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using System;
using System.IO;
using System.Net.Security;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace NetCoreServer
{
/// <summary>
/// SSL session is used to read and write data from the connected SSL client
/// </summary>
/// <remarks>Thread-safe</remarks>
public class SslSession
{
/// <summary>
/// Initialize the session with a given server
/// </summary>
/// <param name="server">SSL server</param>
public SslSession(SslServer server)
{
Id = Guid.NewGuid();
Server = server;
}
/// <summary>
/// Session Id
/// </summary>
public Guid Id { get; }
/// <summary>
/// Server
/// </summary>
public SslServer Server { get; }
/// <summary>
/// Socket
/// </summary>
public Socket Socket { get; private set; }
/// <summary>
/// Number of bytes pending sent by the session
/// </summary>
public long BytesPending { get; private set; }
/// <summary>
/// Number of bytes sending by the session
/// </summary>
public long BytesSending { get; private set; }
/// <summary>
/// Number of bytes sent by the session
/// </summary>
public long BytesSent { get; private set; }
/// <summary>
/// Number of bytes received by the session
/// </summary>
public long BytesReceived { get; private set; }
/// <summary>
/// Option: receive buffer size
/// </summary>
public int OptionReceiveBufferSize
{
get => Socket.ReceiveBufferSize;
set => Socket.ReceiveBufferSize = value;
}
/// <summary>
/// Option: send buffer size
/// </summary>
public int OptionSendBufferSize
{
get => Socket.SendBufferSize;
set => Socket.SendBufferSize = value;
}
/// <summary>
/// Option: receive timeout in milliseconds
/// </summary>
/// <remarks>
/// The default value is 0, which indicates an infinite time-out period. Specifying -1 also indicates an infinite time-out period.
/// </remarks>
public int OptionReceiveTimeout
{
get => Socket.ReceiveTimeout;
set => Socket.ReceiveTimeout = value;
}
/// <summary>
/// Option: send timeout in milliseconds
/// </summary>
/// <remarks>
/// The default value is 0, which indicates an infinite time-out period. Specifying -1 also indicates an infinite time-out period.
/// </remarks>
public int OptionSendTimeout
{
get => Socket.SendTimeout;
set => Socket.SendTimeout = value;
}
/// <summary>
/// Option: linger state
/// </summary>
public LingerOption OptionLingerState
{
get => Socket.LingerState;
set => Socket.LingerState = value;
}
#region Connect/Disconnect session
private bool _disconnecting;
private SslStream _sslStream;
private Guid? _sslStreamId;
/// <summary>
/// Is the session connected?
/// </summary>
public bool IsConnected { get; private set; }
/// <summary>
/// Is the session handshaked?
/// </summary>
public bool IsHandshaked { get; private set; }
/// <summary>
/// Connect the session
/// </summary>
/// <param name="socket">Session socket</param>
internal void Connect(Socket socket)
{
Socket = socket;
// Setup buffers
_receiveBuffer = new Buffer();
_sendBufferMain = new Buffer();
_sendBufferFlush = new Buffer();
// Apply the option: keep alive
if (Server.OptionKeepAlive)
Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive, true);
// Apply the option: no delay
if (Server.OptionNoDelay)
Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.NoDelay, true);
// Prepare receive & send buffers
_receiveBuffer.Reserve(OptionReceiveBufferSize);
_sendBufferMain.Reserve(OptionSendBufferSize);
_sendBufferFlush.Reserve(OptionSendBufferSize);
// Reset statistic
BytesPending = 0;
BytesSending = 0;
BytesSent = 0;
BytesReceived = 0;
// Update the connected flag
IsConnected = true;
// Call the session connected handler
OnConnected();
// Call the session connected handler in the server
Server.OnConnectedInternal(this);
try
{
// Create SSL stream
_sslStreamId = Guid.NewGuid();
_sslStream = (Server.Context.CertificateValidationCallback != null) ? new SslStream(new NetworkStream(Socket, false), false, Server.Context.CertificateValidationCallback) : new SslStream(new NetworkStream(Socket, false), false);
// Begin the SSL handshake
_sslStream.BeginAuthenticateAsServer(Server.Context.Certificate, Server.Context.ClientCertificateRequired, Server.Context.Protocols, false, ProcessHandshake, _sslStreamId);
}
catch (Exception)
{
SendError(SocketError.NotConnected);
Disconnect();
}
}
/// <summary>
/// Disconnect the session
/// </summary>
/// <returns>'true' if the section was successfully disconnected, 'false' if the section is already disconnected</returns>
public virtual bool Disconnect()
{
if (!IsConnected)
return false;
if (_disconnecting)
return false;
// Update the disconnecting flag
_disconnecting = true;
try
{
try
{
// Shutdown the SSL stream
_sslStream.ShutdownAsync().Wait();
}
catch (Exception) {}
// Dispose the SSL stream & buffer
_sslStream.Dispose();
_sslStreamId = null;
try
{
// Shutdown the socket associated with the client
Socket.Shutdown(SocketShutdown.Both);
}
catch (SocketException) {}
// Close the session socket
Socket.Close();
// Dispose the session socket
Socket.Dispose();
}
catch (ObjectDisposedException) {}
// Update the handshaked flag
IsHandshaked = false;
// Update the connected flag
IsConnected = false;
// Update sending/receiving flags
_receiving = false;
_sending = false;
// Clear send/receive buffers
ClearBuffers();
// Call the session disconnected handler
OnDisconnected();
// Call the session disconnected handler in the server
Server.OnDisconnectedInternal(this);
// Unregister session
Server.UnregisterSession(Id);
// Reset the disconnecting flag
_disconnecting = false;
return true;
}
#endregion
#region Send/Recieve data
// Receive buffer
private bool _receiving;
private Buffer _receiveBuffer;
// Send buffer
private readonly object _sendLock = new object();
private bool _sending;
private Buffer _sendBufferMain;
private Buffer _sendBufferFlush;
private long _sendBufferFlushOffset;
/// <summary>
/// Send data to the client (synchronous)
/// </summary>
/// <param name="buffer">Buffer to send</param>
/// <returns>Size of sent data</returns>
public virtual long Send(byte[] buffer) { return Send(buffer, 0, buffer.Length); }
/// <summary>
/// Send data to the client (synchronous)
/// </summary>
/// <param name="buffer">Buffer to send</param>
/// <param name="offset">Buffer offset</param>
/// <param name="size">Buffer size</param>
/// <returns>Size of sent data</returns>
public virtual long Send(byte[] buffer, long offset, long size)
{
if (!IsHandshaked)
return 0;
if (size == 0)
return 0;
try
{
// Sent data to the server
_sslStream.Write(buffer, (int)offset, (int)size);
// Update statistic
BytesSent += size;
Interlocked.Add(ref Server._bytesSent, size);
// Call the buffer sent handler
OnSent(size, BytesPending + BytesSending);
return size;
}
catch (Exception)
{
SendError(SocketError.OperationAborted);
Disconnect();
return 0;
}
}
/// <summary>
/// Send text to the client (synchronous)
/// </summary>
/// <param name="text">Text string to send</param>
/// <returns>Size of sent text</returns>
public virtual long Send(string text) { return Send(Encoding.UTF8.GetBytes(text)); }
/// <summary>
/// Send data to the client (asynchronous)
/// </summary>
/// <param name="buffer">Buffer to send</param>
/// <returns>'true' if the data was successfully sent, 'false' if the session is not connected</returns>
public virtual bool SendAsync(byte[] buffer) { return SendAsync(buffer, 0, buffer.Length); }
/// <summary>
/// Send data to the client (asynchronous)
/// </summary>
/// <param name="buffer">Buffer to send</param>
/// <param name="offset">Buffer offset</param>
/// <param name="size">Buffer size</param>
/// <returns>'true' if the data was successfully sent, 'false' if the session is not connected</returns>
public virtual bool SendAsync(byte[] buffer, long offset, long size)
{
if (!IsHandshaked)
return false;
if (size == 0)
return true;
lock (_sendLock)
{
// Detect multiple send handlers
bool sendRequired = _sendBufferMain.IsEmpty || _sendBufferFlush.IsEmpty;
// Fill the main send buffer
_sendBufferMain.Append(buffer, offset, size);
// Update statistic
BytesPending = _sendBufferMain.Size;
// Avoid multiple send handlers
if (!sendRequired)
return true;
}
// Try to send the main buffer
Task.Factory.StartNew(TrySend);
return true;
}
/// <summary>
/// Send text to the client (asynchronous)
/// </summary>
/// <param name="text">Text string to send</param>
/// <returns>'true' if the text was successfully sent, 'false' if the session is not connected</returns>
public virtual bool SendAsync(string text) { return SendAsync(Encoding.UTF8.GetBytes(text)); }
/// <summary>
/// Receive data from the client (synchronous)
/// </summary>
/// <param name="buffer">Buffer to receive</param>
/// <returns>Size of received data</returns>
public virtual long Receive(byte[] buffer) { return Receive(buffer, 0, buffer.Length); }
/// <summary>
/// Receive data from the client (synchronous)
/// </summary>
/// <param name="buffer">Buffer to receive</param>
/// <param name="offset">Buffer offset</param>
/// <param name="size">Buffer size</param>
/// <returns>Size of received data</returns>
public virtual long Receive(byte[] buffer, long offset, long size)
{
if (!IsHandshaked)
return 0;
if (size == 0)
return 0;
try
{
// Receive data from the client
long received = _sslStream.Read(buffer, (int)offset, (int)size);
if (received > 0)
{
// Update statistic
BytesReceived += received;
Interlocked.Add(ref Server._bytesReceived, received);
// Call the buffer received handler
OnReceived(buffer, 0, received);
}
return received;
}
catch (Exception)
{
SendError(SocketError.OperationAborted);
Disconnect();
return 0;
}
}
/// <summary>
/// Receive text from the client (synchronous)
/// </summary>
/// <param name="size">Text size to receive</param>
/// <returns>Received text</returns>
public virtual string Receive(long size)
{
var buffer = new byte[size];
var length = Receive(buffer);
return Encoding.UTF8.GetString(buffer, 0, (int)length);
}
/// <summary>
/// Receive data from the client (asynchronous)
/// </summary>
public virtual void ReceiveAsync()
{
// Try to receive data from the client
TryReceive();
}
/// <summary>
/// Try to receive new data
/// </summary>
private void TryReceive()
{
if (_receiving)
return;
if (!IsHandshaked)
return;
try
{
// Async receive with the receive handler
IAsyncResult result;
do
{
if (!IsHandshaked)
return;
_receiving = true;
result = _sslStream.BeginRead(_receiveBuffer.Data, 0, (int)_receiveBuffer.Capacity, ProcessReceive, _sslStreamId);
} while (result.CompletedSynchronously);
}
catch (ObjectDisposedException) {}
}
/// <summary>
/// Try to send pending data
/// </summary>
private void TrySend()
{
if (_sending)
return;
if (!IsHandshaked)
return;
lock (_sendLock)
{
if (_sending)
return;
// Swap send buffers
if (_sendBufferFlush.IsEmpty)
{
lock (_sendLock)
{
// Swap flush and main buffers
_sendBufferFlush = Interlocked.Exchange(ref _sendBufferMain, _sendBufferFlush);
_sendBufferFlushOffset = 0;
// Update statistic
BytesPending = 0;
BytesSending += _sendBufferFlush.Size;
_sending = !_sendBufferFlush.IsEmpty;
}
}
else
return;
}
// Check if the flush buffer is empty
if (_sendBufferFlush.IsEmpty)
{
// Call the empty send buffer handler
OnEmpty();
return;
}
try
{
// Async write with the write handler
_sslStream.BeginWrite(_sendBufferFlush.Data, (int)_sendBufferFlushOffset, (int)(_sendBufferFlush.Size - _sendBufferFlushOffset), ProcessSend, _sslStreamId);
}
catch (ObjectDisposedException) {}
}
/// <summary>
/// Clear send/receive buffers
/// </summary>
private void ClearBuffers()
{
lock (_sendLock)
{
// Clear send buffers
_sendBufferMain.Clear();
_sendBufferFlush.Clear();
_sendBufferFlushOffset= 0;
// Update statistic
BytesPending = 0;
BytesSending = 0;
}
}
#endregion
#region IO processing
/// <summary>
/// This method is invoked when an asynchronous handshake operation completes
/// </summary>
private void ProcessHandshake(IAsyncResult result)
{
try
{
if (IsHandshaked)
return;
// Validate SSL stream Id
var sslStreamId = result.AsyncState as Guid?;
if (_sslStreamId != sslStreamId)
return;
// End the SSL handshake
_sslStream.EndAuthenticateAsServer(result);
// Update the handshaked flag
IsHandshaked = true;
// Call the session handshaked handler
OnHandshaked();
// Call the session handshaked handler in the server
Server.OnHandshakedInternal(this);
// Call the empty send buffer handler
if (_sendBufferMain.IsEmpty)
OnEmpty();
// Try to receive something from the client
TryReceive();
}
catch (Exception)
{
SendError(SocketError.NotConnected);
Disconnect();
}
}
/// <summary>
/// This method is invoked when an asynchronous receive operation completes
/// </summary>
private void ProcessReceive(IAsyncResult result)
{
try
{
if (!IsHandshaked)
return;
// Validate SSL stream Id
var sslStreamId = result.AsyncState as Guid?;
if (_sslStreamId != sslStreamId)
return;
// End the SSL read
long size = _sslStream.EndRead(result);
// Received some data from the client
if (size > 0)
{
// Update statistic
BytesReceived += size;
Interlocked.Add(ref Server._bytesReceived, size);
// Call the buffer received handler
OnReceived(_receiveBuffer.Data, 0, size);
// If the receive buffer is full increase its size
if (_receiveBuffer.Capacity == size)
_receiveBuffer.Reserve(2 * size);
}
_receiving = false;
// If zero is returned from a read operation, the remote end has closed the connection
if (size > 0)
{
if (!result.CompletedSynchronously)
TryReceive();
}
else
Disconnect();
}
catch (Exception)
{
SendError(SocketError.OperationAborted);
Disconnect();
}
}
/// <summary>
/// This method is invoked when an asynchronous send operation completes
/// </summary>
private void ProcessSend(IAsyncResult result)
{
try
{
// Validate SSL stream Id
var sslStreamId = result.AsyncState as Guid?;
if (_sslStreamId != sslStreamId)
return;
if (!IsHandshaked)
return;
// End the SSL write
_sslStream.EndWrite(result);
long size = _sendBufferFlush.Size;
// Send some data to the client
if (size > 0)
{
// Update statistic
BytesSending -= size;
BytesSent += size;
Interlocked.Add(ref Server._bytesSent, size);
// Increase the flush buffer offset
_sendBufferFlushOffset += size;
// Successfully send the whole flush buffer
if (_sendBufferFlushOffset == _sendBufferFlush.Size)
{
// Clear the flush buffer
_sendBufferFlush.Clear();
_sendBufferFlushOffset = 0;
}
// Call the buffer sent handler
OnSent(size, BytesPending + BytesSending);
}
_sending = false;
// Try to send again if the session is valid
if (!result.CompletedSynchronously)
TrySend();
}
catch (Exception)
{
SendError(SocketError.OperationAborted);
Disconnect();
}
}
#endregion
#region Session handlers
/// <summary>
/// Handle client connected notification
/// </summary>
protected virtual void OnConnected() {}
/// <summary>
/// Handle client handshaked notification
/// </summary>
protected virtual void OnHandshaked() {}
/// <summary>
/// Handle client disconnected notification
/// </summary>
protected virtual void OnDisconnected() {}
/// <summary>
/// Handle buffer received notification
/// </summary>
/// <param name="buffer">Received buffer</param>
/// <param name="offset">Received buffer offset</param>
/// <param name="size">Received buffer size</param>
/// <remarks>
/// Notification is called when another chunk of buffer was received from the client
/// </remarks>
protected virtual void OnReceived(byte[] buffer, long offset, long size) {}
/// <summary>
/// Handle buffer sent notification
/// </summary>
/// <param name="sent">Size of sent buffer</param>
/// <param name="pending">Size of pending buffer</param>
/// <remarks>
/// Notification is called when another chunk of buffer was sent to the client.
/// This handler could be used to send another buffer to the client for instance when the pending size is zero.
/// </remarks>
protected virtual void OnSent(long sent, long pending) {}
/// <summary>
/// Handle empty send buffer notification
/// </summary>
/// <remarks>
/// Notification is called when the send buffer is empty and ready for a new data to send.
/// This handler could be used to send another buffer to the client.
/// </remarks>
protected virtual void OnEmpty() {}
/// <summary>
/// Handle error notification
/// </summary>
/// <param name="error">Socket error code</param>
protected virtual void OnError(SocketError error) {}
#endregion
#region Error handling
/// <summary>
/// Send error notification
/// </summary>
/// <param name="error">Socket error code</param>
private void SendError(SocketError error)
{
// Skip disconnect errors
if ((error == SocketError.ConnectionAborted) ||
(error == SocketError.ConnectionRefused) ||
(error == SocketError.ConnectionReset) ||
(error == SocketError.OperationAborted) ||
(error == SocketError.Shutdown))
return;
OnError(error);
}
#endregion
}
}