better management on udp connections

pull/168/head
v2ray 9 years ago
parent 1bd893501c
commit 8fbca309df

@ -2,6 +2,7 @@ package hub
import (
"sync"
"time"
"github.com/v2ray/v2ray-core/app/dispatcher"
"github.com/v2ray/v2ray-core/common/alloc"
@ -11,36 +12,111 @@ import (
type UDPResponseCallback func(destination v2net.Destination, payload *alloc.Buffer)
type connEntry struct {
type TimedInboundRay struct {
name string
inboundRay ray.InboundRay
callback UDPResponseCallback
accessed chan bool
server *UDPServer
sync.RWMutex
}
func NewTimedInboundRay(name string, inboundRay ray.InboundRay) *TimedInboundRay {
r := &TimedInboundRay{
name: name,
inboundRay: inboundRay,
accessed: make(chan bool),
}
go r.Monitor()
return r
}
func (this *TimedInboundRay) Monitor() {
for {
time.Sleep(16 * time.Second)
select {
case <-this.accessed:
default:
// Ray not accessed for a while, assuming communication is dead.
this.Release()
return
}
}
}
func (this *TimedInboundRay) InboundInput() ray.OutputStream {
this.RLock()
defer this.RUnlock()
if this.inboundRay == nil {
return nil
}
select {
case this.accessed <- true:
default:
}
return this.inboundRay.InboundInput()
}
func (this *TimedInboundRay) InboundOutput() ray.InputStream {
this.RLock()
this.RUnlock()
if this.inboundRay == nil {
return nil
}
select {
case this.accessed <- true:
default:
}
return this.inboundRay.InboundOutput()
}
func (this *TimedInboundRay) Release() {
this.Lock()
defer this.Unlock()
if this.server == nil {
return
}
this.server.RemoveRay(this.name)
this.server = nil
this.inboundRay.InboundInput().Close()
this.inboundRay.InboundOutput().Release()
this.inboundRay = nil
}
type UDPServer struct {
sync.RWMutex
conns map[string]*connEntry
conns map[string]*TimedInboundRay
packetDispatcher dispatcher.PacketDispatcher
}
func NewUDPServer(packetDispatcher dispatcher.PacketDispatcher) *UDPServer {
return &UDPServer{
conns: make(map[string]*connEntry),
conns: make(map[string]*TimedInboundRay),
packetDispatcher: packetDispatcher,
}
}
func (this *UDPServer) locateExistingAndDispatch(dest string, payload *alloc.Buffer) bool {
func (this *UDPServer) RemoveRay(name string) {
this.Lock()
defer this.Unlock()
delete(this.conns, name)
}
func (this *UDPServer) locateExistingAndDispatch(name string, payload *alloc.Buffer) bool {
this.RLock()
defer this.RUnlock()
if entry, found := this.conns[dest]; found {
entry.inboundRay.InboundInput().Write(payload)
if entry, found := this.conns[name]; found {
err := entry.InboundInput().Write(payload)
if err != nil {
this.RemoveRay(name)
return false
}
return true
}
return false
}
func (this *UDPServer) Dispatch(source v2net.Destination, destination v2net.Destination, payload *alloc.Buffer, callback UDPResponseCallback) {
destString := source.String() + "-" + destination.NetAddr()
destString := source.Address().String() + "-" + destination.Address().String()
if this.locateExistingAndDispatch(destString, payload) {
return
}
@ -49,15 +125,13 @@ func (this *UDPServer) Dispatch(source v2net.Destination, destination v2net.Dest
inboundRay := this.packetDispatcher.DispatchToOutbound(destination)
inboundRay.InboundInput().Write(payload)
this.conns[destString] = &connEntry{
inboundRay: inboundRay,
callback: callback,
}
timedInboundRay := NewTimedInboundRay(destString, inboundRay)
this.conns[destString] = timedInboundRay
this.Unlock()
go this.handleConnection(destString, inboundRay, source, callback)
go this.handleConnection(timedInboundRay, source, callback)
}
func (this *UDPServer) handleConnection(destString string, inboundRay ray.InboundRay, source v2net.Destination, callback UDPResponseCallback) {
func (this *UDPServer) handleConnection(inboundRay *TimedInboundRay, source v2net.Destination, callback UDPResponseCallback) {
for {
data, err := inboundRay.InboundOutput().Read()
if err != nil {
@ -65,9 +139,5 @@ func (this *UDPServer) handleConnection(destString string, inboundRay ray.Inboun
}
callback(source, data)
}
this.Lock()
inboundRay.InboundInput().Release()
inboundRay.InboundOutput().Release()
delete(this.conns, destString)
this.Unlock()
inboundRay.Release()
}

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