KCP Transport

This commit is contained in:
Derek S 2021-04-07 00:58:24 -05:00
parent c892d2745a
commit 99163d7d4e
14 changed files with 2670 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace kcp2k
{
class KCPConfig
{
public bool NoDelay = true;
public uint Interval = 10;
public int FastResend = 2;
public bool CongestionWindow = false; // KCP 'NoCongestionWindow' is false by default. here we negate it for ease of use.
public uint SendWindowSize = 4096; //Kcp.WND_SND; 32 by default. Mirror sends a lot, so we need a lot more.
public uint ReceiveWindowSize = 4096; //Kcp.WND_RCV; 128 by default. Mirror sends a lot, so we need a lot more.
public int ConnectionTimeout = 10000; // Time in miliseconds it takes for a connection to time out.
}
}

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//#if MIRROR <- commented out because MIRROR isn't defined on first import yet
using System;
using System.IO;
using System.Linq;
using System.Net;
using Mirror;
using Newtonsoft.Json;
namespace kcp2k
{
public class KcpTransport : Transport
{
// scheme used by this transport
public const string Scheme = "kcp";
// common
public static int ConnectionTimeout = 10000;
public bool NoDelay = true;
public uint Interval = 10;
public int FastResend = 2;
public bool CongestionWindow = false; // KCP 'NoCongestionWindow' is false by default. here we negate it for ease of use.
public uint SendWindowSize = 4096; //Kcp.WND_SND; 32 by default. Mirror sends a lot, so we need a lot more.
public uint ReceiveWindowSize = 4096; //Kcp.WND_RCV; 128 by default. Mirror sends a lot, so we need a lot more.
// server & client
KcpServer server;
KcpClient client;
// debugging
public bool debugLog;
// show statistics in OnGUI
public bool statisticsGUI;
// log statistics for headless servers that can't show them in GUI
public bool statisticsLog;
void Awake()
{
KCPConfig conf = new KCPConfig();
if (!File.Exists("KCPConfig.json"))
{
File.WriteAllText("KCPConfig.json", JsonConvert.SerializeObject(conf, Formatting.Indented));
}
else
{
conf = JsonConvert.DeserializeObject<KCPConfig>(File.ReadAllText("KCPConfig.json"));
}
NoDelay = conf.NoDelay;
Interval = conf.Interval;
FastResend = conf.FastResend;
CongestionWindow = conf.CongestionWindow;
SendWindowSize = conf.SendWindowSize;
ReceiveWindowSize = conf.ReceiveWindowSize;
ConnectionTimeout = conf.ConnectionTimeout;
// logging
// Log.Info should use Debug.Log if enabled, or nothing otherwise
// (don't want to spam the console on headless servers)
if (debugLog)
Log.Info = Console.WriteLine;
else
Log.Info = _ => { };
Log.Warning = Console.WriteLine;
Log.Error = Console.WriteLine;
// client
client = new KcpClient(
() => OnClientConnected.Invoke(),
(message) => OnClientDataReceived.Invoke(message, 0),
() => OnClientDisconnected.Invoke()
);
// server
server = new KcpServer(
(connectionId) => OnServerConnected.Invoke(connectionId),
(connectionId, message) => OnServerDataReceived.Invoke(connectionId, message, 0),
(connectionId) => OnServerDisconnected.Invoke(connectionId),
NoDelay,
Interval,
FastResend,
CongestionWindow,
SendWindowSize,
ReceiveWindowSize
);
Console.WriteLine("KcpTransport initialized!");
}
// all except WebGL
public override bool Available() => true;
// client
public override bool ClientConnected() => client.connected;
public override void ClientConnect(string address) { }
public override void ClientSend(int channelId, ArraySegment<byte> segment)
{
// switch to kcp channel.
// unreliable or reliable.
// default to reliable just to be sure.
switch (channelId)
{
case 1:
client.Send(segment, KcpChannel.Unreliable);
break;
default:
client.Send(segment, KcpChannel.Reliable);
break;
}
}
public override void ClientDisconnect() => client.Disconnect();
// scene change message will disable transports.
// kcp processes messages in an internal loop which should be
// stopped immediately after scene change (= after disabled)
// => kcp has tests to guaranteed that calling .Pause() during the
// receive loop stops the receive loop immediately, not after.
void OnEnable()
{
// unpause when enabled again
client?.Unpause();
server?.Unpause();
}
void OnDisable()
{
// pause immediately when not enabled anymore
client?.Pause();
server?.Pause();
}
// server
public override Uri ServerUri()
{
UriBuilder builder = new UriBuilder();
builder.Scheme = Scheme;
builder.Host = Dns.GetHostName();
return builder.Uri;
}
public override bool ServerActive() => server.IsActive();
public override void ServerStart(ushort requestedPort) => server.Start(requestedPort);
public override void ServerSend(int connectionId, int channelId, ArraySegment<byte> segment)
{
// switch to kcp channel.
// unreliable or reliable.
// default to reliable just to be sure.
switch (channelId)
{
case 1:
server.Send(connectionId, segment, KcpChannel.Unreliable);
break;
default:
server.Send(connectionId, segment, KcpChannel.Reliable);
break;
}
}
public override bool ServerDisconnect(int connectionId)
{
server.Disconnect(connectionId);
return true;
}
public override string ServerGetClientAddress(int connectionId) => server.GetClientAddress(connectionId);
public override void ServerStop() => server.Stop();
public void Update()
{
server.TickIncoming();
server.TickOutgoing();
}
// common
public override void Shutdown() {}
// max message size
public override int GetMaxPacketSize(int channelId = 0)
{
// switch to kcp channel.
// unreliable or reliable.
// default to reliable just to be sure.
switch (channelId)
{
case 1:
return KcpConnection.UnreliableMaxMessageSize;
default:
return KcpConnection.ReliableMaxMessageSize;
}
}
// server statistics
public int GetAverageMaxSendRate() =>
server.connections.Count > 0
? server.connections.Values.Sum(conn => (int)conn.MaxSendRate) / server.connections.Count
: 0;
public int GetAverageMaxReceiveRate() =>
server.connections.Count > 0
? server.connections.Values.Sum(conn => (int)conn.MaxReceiveRate) / server.connections.Count
: 0;
int GetTotalSendQueue() =>
server.connections.Values.Sum(conn => conn.SendQueueCount);
int GetTotalReceiveQueue() =>
server.connections.Values.Sum(conn => conn.ReceiveQueueCount);
int GetTotalSendBuffer() =>
server.connections.Values.Sum(conn => conn.SendBufferCount);
int GetTotalReceiveBuffer() =>
server.connections.Values.Sum(conn => conn.ReceiveBufferCount);
// PrettyBytes function from DOTSNET
// pretty prints bytes as KB/MB/GB/etc.
// long to support > 2GB
// divides by floats to return "2.5MB" etc.
public static string PrettyBytes(long bytes)
{
// bytes
if (bytes < 1024)
return $"{bytes} B";
// kilobytes
else if (bytes < 1024L * 1024L)
return $"{(bytes / 1024f):F2} KB";
// megabytes
else if (bytes < 1024 * 1024L * 1024L)
return $"{(bytes / (1024f * 1024f)):F2} MB";
// gigabytes
return $"{(bytes / (1024f * 1024f * 1024f)):F2} GB";
}
public override string ToString() => "KCP";
}
}
//#endif MIRROR <- commented out because MIRROR isn't defined on first import yet

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namespace kcp2k
{
// channel type and header for raw messages
public enum KcpChannel : byte
{
// don't react on 0x00. might help to filter out random noise.
Reliable = 0x01,
Unreliable = 0x02
}
}

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// kcp client logic abstracted into a class.
// for use in Mirror, DOTSNET, testing, etc.
using System;
namespace kcp2k
{
public class KcpClient
{
// events
public Action OnConnected;
public Action<ArraySegment<byte>> OnData;
public Action OnDisconnected;
// state
public KcpClientConnection connection;
public bool connected;
public KcpClient(Action OnConnected, Action<ArraySegment<byte>> OnData, Action OnDisconnected)
{
this.OnConnected = OnConnected;
this.OnData = OnData;
this.OnDisconnected = OnDisconnected;
}
public void Connect(string address, ushort port, bool noDelay, uint interval, int fastResend = 0, bool congestionWindow = true, uint sendWindowSize = Kcp.WND_SND, uint receiveWindowSize = Kcp.WND_RCV)
{
if (connected)
{
Log.Warning("KCP: client already connected!");
return;
}
connection = new KcpClientConnection();
// setup events
connection.OnAuthenticated = () =>
{
Log.Info($"KCP: OnClientConnected");
connected = true;
OnConnected.Invoke();
};
connection.OnData = (message) =>
{
//Log.Debug($"KCP: OnClientData({BitConverter.ToString(message.Array, message.Offset, message.Count)})");
OnData.Invoke(message);
};
connection.OnDisconnected = () =>
{
Log.Info($"KCP: OnClientDisconnected");
connected = false;
connection = null;
OnDisconnected.Invoke();
};
// connect
connection.Connect(address, port, noDelay, interval, fastResend, congestionWindow, sendWindowSize, receiveWindowSize);
}
public void Send(ArraySegment<byte> segment, KcpChannel channel)
{
if (connected)
{
connection.SendData(segment, channel);
}
else Log.Warning("KCP: can't send because client not connected!");
}
public void Disconnect()
{
// only if connected
// otherwise we end up in a deadlock because of an open Mirror bug:
// https://github.com/vis2k/Mirror/issues/2353
if (connected)
{
// call Disconnect and let the connection handle it.
// DO NOT set it to null yet. it needs to be updated a few more
// times first. let the connection handle it!
connection?.Disconnect();
}
}
// process incoming messages. should be called before updating the world.
public void TickIncoming()
{
// recv on socket first, then process incoming
// (even if we didn't receive anything. need to tick ping etc.)
// (connection is null if not active)
connection?.RawReceive();
connection?.TickIncoming();
}
// process outgoing messages. should be called after updating the world.
public void TickOutgoing()
{
// process outgoing
// (connection is null if not active)
connection?.TickOutgoing();
}
// process incoming and outgoing for convenience
// => ideally call ProcessIncoming() before updating the world and
// ProcessOutgoing() after updating the world for minimum latency
public void Tick()
{
TickIncoming();
TickOutgoing();
}
// pause/unpause to safely support mirror scene handling and to
// immediately pause the receive while loop if needed.
public void Pause() => connection?.Pause();
public void Unpause() => connection?.Unpause();
}
}

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using System.Net;
using System.Net.Sockets;
namespace kcp2k
{
public class KcpClientConnection : KcpConnection
{
// IMPORTANT: raw receive buffer always needs to be of 'MTU' size, even
// if MaxMessageSize is larger. kcp always sends in MTU
// segments and having a buffer smaller than MTU would
// silently drop excess data.
// => we need the MTU to fit channel + message!
readonly byte[] rawReceiveBuffer = new byte[Kcp.MTU_DEF];
public void Connect(string host, ushort port, bool noDelay, uint interval = Kcp.INTERVAL, int fastResend = 0, bool congestionWindow = true, uint sendWindowSize = Kcp.WND_SND, uint receiveWindowSize = Kcp.WND_RCV)
{
Log.Info($"KcpClient: connect to {host}:{port}");
IPAddress[] ipAddress = Dns.GetHostAddresses(host);
if (ipAddress.Length < 1)
throw new SocketException((int)SocketError.HostNotFound);
remoteEndpoint = new IPEndPoint(ipAddress[0], port);
socket = new Socket(remoteEndpoint.AddressFamily, SocketType.Dgram, ProtocolType.Udp);
socket.Connect(remoteEndpoint);
SetupKcp(noDelay, interval, fastResend, congestionWindow, sendWindowSize, receiveWindowSize);
// client should send handshake to server as very first message
SendHandshake();
RawReceive();
}
// call from transport update
public void RawReceive()
{
try
{
if (socket != null)
{
while (socket.Poll(0, SelectMode.SelectRead))
{
int msgLength = socket.ReceiveFrom(rawReceiveBuffer, ref remoteEndpoint);
// IMPORTANT: detect if buffer was too small for the
// received msgLength. otherwise the excess
// data would be silently lost.
// (see ReceiveFrom documentation)
if (msgLength <= rawReceiveBuffer.Length)
{
//Log.Debug($"KCP: client raw recv {msgLength} bytes = {BitConverter.ToString(buffer, 0, msgLength)}");
RawInput(rawReceiveBuffer, msgLength);
}
else
{
Log.Error($"KCP ClientConnection: message of size {msgLength} does not fit into buffer of size {rawReceiveBuffer.Length}. The excess was silently dropped. Disconnecting.");
Disconnect();
}
}
}
}
// this is fine, the socket might have been closed in the other end
catch (SocketException) {}
}
protected override void Dispose()
{
socket.Close();
socket = null;
}
protected override void RawSend(byte[] data, int length)
{
socket.Send(data, length, SocketFlags.None);
}
}
}

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using System;
using System.Diagnostics;
using System.Net;
using System.Net.Sockets;
namespace kcp2k
{
enum KcpState { Connected, Authenticated, Disconnected }
public abstract class KcpConnection
{
protected Socket socket;
protected EndPoint remoteEndpoint;
internal Kcp kcp;
// kcp can have several different states, let's use a state machine
KcpState state = KcpState.Disconnected;
public Action OnAuthenticated;
public Action<ArraySegment<byte>> OnData;
public Action OnDisconnected;
// Mirror needs a way to stop the kcp message processing while loop
// immediately after a scene change message. Mirror can't process any
// other messages during a scene change.
// (could be useful for others too)
bool paused;
uint lastReceiveTime;
// internal time.
// StopWatch offers ElapsedMilliSeconds and should be more precise than
// Unity's time.deltaTime over long periods.
readonly Stopwatch refTime = new Stopwatch();
// we need to subtract the channel byte from every MaxMessageSize
// calculation.
// we also need to tell kcp to use MTU-1 to leave space for the byte.
const int CHANNEL_HEADER_SIZE = 1;
// reliable channel (= kcp) MaxMessageSize so the outside knows largest
// allowed message to send the calculation in Send() is not obvious at
// all, so let's provide the helper here.
//
// kcp does fragmentation, so max message is way larger than MTU.
//
// -> runtime MTU changes are disabled: mss is always MTU_DEF-OVERHEAD
// -> Send() checks if fragment count < WND_RCV, so we use WND_RCV - 1.
// note that Send() checks WND_RCV instead of wnd_rcv which may or
// may not be a bug in original kcp. but since it uses the define, we
// can use that here too.
// -> we add 1 byte KcpHeader enum to each message, so -1
//
// IMPORTANT: max message is MTU * WND_RCV, in other words it completely
// fills the receive window! due to head of line blocking,
// all other messages have to wait while a maxed size message
// is being delivered.
// => in other words, DO NOT use max size all the time like
// for batching.
// => sending UNRELIABLE max message size most of the time is
// best for performance (use that one for batching!)
public const int ReliableMaxMessageSize = (Kcp.MTU_DEF - Kcp.OVERHEAD - CHANNEL_HEADER_SIZE) * (Kcp.WND_RCV - 1) - 1;
// unreliable max message size is simply MTU - channel header size
public const int UnreliableMaxMessageSize = Kcp.MTU_DEF - CHANNEL_HEADER_SIZE;
// buffer to receive kcp's processed messages (avoids allocations).
// IMPORTANT: this is for KCP messages. so it needs to be of size:
// 1 byte header + MaxMessageSize content
byte[] kcpMessageBuffer = new byte[1 + ReliableMaxMessageSize];
// send buffer for handing user messages to kcp for processing.
// (avoids allocations).
// IMPORTANT: needs to be of size:
// 1 byte header + MaxMessageSize content
byte[] kcpSendBuffer = new byte[1 + ReliableMaxMessageSize];
// raw send buffer is exactly MTU.
byte[] rawSendBuffer = new byte[Kcp.MTU_DEF];
// send a ping occasionally so we don't time out on the other end.
// for example, creating a character in an MMO could easily take a
// minute of no data being sent. which doesn't mean we want to time out.
// same goes for slow paced card games etc.
public const int PING_INTERVAL = 1000;
uint lastPingTime;
// if we send more than kcp can handle, we will get ever growing
// send/recv buffers and queues and minutes of latency.
// => if a connection can't keep up, it should be disconnected instead
// to protect the server under heavy load, and because there is no
// point in growing to gigabytes of memory or minutes of latency!
// => 2k isn't enough. we reach 2k when spawning 4k monsters at once
// easily, but it does recover over time.
// => 10k seems safe.
//
// note: we have a ChokeConnectionAutoDisconnects test for this too!
internal const int QueueDisconnectThreshold = 10000;
// getters for queue and buffer counts, used for debug info
public int SendQueueCount => kcp.snd_queue.Count;
public int ReceiveQueueCount => kcp.rcv_queue.Count;
public int SendBufferCount => kcp.snd_buf.Count;
public int ReceiveBufferCount => kcp.rcv_buf.Count;
// maximum send rate per second can be calculated from kcp parameters
// source: https://translate.google.com/translate?sl=auto&tl=en&u=https://wetest.qq.com/lab/view/391.html
//
// KCP can send/receive a maximum of WND*MTU per interval.
// multiple by 1000ms / interval to get the per-second rate.
//
// example:
// WND(32) * MTU(1400) = 43.75KB
// => 43.75KB * 1000 / INTERVAL(10) = 4375KB/s
//
// returns bytes/second!
public uint MaxSendRate =>
kcp.snd_wnd * kcp.mtu * 1000 / kcp.interval;
public uint MaxReceiveRate =>
kcp.rcv_wnd * kcp.mtu * 1000 / kcp.interval;
// NoDelay, interval, window size are the most important configurations.
// let's force require the parameters so we don't forget it anywhere.
protected void SetupKcp(bool noDelay, uint interval = Kcp.INTERVAL, int fastResend = 0, bool congestionWindow = true, uint sendWindowSize = Kcp.WND_SND, uint receiveWindowSize = Kcp.WND_RCV)
{
// set up kcp over reliable channel (that's what kcp is for)
kcp = new Kcp(0, RawSendReliable);
// set nodelay.
// note that kcp uses 'nocwnd' internally so we negate the parameter
kcp.SetNoDelay(noDelay ? 1u : 0u, interval, fastResend, !congestionWindow);
kcp.SetWindowSize(sendWindowSize, receiveWindowSize);
// IMPORTANT: high level needs to add 1 channel byte to each raw
// message. so while Kcp.MTU_DEF is perfect, we actually need to
// tell kcp to use MTU-1 so we can still put the header into the
// message afterwards.
kcp.SetMtu(Kcp.MTU_DEF - CHANNEL_HEADER_SIZE);
state = KcpState.Connected;
refTime.Start();
}
void HandleTimeout(uint time)
{
// note: we are also sending a ping regularly, so timeout should
// only ever happen if the connection is truly gone.
if (time >= lastReceiveTime + KcpTransport.ConnectionTimeout)
{
Log.Warning($"KCP: Connection timed out after not receiving any message for {KcpTransport.ConnectionTimeout}ms. Disconnecting.");
Disconnect();
}
}
void HandleDeadLink()
{
// kcp has 'dead_link' detection. might as well use it.
if (kcp.state == -1)
{
Log.Warning("KCP Connection dead_link detected. Disconnecting.");
Disconnect();
}
}
// send a ping occasionally in order to not time out on the other end.
void HandlePing(uint time)
{
// enough time elapsed since last ping?
if (time >= lastPingTime + PING_INTERVAL)
{
// ping again and reset time
//Log.Debug("KCP: sending ping...");
SendPing();
lastPingTime = time;
}
}
void HandleChoked()
{
// disconnect connections that can't process the load.
// see QueueSizeDisconnect comments.
// => include all of kcp's buffers and the unreliable queue!
int total = kcp.rcv_queue.Count + kcp.snd_queue.Count +
kcp.rcv_buf.Count + kcp.snd_buf.Count;
if (total >= QueueDisconnectThreshold)
{
Log.Warning($"KCP: disconnecting connection because it can't process data fast enough.\n" +
$"Queue total {total}>{QueueDisconnectThreshold}. rcv_queue={kcp.rcv_queue.Count} snd_queue={kcp.snd_queue.Count} rcv_buf={kcp.rcv_buf.Count} snd_buf={kcp.snd_buf.Count}\n" +
$"* Try to Enable NoDelay, decrease INTERVAL, disable Congestion Window (= enable NOCWND!), increase SEND/RECV WINDOW or compress data.\n" +
$"* Or perhaps the network is simply too slow on our end, or on the other end.\n");
// let's clear all pending sends before disconnting with 'Bye'.
// otherwise a single Flush in Disconnect() won't be enough to
// flush thousands of messages to finally deliver 'Bye'.
// this is just faster and more robust.
kcp.snd_queue.Clear();
Disconnect();
}
}
// reads the next reliable message type & content from kcp.
// -> to avoid buffering, unreliable messages call OnData directly.
bool ReceiveNextReliable(out KcpHeader header, out ArraySegment<byte> message)
{
int msgSize = kcp.PeekSize();
message = new ArraySegment<byte>();
if (msgSize > 0)
{
// only allow receiving up to buffer sized messages.
// otherwise we would get BlockCopy ArgumentException anyway.
if (msgSize <= kcpMessageBuffer.Length)
{
// receive from kcp
int received = kcp.Receive(kcpMessageBuffer, msgSize);
if (received >= 0)
{
// extract header & content without header
header = (KcpHeader)kcpMessageBuffer[0];
message = new ArraySegment<byte>(kcpMessageBuffer, 1, msgSize - 1);
lastReceiveTime = (uint)refTime.ElapsedMilliseconds;
return true;
}
else
{
// if receive failed, close everything
Log.Warning($"Receive failed with error={received}. closing connection.");
Disconnect();
}
}
// we don't allow sending messages > Max, so this must be an
// attacker. let's disconnect to avoid allocation attacks etc.
else
{
Log.Warning($"KCP: possible allocation attack for msgSize {msgSize} > buffer {kcpMessageBuffer.Length}. Disconnecting the connection.");
Disconnect();
}
}
header = KcpHeader.Disconnect;
return false;
}
void TickIncoming_Connected(uint time)
{
// detect common events & ping
HandleTimeout(time);
HandleDeadLink();
HandlePing(time);
HandleChoked();
// any reliable kcp message received?
if (ReceiveNextReliable(out KcpHeader header, out ArraySegment<byte> message))
{
// message type FSM. no default so we never miss a case.
switch (header)
{
case KcpHeader.Handshake:
{
// we were waiting for a handshake.
// it proves that the other end speaks our protocol.
Log.Info("KCP: received handshake");
state = KcpState.Authenticated;
OnAuthenticated?.Invoke();
break;
}
case KcpHeader.Ping:
{
// ping keeps kcp from timing out. do nothing.
break;
}
case KcpHeader.Data:
case KcpHeader.Disconnect:
{
// everything else is not allowed during handshake!
Log.Warning($"KCP: received invalid header {header} while Connected. Disconnecting the connection.");
Disconnect();
break;
}
}
}
}
void TickIncoming_Authenticated(uint time)
{
// detect common events & ping
HandleTimeout(time);
HandleDeadLink();
HandlePing(time);
HandleChoked();
// process all received messages
//
// Mirror scene changing requires transports to immediately stop
// processing any more messages after a scene message was
// received. and since we are in a while loop here, we need this
// extra check.
//
// note while that this is mainly for Mirror, but might be
// useful in other applications too.
//
// note that we check it BEFORE ever calling ReceiveNext. otherwise
// we would silently eat the received message and never process it.
while (!paused &&
ReceiveNextReliable(out KcpHeader header, out ArraySegment<byte> message))
{
// message type FSM. no default so we never miss a case.
switch (header)
{
case KcpHeader.Handshake:
{
// should never receive another handshake after auth
Log.Warning($"KCP: received invalid header {header} while Authenticated. Disconnecting the connection.");
Disconnect();
break;
}
case KcpHeader.Data:
{
// call OnData IF the message contained actual data
if (message.Count > 0)
{
//Log.Warning($"Kcp recv msg: {BitConverter.ToString(message.Array, message.Offset, message.Count)}");
OnData?.Invoke(message);
}
// empty data = attacker, or something went wrong
else
{
Log.Warning("KCP: received empty Data message while Authenticated. Disconnecting the connection.");
Disconnect();
}
break;
}
case KcpHeader.Ping:
{
// ping keeps kcp from timing out. do nothing.
break;
}
case KcpHeader.Disconnect:
{
// disconnect might happen
Log.Info("KCP: received disconnect message");
Disconnect();
break;
}
}
}
}
public void TickIncoming()
{
uint time = (uint)refTime.ElapsedMilliseconds;
try
{
switch (state)
{
case KcpState.Connected:
{
TickIncoming_Connected(time);
break;
}
case KcpState.Authenticated:
{
TickIncoming_Authenticated(time);
break;
}
case KcpState.Disconnected:
{
// do nothing while disconnected
break;
}
}
}
catch (SocketException exception)
{
// this is ok, the connection was closed
Log.Info($"KCP Connection: Disconnecting because {exception}. This is fine.");
Disconnect();
}
catch (ObjectDisposedException exception)
{
// fine, socket was closed
Log.Info($"KCP Connection: Disconnecting because {exception}. This is fine.");
Disconnect();
}
catch (Exception ex)
{
// unexpected
Log.Error(ex.ToString());
Disconnect();
}
}
public void TickOutgoing()
{
uint time = (uint)refTime.ElapsedMilliseconds;
try
{
switch (state)
{
case KcpState.Connected:
case KcpState.Authenticated:
{
// update flushes out messages
kcp.Update(time);
break;
}
case KcpState.Disconnected:
{
// do nothing while disconnected
break;
}
}
}
catch (SocketException exception)
{
// this is ok, the connection was closed
Log.Info($"KCP Connection: Disconnecting because {exception}. This is fine.");
Disconnect();
}
catch (ObjectDisposedException exception)
{
// fine, socket was closed
Log.Info($"KCP Connection: Disconnecting because {exception}. This is fine.");
Disconnect();
}
catch (Exception ex)
{
// unexpected
Log.Error(ex.ToString());
Disconnect();
}
}
public void RawInput(byte[] buffer, int msgLength)
{
// parse channel
if (msgLength > 0)
{
byte channel = buffer[0];
switch (channel)
{
case (byte)KcpChannel.Reliable:
{
// input into kcp, but skip channel byte
int input = kcp.Input(buffer, 1, msgLength - 1);
if (input != 0)
{
Log.Warning($"Input failed with error={input} for buffer with length={msgLength - 1}");
}
break;
}
case (byte)KcpChannel.Unreliable:
{
// ideally we would queue all unreliable messages and
// then process them in ReceiveNext() together with the
// reliable messages, but:
// -> queues/allocations/pools are slow and complex.
// -> DOTSNET 10k is actually slower if we use pooled
// unreliable messages for transform messages.
//
// DOTSNET 10k benchmark:
// reliable-only: 170 FPS
// unreliable queued: 130-150 FPS
// unreliable direct: 183 FPS(!)
//
// DOTSNET 50k benchmark:
// reliable-only: FAILS (queues keep growing)
// unreliable direct: 18-22 FPS(!)
//
// -> all unreliable messages are DATA messages anyway.
// -> let's skip the magic and call OnData directly if
// the current state allows it.
if (state == KcpState.Authenticated)
{
// only process messages while not paused for Mirror
// scene switching etc.
// -> if an unreliable message comes in while
// paused, simply drop it. it's unreliable!
if (!paused)
{
ArraySegment<byte> message = new ArraySegment<byte>(buffer, 1, msgLength - 1);
OnData?.Invoke(message);
}
// set last receive time to avoid timeout.
// -> we do this in ANY case even if not enabled.
// a message is a message.
// -> we set last receive time for both reliable and
// unreliable messages. both count.
// otherwise a connection might time out even
// though unreliable were received, but no
// reliable was received.
lastReceiveTime = (uint)refTime.ElapsedMilliseconds;
}
else
{
// should never
Log.Warning($"KCP: received unreliable message in state {state}. Disconnecting the connection.");
Disconnect();
}
break;
}
default:
{
// not a valid channel. random data or attacks.
Log.Info($"Disconnecting connection because of invalid channel header: {channel}");
Disconnect();
break;
}
}
}
}
// raw send puts the data into the socket
protected abstract void RawSend(byte[] data, int length);
// raw send called by kcp
void RawSendReliable(byte[] data, int length)
{
// copy channel header, data into raw send buffer, then send
rawSendBuffer[0] = (byte)KcpChannel.Reliable;
Buffer.BlockCopy(data, 0, rawSendBuffer, 1, length);
RawSend(rawSendBuffer, length + 1);
}
void SendReliable(KcpHeader header, ArraySegment<byte> content)
{
// 1 byte header + content needs to fit into send buffer
if (1 + content.Count <= kcpSendBuffer.Length) // TODO
{
// copy header, content (if any) into send buffer
kcpSendBuffer[0] = (byte)header;
if (content.Count > 0)
Buffer.BlockCopy(content.Array, content.Offset, kcpSendBuffer, 1, content.Count);
// send to kcp for processing
int sent = kcp.Send(kcpSendBuffer, 0, 1 + content.Count);
if (sent < 0)
{
Log.Warning($"Send failed with error={sent} for content with length={content.Count}");
}
}
// otherwise content is larger than MaxMessageSize. let user know!
else Log.Error($"Failed to send reliable message of size {content.Count} because it's larger than ReliableMaxMessageSize={ReliableMaxMessageSize}");
}
void SendUnreliable(ArraySegment<byte> message)
{
// message size needs to be <= unreliable max size
if (message.Count <= UnreliableMaxMessageSize)
{
// copy channel header, data into raw send buffer, then send
rawSendBuffer[0] = (byte)KcpChannel.Unreliable;
Buffer.BlockCopy(message.Array, 0, rawSendBuffer, 1, message.Count);
RawSend(rawSendBuffer, message.Count + 1);
}
// otherwise content is larger than MaxMessageSize. let user know!
else Log.Error($"Failed to send unreliable message of size {message.Count} because it's larger than UnreliableMaxMessageSize={UnreliableMaxMessageSize}");
}
// server & client need to send handshake at different times, so we need
// to expose the function.
// * client should send it immediately.
// * server should send it as reply to client's handshake, not before
// (server should not reply to random internet messages with handshake)
// => handshake info needs to be delivered, so it goes over reliable.
public void SendHandshake()
{
Log.Info("KcpConnection: sending Handshake to other end!");
SendReliable(KcpHeader.Handshake, default);
}
public void SendData(ArraySegment<byte> data, KcpChannel channel)
{
// sending empty segments is not allowed.
// nobody should ever try to send empty data.
// it means that something went wrong, e.g. in Mirror/DOTSNET.
// let's make it obvious so it's easy to debug.
if (data.Count == 0)
{
Log.Warning("KcpConnection: tried sending empty message. This should never happen. Disconnecting.");
Disconnect();
return;
}
switch (channel)
{
case KcpChannel.Reliable:
SendReliable(KcpHeader.Data, data);
break;
case KcpChannel.Unreliable:
SendUnreliable(data);
break;
}
}
// ping goes through kcp to keep it from timing out, so it goes over the
// reliable channel.
void SendPing() => SendReliable(KcpHeader.Ping, default);
// disconnect info needs to be delivered, so it goes over reliable
void SendDisconnect() => SendReliable(KcpHeader.Disconnect, default);
protected virtual void Dispose() {}
// disconnect this connection
public void Disconnect()
{
// only if not disconnected yet
if (state == KcpState.Disconnected)
return;
// send a disconnect message
if (socket.Connected)
{
try
{
SendDisconnect();
kcp.Flush();
}
catch (SocketException)
{
// this is ok, the connection was already closed
}
catch (ObjectDisposedException)
{
// this is normal when we stop the server
// the socket is stopped so we can't send anything anymore
// to the clients
// the clients will eventually timeout and realize they
// were disconnected
}
}
// set as Disconnected, call event
Log.Info("KCP Connection: Disconnected.");
state = KcpState.Disconnected;
OnDisconnected?.Invoke();
}
// get remote endpoint
public EndPoint GetRemoteEndPoint() => remoteEndpoint;
// pause/unpause to safely support mirror scene handling and to
// immediately pause the receive while loop if needed.
public void Pause() => paused = true;
public void Unpause()
{
// unpause
paused = false;
// reset the timeout.
// we have likely been paused for > timeout seconds, but that
// doesn't mean we should disconnect. for example, Mirror pauses
// kcp during scene changes which could easily take > 10s timeout:
// see also: https://github.com/vis2k/kcp2k/issues/8
// => Unpause completely resets the timeout instead of restoring the
// time difference when we started pausing. it's more simple and
// it's a good idea to start counting from 0 after we unpaused!
lastReceiveTime = (uint)refTime.ElapsedMilliseconds;
}
}
}

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namespace kcp2k
{
// header for messages processed by kcp.
// this is NOT for the raw receive messages(!) because handshake/disconnect
// need to be sent reliably. it's not enough to have those in rawreceive
// because those messages might get lost without being resent!
public enum KcpHeader : byte
{
// don't react on 0x00. might help to filter out random noise.
Handshake = 0x01,
// ping goes over reliable & KcpHeader for now. could go over reliable
// too. there is no real difference except that this is easier because
// we already have a KcpHeader for reliable messages.
// ping is only used to keep it alive, so latency doesn't matter.
Ping = 0x02,
Data = 0x03,
Disconnect = 0x04
}
}

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// kcp server logic abstracted into a class.
// for use in Mirror, DOTSNET, testing, etc.
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
namespace kcp2k
{
public class KcpServer
{
// events
public Action<int> OnConnected;
public Action<int, ArraySegment<byte>> OnData;
public Action<int> OnDisconnected;
// configuration
// NoDelay is recommended to reduce latency. This also scales better
// without buffers getting full.
public bool NoDelay;
// KCP internal update interval. 100ms is KCP default, but a lower
// interval is recommended to minimize latency and to scale to more
// networked entities.
public uint Interval;
// KCP fastresend parameter. Faster resend for the cost of higher
// bandwidth.
public int FastResend;
// KCP 'NoCongestionWindow' is false by default. here we negate it for
// ease of use. This can be disabled for high scale games if connections
// choke regularly.
public bool CongestionWindow;
// KCP window size can be modified to support higher loads.
// for example, Mirror Benchmark requires:
// 128, 128 for 4k monsters
// 512, 512 for 10k monsters
// 8192, 8192 for 20k monsters
public uint SendWindowSize;
public uint ReceiveWindowSize;
// state
Socket socket;
#if UNITY_SWITCH
// switch does not support ipv6
EndPoint newClientEP = new IPEndPoint(IPAddress.Any, 0);
#else
EndPoint newClientEP = new IPEndPoint(IPAddress.IPv6Any, 0);
#endif
// IMPORTANT: raw receive buffer always needs to be of 'MTU' size, even
// if MaxMessageSize is larger. kcp always sends in MTU
// segments and having a buffer smaller than MTU would
// silently drop excess data.
// => we need the mtu to fit channel + message!
readonly byte[] rawReceiveBuffer = new byte[Kcp.MTU_DEF];
// connections <connectionId, connection> where connectionId is EndPoint.GetHashCode
public Dictionary<int, KcpServerConnection> connections = new Dictionary<int, KcpServerConnection>();
public KcpServer(Action<int> OnConnected,
Action<int, ArraySegment<byte>> OnData,
Action<int> OnDisconnected,
bool NoDelay,
uint Interval,
int FastResend = 0,
bool CongestionWindow = true,
uint SendWindowSize = Kcp.WND_SND,
uint ReceiveWindowSize = Kcp.WND_RCV)
{
this.OnConnected = OnConnected;
this.OnData = OnData;
this.OnDisconnected = OnDisconnected;
this.NoDelay = NoDelay;
this.Interval = Interval;
this.FastResend = FastResend;
this.CongestionWindow = CongestionWindow;
this.SendWindowSize = SendWindowSize;
this.ReceiveWindowSize = ReceiveWindowSize;
}
public bool IsActive() => socket != null;
public void Start(ushort port)
{
// only start once
if (socket != null)
{
Log.Warning("KCP: server already started!");
}
// listen
#if UNITY_SWITCH
// Switch does not support ipv6
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
socket.Bind(new IPEndPoint(IPAddress.Any, port));
#else
socket = new Socket(AddressFamily.InterNetworkV6, SocketType.Dgram, ProtocolType.Udp);
socket.DualMode = true;
socket.Bind(new IPEndPoint(IPAddress.IPv6Any, port));
#endif
}
public void Send(int connectionId, ArraySegment<byte> segment, KcpChannel channel)
{
if (connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
connection.SendData(segment, channel);
}
}
public void Disconnect(int connectionId)
{
if (connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
connection.Disconnect();
}
}
public string GetClientAddress(int connectionId)
{
if (connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
return (connection.GetRemoteEndPoint() as IPEndPoint).Address.ToString();
}
return "";
}
// process incoming messages. should be called before updating the world.
HashSet<int> connectionsToRemove = new HashSet<int>();
public void TickIncoming()
{
while (socket != null && socket.Poll(0, SelectMode.SelectRead))
{
try
{
int msgLength = socket.ReceiveFrom(rawReceiveBuffer, 0, rawReceiveBuffer.Length, SocketFlags.None, ref newClientEP);
//Log.Info($"KCP: server raw recv {msgLength} bytes = {BitConverter.ToString(buffer, 0, msgLength)}");
// calculate connectionId from endpoint
int connectionId = newClientEP.GetHashCode();
// IMPORTANT: detect if buffer was too small for the received
// msgLength. otherwise the excess data would be
// silently lost.
// (see ReceiveFrom documentation)
if (msgLength <= rawReceiveBuffer.Length)
{
// is this a new connection?
if (!connections.TryGetValue(connectionId, out KcpServerConnection connection))
{
// create a new KcpConnection
connection = new KcpServerConnection(socket, newClientEP, NoDelay, Interval, FastResend, CongestionWindow, SendWindowSize, ReceiveWindowSize);
// DO NOT add to connections yet. only if the first message
// is actually the kcp handshake. otherwise it's either:
// * random data from the internet
// * or from a client connection that we just disconnected
// but that hasn't realized it yet, still sending data
// from last session that we should absolutely ignore.
//
//
// TODO this allocates a new KcpConnection for each new
// internet connection. not ideal, but C# UDP Receive
// already allocated anyway.
//
// expecting a MAGIC byte[] would work, but sending the raw
// UDP message without kcp's reliability will have low
// probability of being received.
//
// for now, this is fine.
// setup authenticated event that also adds to connections
connection.OnAuthenticated = () =>
{
// only send handshake to client AFTER we received his
// handshake in OnAuthenticated.
// we don't want to reply to random internet messages
// with handshakes each time.
connection.SendHandshake();
// add to connections dict after being authenticated.
connections.Add(connectionId, connection);
Log.Info($"KCP: server added connection({connectionId}): {newClientEP}");
// setup Data + Disconnected events only AFTER the
// handshake. we don't want to fire OnServerDisconnected
// every time we receive invalid random data from the
// internet.
// setup data event
connection.OnData = (message) =>
{
// call mirror event
//Log.Info($"KCP: OnServerDataReceived({connectionId}, {BitConverter.ToString(message.Array, message.Offset, message.Count)})");
OnData.Invoke(connectionId, message);
};
// setup disconnected event
connection.OnDisconnected = () =>
{
// flag for removal
// (can't remove directly because connection is updated
// and event is called while iterating all connections)
connectionsToRemove.Add(connectionId);
// call mirror event
Log.Info($"KCP: OnServerDisconnected({connectionId})");
OnDisconnected.Invoke(connectionId);
};
// finally, call mirror OnConnected event
Log.Info($"KCP: OnServerConnected({connectionId})");
OnConnected.Invoke(connectionId);
};
// now input the message & process received ones
// connected event was set up.
// tick will process the first message and adds the
// connection if it was the handshake.
connection.RawInput(rawReceiveBuffer, msgLength);
connection.TickIncoming();
// again, do not add to connections.
// if the first message wasn't the kcp handshake then
// connection will simply be garbage collected.
}
// existing connection: simply input the message into kcp
else
{
connection.RawInput(rawReceiveBuffer, msgLength);
}
}
else
{
Log.Error($"KCP Server: message of size {msgLength} does not fit into buffer of size {rawReceiveBuffer.Length}. The excess was silently dropped. Disconnecting connectionId={connectionId}.");
Disconnect(connectionId);
}
}
// this is fine, the socket might have been closed in the other end
catch (SocketException) {}
}
// process inputs for all server connections
// (even if we didn't receive anything. need to tick ping etc.)
foreach (KcpServerConnection connection in connections.Values)
{
connection.TickIncoming();
}
// remove disconnected connections
// (can't do it in connection.OnDisconnected because Tick is called
// while iterating connections)
foreach (int connectionId in connectionsToRemove)
{
connections.Remove(connectionId);
}
connectionsToRemove.Clear();
}
// process outgoing messages. should be called after updating the world.
public void TickOutgoing()
{
// flush all server connections
foreach (KcpServerConnection connection in connections.Values)
{
connection.TickOutgoing();
}
}
// process incoming and outgoing for convenience.
// => ideally call ProcessIncoming() before updating the world and
// ProcessOutgoing() after updating the world for minimum latency
public void Tick()
{
TickIncoming();
TickOutgoing();
}
public void Stop()
{
socket?.Close();
socket = null;
}
// pause/unpause to safely support mirror scene handling and to
// immediately pause the receive while loop if needed.
public void Pause()
{
foreach (KcpServerConnection connection in connections.Values)
connection.Pause();
}
public void Unpause()
{
foreach (KcpServerConnection connection in connections.Values)
connection.Unpause();
}
}
}

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using System.Net;
using System.Net.Sockets;
namespace kcp2k
{
public class KcpServerConnection : KcpConnection
{
public KcpServerConnection(Socket socket, EndPoint remoteEndpoint, bool noDelay, uint interval = Kcp.INTERVAL, int fastResend = 0, bool congestionWindow = true, uint sendWindowSize = Kcp.WND_SND, uint receiveWindowSize = Kcp.WND_RCV)
{
this.socket = socket;
this.remoteEndpoint = remoteEndpoint;
SetupKcp(noDelay, interval, fastResend, congestionWindow, sendWindowSize, receiveWindowSize);
}
protected override void RawSend(byte[] data, int length)
{
socket.SendTo(data, 0, length, SocketFlags.None, remoteEndpoint);
}
}
}

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// A simple logger class that uses Console.WriteLine by default.
// Can also do Logger.LogMethod = Debug.Log for Unity etc.
// (this way we don't have to depend on UnityEngine)
using System;
namespace kcp2k
{
public static class Log
{
public static Action<string> Info = Console.WriteLine;
public static Action<string> Warning = Console.WriteLine;
public static Action<string> Error = Console.Error.WriteLine;
}
}

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using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("kcp2k.Tests")]

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using System.Collections.Generic;
using System.IO;
namespace kcp2k
{
// KCP Segment Definition
internal class Segment
{
internal uint conv; // conversation
internal uint cmd; // command, e.g. Kcp.CMD_ACK etc.
internal uint frg; // fragment
internal uint wnd; // window size that the receive can currently receive
internal uint ts; // timestamp
internal uint sn; // serial number
internal uint una;
internal uint resendts; // resend timestamp
internal int rto;
internal uint fastack;
internal uint xmit;
// we need a auto scaling byte[] with a WriteBytes function.
// MemoryStream does that perfectly, no need to reinvent the wheel.
// note: no need to pool it, because Segment is already pooled.
internal MemoryStream data = new MemoryStream();
// pool ////////////////////////////////////////////////////////////////
internal static readonly Stack<Segment> Pool = new Stack<Segment>(32);
public static Segment Take()
{
if (Pool.Count > 0)
{
Segment seg = Pool.Pop();
return seg;
}
return new Segment();
}
public static void Return(Segment seg)
{
seg.Reset();
Pool.Push(seg);
}
////////////////////////////////////////////////////////////////////////
// ikcp_encode_seg
// encode a segment into buffer
internal int Encode(byte[] ptr, int offset)
{
int offset_ = offset;
offset += Utils.Encode32U(ptr, offset, conv);
offset += Utils.Encode8u(ptr, offset, (byte)cmd);
offset += Utils.Encode8u(ptr, offset, (byte)frg);
offset += Utils.Encode16U(ptr, offset, (ushort)wnd);
offset += Utils.Encode32U(ptr, offset, ts);
offset += Utils.Encode32U(ptr, offset, sn);
offset += Utils.Encode32U(ptr, offset, una);
offset += Utils.Encode32U(ptr, offset, (uint)data.Position);
return offset - offset_;
}
// reset to return a fresh segment to the pool
internal void Reset()
{
conv = 0;
cmd = 0;
frg = 0;
wnd = 0;
ts = 0;
sn = 0;
una = 0;
rto = 0;
xmit = 0;
resendts = 0;
fastack = 0;
// keep buffer for next pool usage, but reset length (= bytes written)
data.SetLength(0);
}
}
}

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using System.Runtime.CompilerServices;
namespace kcp2k
{
public static partial class Utils
{
// Clamp so we don't have to depend on UnityEngine
public static int Clamp(int value, int min, int max)
{
if (value < min) return min;
if (value > max) return max;
return value;
}
// encode 8 bits unsigned int
public static int Encode8u(byte[] p, int offset, byte c)
{
p[0 + offset] = c;
return 1;
}
// decode 8 bits unsigned int
public static int Decode8u(byte[] p, int offset, ref byte c)
{
c = p[0 + offset];
return 1;
}
// encode 16 bits unsigned int (lsb)
public static int Encode16U(byte[] p, int offset, ushort w)
{
p[0 + offset] = (byte)(w >> 0);
p[1 + offset] = (byte)(w >> 8);
return 2;
}
// decode 16 bits unsigned int (lsb)
public static int Decode16U(byte[] p, int offset, ref ushort c)
{
ushort result = 0;
result |= p[0 + offset];
result |= (ushort)(p[1 + offset] << 8);
c = result;
return 2;
}
// encode 32 bits unsigned int (lsb)
public static int Encode32U(byte[] p, int offset, uint l)
{
p[0 + offset] = (byte)(l >> 0);
p[1 + offset] = (byte)(l >> 8);
p[2 + offset] = (byte)(l >> 16);
p[3 + offset] = (byte)(l >> 24);
return 4;
}
// decode 32 bits unsigned int (lsb)
public static int Decode32U(byte[] p, int offset, ref uint c)
{
uint result = 0;
result |= p[0 + offset];
result |= (uint)(p[1 + offset] << 8);
result |= (uint)(p[2 + offset] << 16);
result |= (uint)(p[3 + offset] << 24);
c = result;
return 4;
}
// timediff was a macro in original Kcp. let's inline it if possible.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static int TimeDiff(uint later, uint earlier)
{
return (int)(later - earlier);
}
}
}