Files
GameServer/MistoxServer/Client/UDPReceiver.cs
T

62 lines
2.4 KiB
C#

using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Threading.Tasks;
namespace Mistox.Client {
public class UDPReceiver : IDisposable {
MistoxClient _parent;
public UDPReceiver( MistoxClient parent) {
_parent = parent;
Thread Client = new Thread(async() => { await ReceiveThread(); });
Client.Start();
}
async Task ReceiveThread() {
while( _parent.Alive ) {
try {
// Read the data out of the UDP packet with a buffer that has the maximum possible UDP packet size
// As UDP reads the whole next packet then drops. Im guaranteed to receive 1 packet at a time
UdpReceiveResult udpPacket = await _parent.ClientSocket.ReceiveAsync();
// Compute the connectionKey
UInt128 ConnectionKey = mUDPClient.GetConnectionKey(udpPacket.RemoteEndPoint.Address);
// Try find the user
mUDPClient client = null;
bool clientExists = _parent.clientConnections.TryGetValue(ConnectionKey, out client);
if (clientExists) {
// Create the data readers
ReadOnlyMemory<byte> dataMemory = udpPacket.Buffer.AsMemory();
ReadOnlySpan<byte> dataPacket = dataMemory.Span;
// Split apart the packet
byte dataType = dataPacket[0];
ushort DataLength = (ushort)((dataPacket[1] << 8) | dataPacket[2]);
ReadOnlyMemory<byte> data = dataMemory.Slice(DataPacket.HeaderLength, DataLength);
// Extract the object
dynamic buildObj = DataPacket.Deserialize( dataType, DataLength, data );
// Map the IPEndPoint to a user
IPEndPoint endpoint = udpPacket.RemoteEndPoint;
// Return the object
_parent.InvokeOnReceived( buildObj, udpPacket.RemoteEndPoint );
}
} catch( Exception e ) {
Console.WriteLine( "UDP Receive exception : " + e.Message );
}
}
}
public void Dispose() {
_parent.Alive = false;
}
}
}