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RMSocket.cs
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343 lines (305 loc) · 10.4 KB
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/*
Not sure where this code came from. Probably was something I pulled from Mono while trying to make
the door kit work on Linux (ie allow it to open an existing socket handle, and not close it when
the door terminated)
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Text;
using System.Threading;
namespace RandM.RMLib
{
class RMSocket : IDisposable
{
private bool _Disposed = false;
private AutoResetEvent _ReadEvent = new AutoResetEvent(false);
private object _ReadLock = new object();
private Queue<byte> _ReadQueue = new Queue<byte>();
private Thread _ReadThread;
private AutoResetEvent _WriteEvent = new AutoResetEvent(false);
private object _WriteLock = new object();
private Queue<byte> _WriteQueue = new Queue<byte>();
private Thread _WriteThread;
public RMSocket(int socketHandle)
{
SocketHandle = new IntPtr(socketHandle);
StripLF = false;
if (OSUtils.IsWindows)
{
NativeMethods.WSAData WSA = new NativeMethods.WSAData();
SocketError Result = NativeMethods.WSAStartup((short)0x0202, out WSA);
if (Result != SocketError.Success)
{
SocketHandle = IntPtr.Zero;
}
}
if (Connected)
{
// Start threads
_ReadThread = new Thread(new ThreadStart(ReadFunc));
_ReadThread.IsBackground = true;
_ReadThread.Start();
_WriteThread = new Thread(new ThreadStart(WriteFunc));
_WriteThread.IsBackground = true;
_WriteThread.Start();
}
}
~RMSocket()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
// This object will be cleaned up by the Dispose method.
// Therefore, you should call GC.SupressFinalize to
// take this object off the finalization queue
// and prevent finalization code for this object
// from executing a second time.
GC.SuppressFinalize(this);
}
public void Dispose(bool disposing)
{
// Check to see if Dispose has already been called.
if (!_Disposed)
{
// If disposing equals true, dispose all managed
// and unmanaged resources.
if (disposing)
{
// Dispose managed resources.
if (_ReadEvent != null) _ReadEvent.Close();
if (_WriteEvent != null) _WriteEvent.Close();
}
// Call the appropriate methods to clean up
// unmanaged resources here.
// If disposing is false,
// only the following code is executed.
Shutdown();
Close();
// Note disposing has been done.
_Disposed = true;
}
}
public void ClearBuffers()
{
lock (_ReadLock)
{
_ReadQueue.Clear();
}
lock (_WriteLock)
{
_WriteQueue.Clear();
}
}
public void Close()
{
if (Connected)
{
if (OSUtils.IsWindows)
{
NativeMethods.closesocket(SocketHandle);
}
else
{
NativeMethods.close_libc(SocketHandle.ToInt32());
}
SocketHandle = IntPtr.Zero;
}
}
public bool Connected
{
get
{
return (SocketHandle != IntPtr.Zero);
}
}
public byte PeekByte()
{
while (true)
{
_ReadEvent.Reset();
lock (_ReadLock)
{
if (_ReadQueue.Count > 0)
{
return _ReadQueue.Peek();
}
}
// No data waiting, so wait for ReadFunc() to signal that new data has been received
_ReadEvent.WaitOne();
}
}
public byte ReadByte()
{
while (true)
{
_ReadEvent.Reset();
lock (_ReadLock)
{
if (_ReadQueue.Count > 0)
{
return _ReadQueue.Dequeue();
}
}
// No data waiting, so wait for ReadFunc() to signal that new data has been received
_ReadEvent.WaitOne();
}
}
private unsafe void ReadFunc()
{
int BytesRead = 0;
byte[] Buffer = new byte[1024];
byte LastByte = 0x00;
fixed (byte* pData = Buffer)
{
while (Connected)
{
if (OSUtils.IsWindows)
{
BytesRead = NativeMethods.recv(SocketHandle, new IntPtr(pData), Buffer.Length, SocketFlags.None);
}
else
{
BytesRead = NativeMethods.recv_libc(SocketHandle, pData, Buffer.Length, (int)SocketFlags.None);
}
if ((SocketError)BytesRead == SocketError.SocketError)
{
SocketHandle = IntPtr.Zero;
}
else if (BytesRead == 0)
{
SocketHandle = IntPtr.Zero;
}
else
{
lock (_ReadLock)
{
for (int i = 0; i < BytesRead; i++)
{
if (StripLF && (LastByte == 0x0D) && (Buffer[i] == 0x0A))
{
// Ignore LF following CR
}
else if (StripNull && (LastByte == 0x0D) && (Buffer[i] == 0x00))
{
// Ignore NULL following CR
}
else
{
_ReadQueue.Enqueue(Buffer[i]);
}
LastByte = Buffer[i];
}
// Let Read*() know it can read from the queue now
if (_ReadQueue.Count > 0)
{
_ReadEvent.Set();
}
}
}
}
}
}
public int ReadQueueSize
{
get
{
lock (_ReadLock)
{
return _ReadQueue.Count;
}
}
}
public IntPtr SocketHandle { get; private set; }
public void Shutdown()
{
if (Connected)
{
if (OSUtils.IsWindows)
{
NativeMethods.shutdown(SocketHandle, NativeMethods.ShutDownFlags.SD_BOTH);
}
else
{
NativeMethods.shutdown_libc(SocketHandle, (int)NativeMethods.ShutDownFlags.SD_BOTH);
}
}
}
public bool StripLF { get; set; }
public bool StripNull { get; set; }
public void WriteBytes(byte[] buffer)
{
if (buffer == null) throw new ArgumentNullException("buffer");
if (buffer.Length == 0) return;
if (!Connected) return;
lock (_WriteLock)
{
for (int i = 0; i < buffer.Length; i++)
{
_WriteQueue.Enqueue(buffer[i]);
}
// Tell WriteFunc() that there's data to be sent
if (_WriteQueue.Count > 0)
{
_WriteEvent.Set();
}
}
}
public void WriteString(string text)
{
if (text == null) throw new ArgumentException("text");
if (text.Length == 0) return;
if (!Connected) return;
WriteBytes(RMEncoding.Ansi.GetBytes(text));
}
private unsafe void WriteFunc()
{
int BytesWritten = 0;
byte[] Buffer;
while (Connected)
{
_WriteEvent.Reset();
lock (_WriteLock)
{
Buffer = (_WriteQueue.Count > 0) ? _WriteQueue.ToArray() : null;
}
if (Buffer == null)
{
// No data waiting to be sent, so wait for Write*() to add new data to the write buffer
_WriteEvent.WaitOne();
}
else
{
fixed (byte* pData = Buffer)
{
if (OSUtils.IsWindows)
{
BytesWritten = NativeMethods.send(SocketHandle, new IntPtr(pData), Buffer.Length, NativeMethods.MsgFlags.MSG_NONE);
}
else
{
BytesWritten = NativeMethods.send_libc(SocketHandle, pData, Buffer.Length, (int)NativeMethods.MsgFlags.MSG_NONE);
}
}
if ((SocketError)BytesWritten == SocketError.SocketError)
{
SocketHandle = IntPtr.Zero;
}
else if (BytesWritten > 0)
{
lock (_WriteLock)
{
for (int i = 0; i < BytesWritten; i++)
{
_WriteQueue.Dequeue();
}
}
}
}
}
}
}
}