package udp import ( "sync" "time" "v2ray.com/core/app/dispatcher" "v2ray.com/core/common/buf" "v2ray.com/core/common/log" v2net "v2ray.com/core/common/net" "v2ray.com/core/proxy" "v2ray.com/core/transport/ray" ) type ResponseCallback func(destination v2net.Destination, payload *buf.Buffer) type TimedInboundRay struct { name string inboundRay ray.InboundRay accessed chan bool server *Server sync.RWMutex } func NewTimedInboundRay(name string, inboundRay ray.InboundRay, server *Server) *TimedInboundRay { r := &TimedInboundRay{ name: name, inboundRay: inboundRay, accessed: make(chan bool, 1), server: server, } go r.Monitor() return r } func (v *TimedInboundRay) Monitor() { for { time.Sleep(time.Second * 16) select { case <-v.accessed: default: // Ray not accessed for a while, assuming communication is dead. v.RLock() if v.server == nil { v.RUnlock() return } v.server.RemoveRay(v.name) v.RUnlock() v.Release() return } } } func (v *TimedInboundRay) InboundInput() ray.OutputStream { v.RLock() defer v.RUnlock() if v.inboundRay == nil { return nil } select { case v.accessed <- true: default: } return v.inboundRay.InboundInput() } func (v *TimedInboundRay) InboundOutput() ray.InputStream { v.RLock() defer v.RUnlock() if v.inboundRay == nil { return nil } select { case v.accessed <- true: default: } return v.inboundRay.InboundOutput() } func (v *TimedInboundRay) Release() { log.Debug("UDP Server: Releasing TimedInboundRay: ", v.name) v.Lock() defer v.Unlock() if v.server == nil { return } v.server = nil v.inboundRay.InboundInput().Close() v.inboundRay.InboundOutput().Release() v.inboundRay = nil } type Server struct { sync.RWMutex conns map[string]*TimedInboundRay packetDispatcher dispatcher.PacketDispatcher } func NewServer(packetDispatcher dispatcher.PacketDispatcher) *Server { return &Server{ conns: make(map[string]*TimedInboundRay), packetDispatcher: packetDispatcher, } } func (v *Server) RemoveRay(name string) { v.Lock() defer v.Unlock() delete(v.conns, name) } func (v *Server) locateExistingAndDispatch(name string, payload *buf.Buffer) bool { log.Debug("UDP Server: Locating existing connection for ", name) v.RLock() defer v.RUnlock() if entry, found := v.conns[name]; found { outputStream := entry.InboundInput() if outputStream == nil { return false } err := outputStream.Write(payload) if err != nil { go entry.Release() return false } return true } return false } func (v *Server) Dispatch(session *proxy.SessionInfo, payload *buf.Buffer, callback ResponseCallback) { source := session.Source destination := session.Destination // TODO: Add user to destString destString := source.String() + "-" + destination.String() log.Debug("UDP Server: Dispatch request: ", destString) if v.locateExistingAndDispatch(destString, payload) { return } log.Info("UDP Server: establishing new connection for ", destString) inboundRay := v.packetDispatcher.DispatchToOutbound(session) timedInboundRay := NewTimedInboundRay(destString, inboundRay, v) outputStream := timedInboundRay.InboundInput() if outputStream != nil { outputStream.Write(payload) } v.Lock() v.conns[destString] = timedInboundRay v.Unlock() go v.handleConnection(timedInboundRay, source, callback) } func (v *Server) handleConnection(inboundRay *TimedInboundRay, source v2net.Destination, callback ResponseCallback) { for { inputStream := inboundRay.InboundOutput() if inputStream == nil { break } data, err := inboundRay.InboundOutput().Read() if err != nil { break } callback(source, data) } inboundRay.Release() }