monopoly/Assets/Mirror/Runtime/MessagePacker.cs
2020-11-30 08:12:07 +00:00

132 lines
5.0 KiB
C#

using System;
using UnityEngine;
namespace Mirror
{
// message packing all in one place, instead of constructing headers in all
// kinds of different places
//
// MsgType (1-n bytes)
// Content (ContentSize bytes)
//
// -> we use varint for headers because most messages will result in 1 byte
// type/size headers then instead of always
// using 2 bytes for shorts.
// -> this reduces bandwidth by 10% if average message size is 20 bytes
// (probably even shorter)
public static class MessagePacker
{
static readonly ILogger logger = LogFactory.GetLogger(typeof(MessagePacker));
public static int GetId<T>() where T : NetworkMessage
{
return GetId(typeof(T));
}
public static int GetId(Type type)
{
// paul: 16 bits is enough to avoid collisions
// - keeps the message size small because it gets varinted
// - in case of collisions, Mirror will display an error
return type.FullName.GetStableHashCode() & 0xFFFF;
}
// pack message before sending
// -> NetworkWriter passed as arg so that we can use .ToArraySegment
// and do an allocation free send before recycling it.
public static void Pack<T>(T message, NetworkWriter writer) where T : NetworkMessage
{
// if it is a value type, just use typeof(T) to avoid boxing
// this works because value types cannot be derived
// if it is a reference type (for example NetworkMessage),
// ask the message for the real type
int msgType = GetId(default(T) != null ? typeof(T) : message.GetType());
writer.WriteUInt16((ushort)msgType);
// serialize message into writer
writer.Write(message);
}
// unpack a message we received
public static T Unpack<T>(byte[] data) where T : NetworkMessage
{
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(data))
{
int msgType = GetId<T>();
int id = networkReader.ReadUInt16();
if (id != msgType)
throw new FormatException("Invalid message, could not unpack " + typeof(T).FullName);
return networkReader.Read<T>();
}
}
// unpack message after receiving
// -> pass NetworkReader so it's less strange if we create it in here
// and pass it upwards.
// -> NetworkReader will point at content afterwards!
public static bool UnpackMessage(NetworkReader messageReader, out int msgType)
{
// read message type (varint)
try
{
msgType = messageReader.ReadUInt16();
return true;
}
catch (System.IO.EndOfStreamException)
{
msgType = 0;
return false;
}
}
internal static NetworkMessageDelegate MessageHandler<T, C>(Action<C, T> handler, bool requireAuthenication)
where T : NetworkMessage
where C : NetworkConnection
=> (conn, reader, channelId) =>
{
// protect against DOS attacks if attackers try to send invalid
// data packets to crash the server/client. there are a thousand
// ways to cause an exception in data handling:
// - invalid headers
// - invalid message ids
// - invalid data causing exceptions
// - negative ReadBytesAndSize prefixes
// - invalid utf8 strings
// - etc.
//
// let's catch them all and then disconnect that connection to avoid
// further attacks.
T message = default;
try
{
if (requireAuthenication && !conn.isAuthenticated)
{
// message requires authentication, but the connection was not authenticated
logger.LogWarning($"Closing connection: {conn}. Received message {typeof(T)} that required authentication, but the user has not authenticated yet");
conn.Disconnect();
return;
}
// if it is a value type, just use defult(T)
// otherwise allocate a new instance
message = reader.Read<T>();
}
catch (Exception exception)
{
logger.LogError("Closed connection: " + conn + ". This can happen if the other side accidentally (or an attacker intentionally) sent invalid data. Reason: " + exception);
conn.Disconnect();
return;
}
finally
{
// TODO: Figure out the correct channel
NetworkDiagnostics.OnReceive(message, channelId, reader.Length);
}
handler((C)conn, message);
};
}
}