using System.Net;
using System.Net.Sockets;
using System.Text;
using NewLife.Data;
using NewLife.Log;
using NewLife.Model;
namespace NewLife.Net;
/// <summary>增强的UDP</summary>
/// <remarks>
/// 如果已经打开异步接收,还要使用同步接收,则同步Receive内部不再调用底层Socket,而是等待截走异步数据。
/// </remarks>
public class UdpServer : SessionBase, ISocketServer
{
#region 属性
/// <summary>会话超时时间</summary>
/// <remarks>
/// 对于每一个会话连接,如果超过该时间仍然没有收到任何数据,则断开会话连接。
/// </remarks>
public Int32 SessionTimeout { get; set; }
/// <summary>是否接收来自自己广播的环回数据。默认false</summary>
public Boolean Loopback { get; set; }
/// <summary>地址重用,主要应用于网络服务器重启交替。默认false</summary>
/// <remarks>
/// 一个端口释放后会等待两分钟之后才能再被使用,SO_REUSEADDR是让端口释放后立即就可以被再次使用。
/// SO_REUSEADDR用于对TCP套接字处于TIME_WAIT状态下的socket(TCP连接中, 先调用close() 的一方会进入TIME_WAIT状态),才可以重复绑定使用。
/// </remarks>
public Boolean ReuseAddress { get; set; }
#endregion
#region 构造
/// <summary>实例化增强UDP</summary>
public UdpServer()
{
Local.Type = NetType.Udp;
Remote.Type = NetType.Udp;
_Sessions = new SessionCollection(this);
SessionTimeout = SocketSetting.Current.SessionTimeout;
// 处理UDP最大并发接收
MaxAsync = Environment.ProcessorCount * 16 / 10;
if (SocketSetting.Current.Debug) Log = XTrace.Log;
}
/// <summary>使用监听口初始化</summary>
/// <param name="listenPort"></param>
public UdpServer(Int32 listenPort) : this() => Port = listenPort;
#endregion
#region 方法
/// <summary>打开</summary>
protected override Boolean OnOpen()
{
var sock = Client;
if (sock == null || !sock.IsBound)
{
var uri = Remote;
// 根据目标地址适配本地IPv4/IPv6
if (Local.Address.IsAny() && uri != null && !uri.Address.IsAny())
{
Local.Address = Local.Address.GetRightAny(uri.Address.AddressFamily);
}
Client = sock = NetHelper.CreateUdp(Local.Address.IsIPv4());
// 地址重用,主要应用于网络服务器重启交替。前一个进程关闭时,端口在短时间内处于TIME_WAIT,导致新进程无法监听。
// 启用地址重用后,即使旧进程未退出,新进程也可以监听,但只有旧进程退出后,新进程才能接受对该端口的连接请求
if (ReuseAddress) sock.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
sock.Bind(Local.EndPoint);
WriteLog("Open {0}", this);
}
return true;
}
/// <summary>关闭</summary>
protected override Boolean OnClose(String reason)
{
var sock = Client;
if (sock != null)
{
WriteLog("Close {0} {1}", reason, this);
Client = null;
try
{
CloseAllSession();
sock.Shutdown();
}
catch (Exception ex)
{
if (!ex.IsDisposed()) OnError("Close", ex);
//if (ThrowException) throw;
return false;
}
}
return true;
}
#endregion
#region 发送
/// <summary>发送数据</summary>
/// <remarks>
/// 目标地址由<seealso cref="SessionBase.Remote"/>决定
/// </remarks>
/// <param name="pk">数据包</param>
/// <returns>是否成功</returns>
protected override Int32 OnSend(Packet pk) => OnSend(pk, Remote.EndPoint);
internal Int32 OnSend(Packet pk, IPEndPoint remote)
{
var count = pk.Total;
using var span = Tracer?.NewSpan($"net:{Name}:Send", pk.Total + "");
try
{
var rs = 0;
var sock = Client;
lock (sock)
{
if (sock.Connected && !sock.EnableBroadcast)
{
if (Log.Enable && LogSend) WriteLog("Send [{0}]: {1}", count, pk.ToHex(LogDataLength));
if (pk.Next == null)
rs = sock.Send(pk.Data, pk.Offset, count, SocketFlags.None);
else
rs = sock.Send(pk.ToSegments(), SocketFlags.None);
}
else
{
sock.CheckBroadcast(remote.Address);
if (Log.Enable && LogSend) WriteLog("Send {2} [{0}]: {1}", count, pk.ToHex(LogDataLength), remote);
if (pk.Next == null)
rs = sock.SendTo(pk.Data, pk.Offset, count, SocketFlags.None, remote);
else
rs = sock.SendTo(pk.ToArray(), 0, count, SocketFlags.None, remote);
}
}
return rs;
}
catch (Exception ex)
{
span?.SetError(ex, pk);
if (!ex.IsDisposed())
{
OnError("Send", ex);
// 发送异常可能是连接出了问题,UDP不需要关闭
//Close();
//if (ThrowException) throw;
}
return -1;
}
}
/// <summary>发送消息并等待响应。必须调用会话的发送,否则配对会失败</summary>
/// <param name="message">消息</param>
/// <returns></returns>
public override Task<Object> SendMessageAsync(Object message) => CreateSession(Remote.EndPoint).SendMessageAsync(message);
/// <summary>发送消息并等待响应。必须调用会话的发送,否则配对会失败</summary>
/// <param name="message">消息</param>
/// <param name="cancellationToken">取消通知</param>
/// <returns></returns>
public override Task<Object> SendMessageAsync(Object message, CancellationToken cancellationToken) => CreateSession(Remote.EndPoint).SendMessageAsync(message, cancellationToken);
#endregion
#region 接收
internal override Boolean OnReceiveAsync(SocketAsyncEventArgs se)
{
if (!Active || Client == null) return false;
// 每次接收以后,这个会被设置为远程地址,这里重置一下,以防万一
se.RemoteEndPoint = new IPEndPoint(IPAddress.Any.GetRightAny(Local.EndPoint.AddressFamily), 0);
return Client.ReceiveFromAsync(se);
}
/// <summary>预处理</summary>
/// <param name="pk">数据包</param>
/// <param name="remote">远程地址</param>
/// <returns>将要处理该数据包的会话</returns>
internal protected override ISocketSession OnPreReceive(Packet pk, IPEndPoint remote)
{
// 过滤自己广播的环回数据。放在这里,兼容UdpSession
if (!Loopback && remote.Port == Port)
{
if (!Local.Address.IsAny())
{
if (remote.Address.Equals(Local.Address)) return null;
}
else
{
foreach (var item in NetHelper.GetIPsWithCache())
{
if (remote.Address.Equals(item)) return null;
}
}
}
// 为该连接单独创建一个会话,方便直接通信
return CreateSession(remote);
}
/// <summary>处理收到的数据</summary>
/// <param name="e">接收事件参数</param>
protected override Boolean OnReceive(ReceivedEventArgs e)
{
var pk = e.Packet;
var remote = e.Remote;
// 为该连接单独创建一个会话,方便直接通信
var session = CreateSession(remote);
// 数据直接转交给会话,不再经过事件,那样在会话较多时极为浪费资源
if (session is UdpSession us)
us.OnReceive(e);
else
{
// 没有匹配到任何会话时,才在这里显示日志。理论上不存在这个可能性
if (Log.Enable && LogReceive) WriteLog("Recv [{0}]: {1}", pk.Count, pk.ToHex(LogDataLength));
}
if (session != null) RaiseReceive(session, e);
return true;
}
/// <summary>收到异常时如何处理。Tcp/Udp客户端默认关闭会话,但是Udp服务端不能关闭服务器,仅关闭会话</summary>
/// <param name="se"></param>
/// <returns>是否当作异常处理并结束会话</returns>
internal override Boolean OnReceiveError(SocketAsyncEventArgs se)
{
// 缓冲区不足时,加大
if (se.SocketError == SocketError.MessageSize && BufferSize < 1024 * 1024) BufferSize *= 2;
// Udp服务器不能关闭自己,但是要关闭会话
// Udp客户端一般不关闭自己
if (se.SocketError is not SocketError.ConnectionReset and
not SocketError.ConnectionAborted
) return true;
// 关闭相应会话
var sessions = _Sessions;
if (sessions != null)
{
var ep = se.RemoteEndPoint as IPEndPoint;
var ss = sessions.Get(ep + "");
ss?.Dispose();
}
// 无论如何,Udp都不关闭自己
return false;
}
#endregion
#region 会话
/// <summary>新会话时触发</summary>
public event EventHandler<SessionEventArgs> NewSession;
private readonly SessionCollection _Sessions;
/// <summary>会话集合。用地址端口作为标识,业务应用自己维持地址端口与业务主键的对应关系。</summary>
public IDictionary<String, ISocketSession> Sessions => _Sessions;
private readonly IDictionary<Int32, ISocketSession> _broadcasts = new Dictionary<Int32, ISocketSession>();
Int32 g_ID = 0;
/// <summary>创建会话</summary>
/// <param name="remoteEP"></param>
/// <returns></returns>
public virtual ISocketSession CreateSession(IPEndPoint remoteEP)
{
if (Disposed) throw new ObjectDisposedException(GetType().Name);
var sessions = _Sessions;
if (sessions == null) return null;
// 平均执行耗时260.80ns,其中55%花在sessions.Get上面,Get里面有加锁操作
if (!Active)
{
// 根据目标地址适配本地IPv4/IPv6
Local.Address = Local.Address.GetRightAny(remoteEP.AddressFamily);
if (!Open()) return null;
}
// 需要查找已有会话,已有会话不存在时才创建新会话
var session = sessions.Get(remoteEP + "");
// 是否匹配广播端口
var port = remoteEP.Port;
if (session != null || _broadcasts.TryGetValue(port, out session)) return session;
// 相同远程地址可能同时发来多个数据包,而底层采取多线程方式同时调度,导致创建多个会话
lock (sessions)
{
// 需要查找已有会话,已有会话不存在时才创建新会话
session = sessions.Get(remoteEP + "");
if (session != null || _broadcasts.TryGetValue(port, out session)) return session;
var us = new UdpSession(this, remoteEP)
{
Log = Log,
LogSend = LogSend,
LogReceive = LogReceive,
Tracer = Tracer,
};
session = us;
if (sessions.Add(session))
{
// 广播地址,接受任何地址响应数据
if (Equals(remoteEP.Address, IPAddress.Broadcast))
{
_broadcasts[port] = session;
session.OnDisposed += (s, e) =>
{
lock (_broadcasts)
{
_broadcasts.Remove((s as UdpSession).Remote.Port);
}
};
}
//us.ID = g_ID++;
// 会话改为原子操作,避免多线程冲突
us.ID = Interlocked.Increment(ref g_ID);
us.Tracer = Tracer;
us.Start();
// 触发新会话事件
NewSession?.Invoke(this, new SessionEventArgs { Session = session });
}
}
return session;
}
private void CloseAllSession()
{
var sessions = _Sessions;
if (sessions != null)
{
if (sessions.Count > 0)
{
WriteLog("准备释放会话{0}个!", sessions.Count);
sessions.CloseAll(nameof(CloseAllSession));
sessions.TryDispose();
sessions.Clear();
}
}
}
#endregion
#region IServer接口
void IServer.Start() => Open();
void IServer.Stop(String reason) => Close(reason ?? "Stop");
#endregion
#region 辅助
/// <summary>已重载。</summary>
/// <returns></returns>
public override String ToString()
{
var ss = Sessions;
if (ss != null && ss.Count > 0)
return $"{Local} [{ss.Count}]";
else
return Local.ToString();
}
#endregion
}
/// <summary>Udp扩展</summary>
public static class UdpHelper
{
/// <summary>发送数据流</summary>
/// <param name="udp"></param>
/// <param name="stream"></param>
/// <param name="remoteEP"></param>
/// <returns>返回自身,用于链式写法</returns>
public static UdpClient Send(this UdpClient udp, Stream stream, IPEndPoint remoteEP = null)
{
Int64 total = 0;
var size = 1472;
var buffer = new Byte[size];
while (true)
{
var n = stream.Read(buffer, 0, buffer.Length);
if (n <= 0) break;
udp.Send(buffer, n, remoteEP);
total += n;
if (n < buffer.Length) break;
}
return udp;
}
/// <summary>向指定目的地发送信息</summary>
/// <param name="udp"></param>
/// <param name="buffer">缓冲区</param>
/// <param name="remoteEP"></param>
/// <returns>返回自身,用于链式写法</returns>
public static UdpClient Send(this UdpClient udp, Byte[] buffer, IPEndPoint remoteEP = null)
{
udp.Send(buffer, buffer.Length, remoteEP);
return udp;
}
/// <summary>向指定目的地发送信息</summary>
/// <param name="udp"></param>
/// <param name="message"></param>
/// <param name="encoding">文本编码,默认null表示UTF-8编码</param>
/// <param name="remoteEP"></param>
/// <returns>返回自身,用于链式写法</returns>
public static UdpClient Send(this UdpClient udp, String message, Encoding encoding = null, IPEndPoint remoteEP = null)
{
if (encoding == null)
Send(udp, Encoding.UTF8.GetBytes(message), remoteEP);
else
Send(udp, encoding.GetBytes(message), remoteEP);
return udp;
}
/// <summary>广播数据包</summary>
/// <param name="udp"></param>
/// <param name="buffer">缓冲区</param>
/// <param name="port"></param>
public static UdpClient Broadcast(this UdpClient udp, Byte[] buffer, Int32 port)
{
if (udp.Client != null && udp.Client.LocalEndPoint != null)
{
var ip = udp.Client.LocalEndPoint as IPEndPoint;
if (!ip.Address.IsIPv4()) throw new NotSupportedException("IPv6不支持广播!");
}
if (!udp.EnableBroadcast) udp.EnableBroadcast = true;
udp.Send(buffer, buffer.Length, new IPEndPoint(IPAddress.Broadcast, port));
return udp;
}
/// <summary>广播字符串</summary>
/// <param name="udp"></param>
/// <param name="message"></param>
/// <param name="port"></param>
public static UdpClient Broadcast(this UdpClient udp, String message, Int32 port)
{
var buffer = Encoding.UTF8.GetBytes(message);
return Broadcast(udp, buffer, port);
}
/// <summary>接收字符串</summary>
/// <param name="udp"></param>
/// <param name="encoding">文本编码,默认null表示UTF-8编码</param>
/// <returns></returns>
public static String ReceiveString(this UdpClient udp, Encoding encoding = null)
{
IPEndPoint ep = null;
var buffer = udp.Receive(ref ep);
if (buffer == null || buffer.Length <= 0) return null;
encoding ??= Encoding.UTF8;
return encoding.GetString(buffer);
}
}
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