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Messenger.cs 5.8KB

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  1. /*---------------------------------------------------------------------------------------------
  2. * Copyright (c) Microsoft Corporation. All rights reserved.
  3. * Licensed under the MIT License. See License.txt in the project root for license information.
  4. *--------------------------------------------------------------------------------------------*/
  5. using System;
  6. using System.Net;
  7. using System.Net.Sockets;
  8. namespace Microsoft.Unity.VisualStudio.Editor.Messaging
  9. {
  10. internal class Messager : IDisposable
  11. {
  12. public event EventHandler<MessageEventArgs> ReceiveMessage;
  13. public event EventHandler<ExceptionEventArgs> MessagerException;
  14. private readonly UdpSocket _socket;
  15. private readonly object _disposeLock = new object();
  16. private bool _disposed;
  17. #if UNITY_EDITOR_WIN
  18. [System.Runtime.InteropServices.DllImport("kernel32.dll", SetLastError = true)]
  19. private static extern bool SetHandleInformation(IntPtr hObject, HandleFlags dwMask, HandleFlags dwFlags);
  20. [Flags]
  21. private enum HandleFlags: uint
  22. {
  23. None = 0,
  24. Inherit = 1,
  25. ProtectFromClose = 2
  26. }
  27. #endif
  28. protected Messager(int port)
  29. {
  30. _socket = new UdpSocket();
  31. _socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ExclusiveAddressUse, false);
  32. _socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
  33. #if UNITY_EDITOR_WIN
  34. // Explicitely disable inheritance for our UDP socket handle
  35. // We found that Unity is creating a fork when importing new assets that can clone our socket
  36. SetHandleInformation(_socket.Handle, HandleFlags.Inherit, HandleFlags.None);
  37. #endif
  38. _socket.Bind(IPAddress.Any, port);
  39. BeginReceiveMessage();
  40. }
  41. private void BeginReceiveMessage()
  42. {
  43. var buffer = new byte[UdpSocket.BufferSize];
  44. var any = UdpSocket.Any();
  45. try
  46. {
  47. lock (_disposeLock)
  48. {
  49. if (_disposed)
  50. return;
  51. _socket.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref any, ReceiveMessageCallback, buffer);
  52. }
  53. }
  54. catch (SocketException se)
  55. {
  56. MessagerException?.Invoke(this, new ExceptionEventArgs(se));
  57. BeginReceiveMessage();
  58. }
  59. catch (ObjectDisposedException)
  60. {
  61. }
  62. }
  63. private void ReceiveMessageCallback(IAsyncResult result)
  64. {
  65. try
  66. {
  67. var endPoint = UdpSocket.Any();
  68. lock (_disposeLock)
  69. {
  70. if (_disposed)
  71. return;
  72. _socket.EndReceiveFrom(result, ref endPoint);
  73. }
  74. var message = DeserializeMessage(UdpSocket.BufferFor(result));
  75. if (message != null)
  76. {
  77. message.Origin = (IPEndPoint)endPoint;
  78. if (IsValidTcpMessage(message, out var port, out var bufferSize))
  79. {
  80. // switch to TCP mode to handle big messages
  81. TcpClient.Queue(message.Origin.Address, port, bufferSize, buffer =>
  82. {
  83. var originalMessage = DeserializeMessage(buffer);
  84. originalMessage.Origin = message.Origin;
  85. ReceiveMessage?.Invoke(this, new MessageEventArgs(originalMessage));
  86. });
  87. }
  88. else
  89. {
  90. ReceiveMessage?.Invoke(this, new MessageEventArgs(message));
  91. }
  92. }
  93. }
  94. catch (ObjectDisposedException)
  95. {
  96. return;
  97. }
  98. catch (Exception e)
  99. {
  100. RaiseMessagerException(e);
  101. }
  102. BeginReceiveMessage();
  103. }
  104. private static bool IsValidTcpMessage(Message message, out int port, out int bufferSize)
  105. {
  106. port = 0;
  107. bufferSize = 0;
  108. if (message.Value == null)
  109. return false;
  110. if (message.Type != MessageType.Tcp)
  111. return false;
  112. var parts = message.Value.Split(':');
  113. if (parts.Length != 2)
  114. return false;
  115. if (!int.TryParse(parts[0], out port))
  116. return false;
  117. return int.TryParse(parts[1], out bufferSize);
  118. }
  119. private void RaiseMessagerException(Exception e)
  120. {
  121. MessagerException?.Invoke(this, new ExceptionEventArgs(e));
  122. }
  123. private static Message MessageFor(MessageType type, string value)
  124. {
  125. return new Message { Type = type, Value = value };
  126. }
  127. public void SendMessage(IPEndPoint target, MessageType type, string value = "")
  128. {
  129. var message = MessageFor(type, value);
  130. var buffer = SerializeMessage(message);
  131. try
  132. {
  133. lock (_disposeLock)
  134. {
  135. if (_disposed)
  136. return;
  137. if (buffer.Length >= UdpSocket.BufferSize)
  138. {
  139. // switch to TCP mode to handle big messages
  140. var port = TcpListener.Queue(buffer);
  141. if (port > 0)
  142. {
  143. // success, replace original message with "switch to tcp" marker + port information + buffer length
  144. message = MessageFor(MessageType.Tcp, string.Concat(port, ':', buffer.Length));
  145. buffer = SerializeMessage(message);
  146. }
  147. }
  148. _socket.BeginSendTo(buffer, 0, Math.Min(buffer.Length, UdpSocket.BufferSize), SocketFlags.None, target, SendMessageCallback, null);
  149. }
  150. }
  151. catch (SocketException se)
  152. {
  153. MessagerException?.Invoke(this, new ExceptionEventArgs(se));
  154. }
  155. }
  156. private void SendMessageCallback(IAsyncResult result)
  157. {
  158. try
  159. {
  160. lock (_disposeLock)
  161. {
  162. if (_disposed)
  163. return;
  164. _socket.EndSendTo(result);
  165. }
  166. }
  167. catch (SocketException se)
  168. {
  169. MessagerException?.Invoke(this, new ExceptionEventArgs(se));
  170. }
  171. catch (ObjectDisposedException)
  172. {
  173. }
  174. }
  175. private static byte[] SerializeMessage(Message message)
  176. {
  177. var serializer = new Serializer();
  178. serializer.WriteInt32((int)message.Type);
  179. serializer.WriteString(message.Value);
  180. return serializer.Buffer();
  181. }
  182. private static Message DeserializeMessage(byte[] buffer)
  183. {
  184. if (buffer.Length < 4)
  185. return null;
  186. var deserializer = new Deserializer(buffer);
  187. var type = (MessageType)deserializer.ReadInt32();
  188. var value = deserializer.ReadString();
  189. return new Message { Type = type, Value = value };
  190. }
  191. public static Messager BindTo(int port)
  192. {
  193. return new Messager(port);
  194. }
  195. public void Dispose()
  196. {
  197. lock (_disposeLock)
  198. {
  199. _disposed = true;
  200. _socket.Close();
  201. }
  202. }
  203. }
  204. }