ascnet/AscNet.GameServer/Session.cs

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using System.Net.Sockets;
using AscNet.Common.Util;
namespace AscNet.GameServer
{
public class Session
{
public readonly string id;
public readonly TcpClient client;
public readonly Logger c;
private long lastPacketTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
// private ushort packetNo = 0;
public Session(string id, TcpClient tcpClient)
{
this.id = id;
client = tcpClient;
c = new(id, ConsoleColor.DarkGray);
Task.Run(ClientLoop);
}
public async void ClientLoop()
{
NetworkStream stream = client.GetStream();
byte[] msg = new byte[1 << 16];
while (client.Connected)
{
try
{
Array.Clear(msg, 0, msg.Length);
int len = stream.Read(msg, 0, msg.Length);
if (len > 0)
{
lastPacketTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
}
}
catch (Exception)
{
break;
}
await Task.Delay(10);
// 10 sec timeout
if (DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - lastPacketTime > 10000)
break;
}
DisconnectProtocol();
}
public void DisconnectProtocol()
{
if (Server.Instance.Sessions.GetValueOrDefault(id) is null)
return;
c.Warn($"{id} disconnected");
client.Close();
Server.Instance.Sessions.Remove(id);
}
}
}