UnityGame/Library/PackageCache/com.unity.ide.visualstudio/Editor/Messaging/Messenger.cs
2024-10-27 10:53:47 +03:00

239 lines
5.8 KiB
C#

/*---------------------------------------------------------------------------------------------
* Copyright (c) Microsoft Corporation. All rights reserved.
* Licensed under the MIT License. See License.txt in the project root for license information.
*--------------------------------------------------------------------------------------------*/
using System;
using System.Net;
using System.Net.Sockets;
namespace Microsoft.Unity.VisualStudio.Editor.Messaging
{
internal class Messager : IDisposable
{
public event EventHandler<MessageEventArgs> ReceiveMessage;
public event EventHandler<ExceptionEventArgs> MessagerException;
private readonly UdpSocket _socket;
private readonly object _disposeLock = new object();
private bool _disposed;
#if UNITY_EDITOR_WIN
[System.Runtime.InteropServices.DllImport("kernel32.dll", SetLastError = true)]
private static extern bool SetHandleInformation(IntPtr hObject, HandleFlags dwMask, HandleFlags dwFlags);
[Flags]
private enum HandleFlags: uint
{
None = 0,
Inherit = 1,
ProtectFromClose = 2
}
#endif
protected Messager(int port)
{
_socket = new UdpSocket();
_socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ExclusiveAddressUse, false);
_socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
#if UNITY_EDITOR_WIN
// Explicitely disable inheritance for our UDP socket handle
// We found that Unity is creating a fork when importing new assets that can clone our socket
SetHandleInformation(_socket.Handle, HandleFlags.Inherit, HandleFlags.None);
#endif
_socket.Bind(IPAddress.Any, port);
BeginReceiveMessage();
}
private void BeginReceiveMessage()
{
var buffer = new byte[UdpSocket.BufferSize];
var any = UdpSocket.Any();
try
{
lock (_disposeLock)
{
if (_disposed)
return;
_socket.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref any, ReceiveMessageCallback, buffer);
}
}
catch (SocketException se)
{
MessagerException?.Invoke(this, new ExceptionEventArgs(se));
BeginReceiveMessage();
}
catch (ObjectDisposedException)
{
}
}
private void ReceiveMessageCallback(IAsyncResult result)
{
try
{
var endPoint = UdpSocket.Any();
lock (_disposeLock)
{
if (_disposed)
return;
_socket.EndReceiveFrom(result, ref endPoint);
}
var message = DeserializeMessage(UdpSocket.BufferFor(result));
if (message != null)
{
message.Origin = (IPEndPoint)endPoint;
if (IsValidTcpMessage(message, out var port, out var bufferSize))
{
// switch to TCP mode to handle big messages
TcpClient.Queue(message.Origin.Address, port, bufferSize, buffer =>
{
var originalMessage = DeserializeMessage(buffer);
originalMessage.Origin = message.Origin;
ReceiveMessage?.Invoke(this, new MessageEventArgs(originalMessage));
});
}
else
{
ReceiveMessage?.Invoke(this, new MessageEventArgs(message));
}
}
}
catch (ObjectDisposedException)
{
return;
}
catch (Exception e)
{
RaiseMessagerException(e);
}
BeginReceiveMessage();
}
private static bool IsValidTcpMessage(Message message, out int port, out int bufferSize)
{
port = 0;
bufferSize = 0;
if (message.Value == null)
return false;
if (message.Type != MessageType.Tcp)
return false;
var parts = message.Value.Split(':');
if (parts.Length != 2)
return false;
if (!int.TryParse(parts[0], out port))
return false;
return int.TryParse(parts[1], out bufferSize);
}
private void RaiseMessagerException(Exception e)
{
MessagerException?.Invoke(this, new ExceptionEventArgs(e));
}
private static Message MessageFor(MessageType type, string value)
{
return new Message { Type = type, Value = value };
}
public void SendMessage(IPEndPoint target, MessageType type, string value = "")
{
var message = MessageFor(type, value);
var buffer = SerializeMessage(message);
try
{
lock (_disposeLock)
{
if (_disposed)
return;
if (buffer.Length >= UdpSocket.BufferSize)
{
// switch to TCP mode to handle big messages
var port = TcpListener.Queue(buffer);
if (port > 0)
{
// success, replace original message with "switch to tcp" marker + port information + buffer length
message = MessageFor(MessageType.Tcp, string.Concat(port, ':', buffer.Length));
buffer = SerializeMessage(message);
}
}
_socket.BeginSendTo(buffer, 0, Math.Min(buffer.Length, UdpSocket.BufferSize), SocketFlags.None, target, SendMessageCallback, null);
}
}
catch (SocketException se)
{
MessagerException?.Invoke(this, new ExceptionEventArgs(se));
}
}
private void SendMessageCallback(IAsyncResult result)
{
try
{
lock (_disposeLock)
{
if (_disposed)
return;
_socket.EndSendTo(result);
}
}
catch (SocketException se)
{
MessagerException?.Invoke(this, new ExceptionEventArgs(se));
}
catch (ObjectDisposedException)
{
}
}
private static byte[] SerializeMessage(Message message)
{
var serializer = new Serializer();
serializer.WriteInt32((int)message.Type);
serializer.WriteString(message.Value);
return serializer.Buffer();
}
private static Message DeserializeMessage(byte[] buffer)
{
if (buffer.Length < 4)
return null;
var deserializer = new Deserializer(buffer);
var type = (MessageType)deserializer.ReadInt32();
var value = deserializer.ReadString();
return new Message { Type = type, Value = value };
}
public static Messager BindTo(int port)
{
return new Messager(port);
}
public void Dispose()
{
lock (_disposeLock)
{
_disposed = true;
_socket.Close();
}
}
}
}