Fix Async Packet Read

This commit is contained in:
Bluzume 2021-11-05 07:05:59 -04:00
parent 369989ad59
commit 9ea1cd587b
2 changed files with 39 additions and 69 deletions

View file

@ -577,45 +577,6 @@ namespace HISP.Player
}
// Players now offscreen tell the client is at 1000,1000.
/* foreach (User onScreenBeforeUser in onScreenBefore)
{
bool found = false;
foreach (User onScreenNowUser in onScreenNow)
{
if (onScreenNowUser.Id == onScreenBeforeUser.Id)
{
found = true;
break;
}
}
if (!found)
{
byte[] playerInfoBytes = PacketBuilder.CreatePlayerInfoUpdateOrCreate(1000 + 4, 1000 + 1, Facing, CharacterId, Username);
onScreenBeforeUser.LoggedinClient.SendPacket(playerInfoBytes);
}
}
// Players now onscreen tell the client there real pos
foreach (User onScreenNowUser in onScreenNow)
{
bool found = false;
foreach (User onScreenBeforeUser in onScreenBefore)
{
if (onScreenNowUser.Id == onScreenBeforeUser.Id)
{
found = true;
break;
}
}
if (!found)
{
byte[] playerInfoBytes = PacketBuilder.CreatePlayerInfoUpdateOrCreate(onScreenNowUser.X, onScreenNowUser.Y, onScreenNowUser.Facing, onScreenNowUser.CharacterId, onScreenNowUser.Username);
LoggedinClient.SendPacket(playerInfoBytes);
}
}
*/
GameServer.Update(LoggedinClient);
}

View file

@ -1,5 +1,4 @@
using System;
using System.IO;
using System.Net.Sockets;
using System.Text;
using System.Threading;
@ -76,27 +75,30 @@ namespace HISP.Server
connectedClients.Add(this);
/*
SocketAsyncEventArgs evt = new SocketAsyncEventArgs();
evt.Completed += receivePackets;
evt.SetBuffer(workBuffer);
clientSocket.ReceiveAsync(evt);
*/
receivePackets();
evt.SetBuffer(workBuffer, 0, workBuffer.Length);
if (!clientSocket.ReceiveAsync(evt))
{
receivePackets(null, evt);
}
}
public static void CreateClient(object sender, SocketAsyncEventArgs e)
{
restart:;
restart2:;
Socket eSocket = e.AcceptSocket;
e.AcceptSocket = null;
if (!GameServer.ServerSocket.AcceptAsync(e))
goto restart;
new GameClient(eSocket);
SocketAsyncEventArgs evt = new SocketAsyncEventArgs();
evt.Completed += GameClient.CreateClient;
if (!GameServer.ServerSocket.AcceptAsync(evt))
{
e = evt;
goto restart2;
}
}
/*
public void Disconnect()
{
this.isDisconnecting = true;
@ -125,7 +127,7 @@ namespace HISP.Server
private void receivePackets(object sender, SocketAsyncEventArgs e)
{
restart:;
// HI1 Packets are terminates by 0x00 so we have to read until we receive that terminator
if (!ClientSocket.Connected)
@ -140,32 +142,39 @@ namespace HISP.Server
return;
}
if (!isDisconnecting)
int availble = e.BytesTransferred;
if (availble >= 1)
{
int availble = e.BytesTransferred;
if (availble >= 1)
for (int i = 0; i < availble; i++)
{
for (int i = 0; i < availble; i++)
currentPacket.Add(e.Buffer[i]);
if (e.Buffer[i] == PacketBuilder.PACKET_TERMINATOR)
{
currentPacket.Add(e.Buffer[i]);
if (e.Buffer[i] == PacketBuilder.PACKET_TERMINATOR)
{
parsePackets(currentPacket.ToArray());
currentPacket.Clear();
}
parsePackets(currentPacket.ToArray());
currentPacket.Clear();
}
}
ClientSocket.ReceiveAsync(e);
return;
}
if (isDisconnecting)
return;
SocketAsyncEventArgs evt = new SocketAsyncEventArgs();
evt.Completed += receivePackets;
evt.SetBuffer(workBuffer, 0, workBuffer.Length);
if (ClientSocket != null && !ClientSocket.ReceiveAsync(evt))
{
e = evt;
goto restart;
}
}
*/
public void Disconnect()
/* public void Disconnect()
{
// Cant outright stop threads anymore in .NET core,
@ -231,7 +240,7 @@ namespace HISP.Server
return isDisconnecting; // Stop the task.
}
*/
private void minuteTimerTick(object state)
{
totalMinutesElapsed++;