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While `link` module is still spawning new threads to handle new connections and reading data from connected clients - it now collects all the received messages in one thread, simplifying their handling.feature_link
Anton Tarasenko
3 years ago
6 changed files with 282 additions and 51 deletions
@ -0,0 +1,38 @@
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//! Implements Avarice message: target service, message type, json parameters
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use serde_json; |
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use serde_json::json; |
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use std::fmt; |
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pub struct AvariceMessage { |
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pub service: String, |
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pub message_type: String, |
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pub parameters: serde_json::Value, |
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} |
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impl AvariceMessage { |
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/// Parses JSON form of a message into `AvariceMessage` struct
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pub fn from(message_str: &str) -> Option<AvariceMessage> { |
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let mut message_json: serde_json::Value = serde_json::from_str(message_str).unwrap(); |
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let message_json = message_json.as_object_mut()?; |
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Some(AvariceMessage { |
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service: message_json.remove("s")?.as_str()?.to_owned(), |
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message_type: message_json.remove("t")?.as_str()?.to_owned(), |
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parameters: message_json.remove("p")?, |
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}) |
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} |
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} |
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impl fmt::Display for AvariceMessage { |
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { |
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write!( |
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f, |
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"{}", |
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json!({ |
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"s": self.service, |
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"t": self.message_type, |
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"p": self.parameters, |
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}) |
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.to_string() |
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) |
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} |
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} |
@ -1,62 +1,111 @@
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//! Implements reader and writer to use when talking to UE2 game server.
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//! This module provides a simple interface to exchange messages (`message::AvariceMessage`) between
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//! Avarice and ue-server. The model is simple - we create an mpsc-channel of `Sender` and
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//! `Receiver`, then pass `Sender` to the `network` sub-module and wait for its messages about
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//! ue-servers' connections using `Receiver`.
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use std::collections::HashMap; |
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use std::error::Error; |
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use std::io::{Read, Write}; |
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use std::net::{SocketAddr, TcpListener}; |
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use std::sync::Arc; |
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use std::{str, thread}; |
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use std::io::Write; |
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use std::net::{SocketAddr, TcpStream}; |
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use std::sync::mpsc::{channel, Receiver}; |
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pub use writer::MessageWriter; |
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mod message; |
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mod network; |
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mod reader; |
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mod writer; |
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pub use reader::MessageReader; |
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pub use writer::MessageWriter; |
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pub use message::AvariceMessage; |
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pub use network::{run_server, NetworkMessage}; |
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/// For collecting messages from all connected ue-servers and providing a way to reply back.
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pub struct AvariceServer { |
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connected_links: HashMap<SocketAddr, Link>, |
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receiver: Receiver<NetworkMessage>, |
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} |
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/// For representing a link to one of the connected ue-servers, can be used to send messages back.
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/// To receive messages use `AvariceServer`'s `next()` method instead.
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pub struct Link { |
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reader: MessageReader, |
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ue_server_address: SocketAddr, |
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writer: MessageWriter, |
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writing_stream: TcpStream, |
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} |
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impl Link { |
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pub fn run<F>(port: u16, handler: F) -> Result<(), Box<dyn Error>> |
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where |
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F: Fn(&mut Link, &str) -> () + Send + Sync + 'static, |
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{ |
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let address = SocketAddr::from(([0, 0, 0, 0], port)); |
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let listener = TcpListener::bind(address)?; |
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let handler = Arc::new(handler); |
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impl AvariceServer { |
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/// Blocks until a new message arrives from one of the ue-servers. Returns a pair of `Link`,
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/// corresponding to the ue-server that sent next message and `AvariceMessage`,
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/// representing that message.
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pub fn next(&mut self) -> Option<(&mut Link, AvariceMessage)> { |
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loop { |
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// Listen to new (multiple) connection
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let mut reading_stream = listener.accept()?.0; |
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let mut writing_stream = reading_stream.try_clone()?; |
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let mut avarice_link = Link { |
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reader: MessageReader::new(), |
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match self.receiver.recv() { |
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Ok(NetworkMessage::ConnectionEstablished(ue_server_address, writing_stream)) => { |
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// If `ue_server_address` was already present in `self.connected_links`
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// hash map, then it means we have failed to clean it up after it
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// has disconnected. We can just throw away the old value here.
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self.connected_links.insert( |
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ue_server_address, |
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Link { |
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ue_server_address, |
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writing_stream, |
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writer: MessageWriter::new(), |
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}; |
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let handler_clone = handler.clone(); |
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// On connection - spawn a new thread
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thread::spawn(move || loop { |
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let mut buffer = [0; 1024]; |
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// Reading cycle
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match reading_stream.read(&mut buffer) { |
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Ok(n) => avarice_link.reader.push(&buffer[..n]).unwrap(), |
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_ => panic!("Connection issue!"), |
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}; |
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// Handling cycle
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while let Some(message) = avarice_link.reader.pop() { |
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handler_clone(&mut avarice_link, &message); |
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} |
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// Writing
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avarice_link |
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.writer |
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.update_ue_received_bytes(avarice_link.reader.ue_received_bytes()); |
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if let Some(bytes) = avarice_link.writer.try_pop() { |
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writing_stream.write_all(&bytes).unwrap(); |
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} |
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}); |
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} |
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} |
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pub fn write(&mut self, message: &str) { |
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self.writer.push(message); |
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}, |
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); |
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continue; |
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} |
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Ok(NetworkMessage::ConnectionLost(ue_server_address)) => { |
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self.connected_links.remove(&ue_server_address); |
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continue; |
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} |
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Ok(NetworkMessage::InvalidDataReceived(ue_server_address)) => { |
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self.connected_links.remove(&ue_server_address); |
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continue; |
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} |
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Ok(NetworkMessage::UEReceivedUpdate(ue_server_address, ue_received_bytes)) => { |
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if let Some(link) = self.connected_links.get_mut(&ue_server_address) { |
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link.update_ue_received_bytes(ue_received_bytes) |
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} |
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continue; |
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} |
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Ok(NetworkMessage::MessageReceived(ue_server_address, message)) => { |
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// Not having a link with key `ue_server_address` should be impossible here
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return self |
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.connected_links |
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.get_mut(&ue_server_address) |
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.and_then(|x| Some((x, message))); |
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} |
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_ => return None, |
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} |
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} |
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} |
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} |
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impl Link { |
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pub fn send(&mut self, message: AvariceMessage) { |
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self.writer.push(&message.to_string()); |
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self.flush(); |
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} |
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pub fn socket_address(&self) -> SocketAddr { |
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self.ue_server_address |
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} |
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fn update_ue_received_bytes(&mut self, ue_received_bytes: u64) { |
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self.writer.update_ue_received_bytes(ue_received_bytes); |
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self.flush(); |
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} |
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fn flush(&mut self) { |
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if let Some(bytes) = self.writer.try_pop() { |
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self.writing_stream.write_all(&bytes).unwrap(); |
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} |
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} |
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} |
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/// Creates a new `AvariceServer` that will listen for ue-server connections on the specified port.
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pub fn start_avarice(port: u16) -> Result<AvariceServer, Box<dyn Error>> { |
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let (sender, receiver) = channel(); |
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run_server(port, sender)?; |
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Ok(AvariceServer { |
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connected_links: HashMap::new(), |
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receiver, |
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}) |
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} |
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@ -0,0 +1,106 @@
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//! Implements a network model where messages from all the ue-servers are collected in a single
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//! main thread. For that we spawn a new thread that listens for new connections, which in turn
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//! spawns a new thread for every connected ue-server to handle reading data from it.
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//! Since all reading is handled in ue-servers' own threads, to collect messages they have
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//! received in the main thread we use `std::sync::mpsc::Sender`. Conversely, all the writing to
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//! ue-server is handled in the main thread itself. Writing `TcpStream` is sent to the main thread
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//! by the same `std::sync::mpsc::Sender` object.
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use super::message::AvariceMessage; |
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pub use super::reader::MessageReader; |
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use std::error::Error; |
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use std::io::Read; |
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use std::net::{SocketAddr, TcpListener, TcpStream}; |
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use std::sync::mpsc::Sender; |
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use std::thread; |
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pub struct UEConnection { |
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pub address: SocketAddr, |
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pub reader: MessageReader, |
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pub reading_stream: TcpStream, |
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pub message_sender: Sender<NetworkMessage>, |
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} |
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/// Possible messages to the main thread
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pub enum NetworkMessage { |
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ConnectionEstablished(SocketAddr, TcpStream), |
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InvalidDataReceived(SocketAddr), |
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ConnectionLost(SocketAddr), |
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MessageReceived(SocketAddr, AvariceMessage), |
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UEReceivedUpdate(SocketAddr, u64), |
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} |
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pub fn run_server(port: u16, message_sender: Sender<NetworkMessage>) -> Result<(), Box<dyn Error>> { |
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let address = SocketAddr::from(([0, 0, 0, 0], port)); |
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let listener = TcpListener::bind(address)?; |
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thread::spawn(move || loop { |
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// Listen to new (multiple) connection
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let (reading_stream, address) = listener.accept().unwrap(); |
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let writing_stream = reading_stream.try_clone().unwrap(); |
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message_sender |
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.send(NetworkMessage::ConnectionEstablished( |
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address, |
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writing_stream, |
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)) |
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.unwrap(); |
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// On connection - spawn a new thread
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let sender_clone = message_sender.clone(); |
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thread::spawn(move || { |
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manage_connection(UEConnection { |
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reader: MessageReader::new(), |
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message_sender: sender_clone, |
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reading_stream, |
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address, |
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}) |
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}); |
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}); |
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Ok(()) |
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} |
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fn manage_connection(mut connection: UEConnection) { |
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let mut buffer = [0; 1024]; |
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loop { |
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// Reading cycle
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match connection.reading_stream.read(&mut buffer) { |
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Ok(n) => connection.reader.push(&buffer[..n]).unwrap(), |
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_ => { |
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connection |
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.message_sender |
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.send(NetworkMessage::ConnectionLost(connection.address)) |
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.unwrap(); |
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return; |
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} |
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}; |
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if connection.reader.is_broken() { |
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connection |
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.message_sender |
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.send(NetworkMessage::InvalidDataReceived(connection.address)) |
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.unwrap(); |
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return; |
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} |
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// Decoding cycle
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while let Some(text_message) = connection.reader.pop() { |
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if let Some(avarice_message) = AvariceMessage::from(&text_message) { |
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connection |
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.message_sender |
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.send(NetworkMessage::MessageReceived( |
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connection.address, |
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avarice_message, |
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)) |
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.unwrap(); |
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} else { |
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connection |
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.message_sender |
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.send(NetworkMessage::InvalidDataReceived(connection.address)) |
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.unwrap(); |
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return; |
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} |
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} |
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connection |
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.message_sender |
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.send(NetworkMessage::UEReceivedUpdate( |
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connection.address, |
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connection.reader.ue_received_bytes(), |
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)) |
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.unwrap(); |
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} |
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} |
@ -1,9 +1,14 @@
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// ! This utility provides a way to communicate with Unreal Engine 2 servers running Acedia mutator.
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mod link; |
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use link::Link; |
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use link::start_avarice; |
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fn main() { |
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match Link::run(1234, |link, message| { link.write(message);}) { |
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Ok(_) => print!("Connect!"), |
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_ => print!("Connection error!"), |
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}; |
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let mut server = start_avarice(1234).unwrap(); |
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while let Some((link, message)) = server.next() { |
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println!("{}: {}", link.socket_address(), message.to_string()); |
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if message.message_type != "end" { |
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link.send(message); |
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} |
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} |
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println!("Avarice has shut down!"); |
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} |
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