// 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 OnConnected; public Action> OnData; public Action 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 where connectionId is EndPoint.GetHashCode public Dictionary connections = new Dictionary(); public KcpServer(Action OnConnected, Action> OnData, Action 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 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 connectionsToRemove = new HashSet(); 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(); } } }