQueue.Count > 0)
            {
                byte[] buff = _sendQueue.Dequeue();
                _pendingList.Add(new ArraySegment<byte>(buff, 0, buff.Length));
            }
            _sendArgs.BufferList = _pendingList;

            bool pending = _socket.SendAsync(_sendArgs);
            if (pending == false)
                OnSendCompleted(null, _sendArgs);
        }

        void OnSendCompleted(object sender, SocketAsyncEventArgs args)
        {
            lock (_lock)
            {
                if (args.BytesTransferred > 0 && args.SocketError == SocketError.Success)
                {
                    try
                    {
                        _sendArgs.BufferList = null;
                        _pendingList.Clear(); // _대기중인 버퍼가 다 처리되었으니까

                        OnSend(_sendArgs.BytesTransferred);

                        if (_sendQueue.Count > 0)
                            RegisterSend();
                    }
                    catch (Exception ex)
                    {
                        Console.WriteLine($"OnSendCompleted Failed {ex}");
                    }
                }
                else
                    Disconnect();
            }
        }

        void RegisterRecv()
        {
            _recvBuffer.Clean(); // 커서가 너무 뒤로 가있는 상태 방지
            // 유효한 범위 설정. 다음으로 버퍼를 받을 공간 Set.
            ArraySegment<byte> segment = _recvBuffer.WriteSegment;
            _recvArgs.SetBuffer(segment.Array, segment.Offset, segment.Count); // count=freesize, 이만큼 받을 수 있다.

            bool pending = _socket.ReceiveAsync(_recvArgs);
            if (pending == false)
                OnRecvCompleted(null, _recvArgs);
        }

        void OnRecvCompleted(object sender, SocketAsyncEventArgs args)
        {
            if(args.BytesTransferred > 0 && args.SocketError == SocketError.Success)
            {
                try
                {
                    // Write 커서 이동
                    if(_recvBuffer.OnWrite(args.BytesTransferred) == false)
                    {
                        Disconnect();
                        return;
                    }

                    // 컨텐츠 쪽으로 데이터 넘겨주고 얼마나 처리했는지 받는다 
                    int processLen = OnRecv(_recvBuffer.ReadSegment);
                    if(processLen < 0 || _recvBuffer.DataSize < processLen)
                    {
                        Disconnect();
                        return;
                    }

                    // Read커서 이동
                    if(_recvBuffer.OnRead(processLen) == false)
                    {
                        Disconnect();
                        return;
                    }

                    RegisterRecv();
                }
                catch (Exception ex)
                {
                    Console.WriteLine($"(OnRecvCompleted Failed {ex}");
                }
            }
            else
            {
                Disconnect();
            }
        }
    }
    #endregion

RecvBuffer

public class RecvBuffer
    {
        // [r][w][][][][][][][][]
        ArraySegment<byte> _buffer;
        int _readPos;
        int _writePos;

        public RecvBuffer(int bufferSize)
        {
            _buffer = new ArraySegment<byte>(new byte[bufferSize], 0, bufferSize);
        }

        public int DataSize { get { return _writePos - _readPos; } }
        public int FreeSize { get { return _buffer.Count - _writePos; } }

        public ArraySegment<byte> ReadSegment // r부터 w-1까지 범위 
        {
            get { return new ArraySegment<byte>(_buffer.Array, _buffer.Offset + _readPos, DataSize); }
        }

        public ArraySegment<byte> WriteSegment
        {
            get { return new ArraySegment<byte>(_buffer.Array, _buffer.Offset + _writePos, FreeSize); ; }
        }

        public void Clean()
        {
            int dataSize = DataSize;
            if(dataSize == 0) // r과 w이 같은 위치
            {
                _readPos = _writePos = 0;
            }
            else
            {
                Array.Copy(_buffer.Array, _buffer.Offset + _readPos, _buffer.Array, _buffer.Offset, dataSize);
                _readPos = 0;
                _writePos = dataSize;

            }
        }

        public bool OnRead(int numOfBytes)
        {
            if (numOfBytes > DataSize)
                return false;

            _readPos += numOfBytes;
            return true;
        }

        // 클라이언트에서 데이터를 보내서 서버측에서 받을 때 
        public bool OnWrite(int numOfBytes)
        {
            if (numOfBytes > FreeSize)
                return false;

            _writePos += numOfBytes;
            return true;
        }
    }

DummyClient

GameSession

namespace DummyClient
{
    class GameSession : Session
    {
        // Listener.OnAcceptompleted() 에서 호출
        public override void OnConnected(EndPoint endPoint)
        {
            Console.WriteLine($"OnConnected : {endPoint}");

            for (int i = 0; i < 5; i++)
            {
                byte[] sendBuff = Encoding.UTF8.GetBytes($"Hello World{i} ");
                Send(sendBuff);
            }
        }

        public override void OnDisconnected(EndPoint endPoint)
        {
            Console.WriteLine($"OnDisconnected : {endPoint}");
        }

        public override int OnRecv(ArraySegment<byte> buffer)
        {
            string recvData = Encoding.UTF8.GetString(buffer.Array, buffer.Offset, buffer.Count);
            Console.WriteLine($"[From Server] {recvData}");
            return buffer.Count;
        }

        public override void OnSend(int numOfBytes)
        {
            Console.WriteLine($"Transferred bytes : {numOfBytes}");
        }
    }

    class Program
    {

        static void Main(string[] args)
        {
            // DNS (Domain Name System)
            string host = Dns.GetHostName();
            IPHostEntry ipHost = Dns.GetHostEntry(host);
            IPAddress ipAddr = ipHost.AddressList[0];
            IPEndPoint endPoint = new IPEndPoint(ipAddr, 7777);

            Connector connector = new Connector();
            connector.Connect(endPoint, () => { return new GameSession(); });

            while (true)
            {
                try
                {}
                catch (Exception ex)
                {
                    Console.WriteLine(ex.ToString());
                }
                Thread.Sleep(100);
            }
        } 
    }
}

Server

GameSession

 namespace Server
{ 
    // 컨텐츠단
    class GameSession : Session
    {
        // Listener.OnAcceptompleted() 에서 호출
        public override void OnConnected(EndPoint endPoint)
        {
            Console.WriteLine($"OnConnected : {endPoint}");

            byte[] sendBuff = Encoding.UTF8.GetBytes("저희 서버에 오신것을 환영합니다!!");
            Send(sendBuff);

            Thread.Sleep(1000);
            Disconnect();
        }

        public override void OnDisconnected(EndPoint endPoint)
        {
            Console.WriteLine($"OnDisconnected : {endPoint}");
        }

        public override int OnRecv(ArraySegment<byte> buffer)
        {
            string recvData = Encoding.UTF8.GetString(buffer.Array, buffer.Offset, buffer.Count);
            Console.WriteLine($"[From Client] {recvData}");
            return buffer.Count; 
        }

        public override void OnSend(int numOfBytes)
        {
            Console.WriteLine($"Transferred bytes : {numOfBytes}");
        }
    }

    class Program
    {
        static Listener _listener = new Listener();

        static void Main(string[] args)
        {
            string host = Dns.GetHostName();
            IPHostEntry ipHost = Dns.GetHostEntry(host);
            IPAddress ipAddr = ipHost.AddressList[0];
            IPEndPoint endPoint = new IPEndPoint(ipAddr, 7777);

            // 컨텐츠단에서 세션을 만들어주는게 아니라 세션 종류만 결정해줌
            _listener.Init(endPoint, () => { return new GameSession(); });
            Console.WriteLine("Listening...");

            while (true)
            {
                ;
            }
        }
    }
}
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