Repository navigation
Expand file tree
/
Copy pathVirtualConnectionServer.ts
More file actions
199 lines (177 loc) · 9.72 KB
/
Copy pathVirtualConnectionServer.ts
File metadata and controls
199 lines (177 loc) · 9.72 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
import { Server, Socket } from 'net';
import { EventEmitter } from 'events';
import { Duplex } from 'stream';
import { VirtualConnection, EndWriteCallback } from './VirtualConnection';
// Keep this in sync with the equivalent constant in the .NET code. Both sides split up their transmissions into frames with this max length,
// and both will reject longer frames.
const MaxFrameBodyLength = 16 * 1024;
/**
* Accepts connections to a net.Server and adapts them to behave as multiplexed connections. That is, for each physical socket connection,
* we track a list of 'virtual connections' whose API is a Duplex stream. The remote clients may open and close as many virtual connections
* as they wish, reading and writing to them independently, without the overhead of establishing new physical connections each time.
*/
export function createInterface(server: Server): EventEmitter {
const emitter = new EventEmitter();
server.on('connection', (socket: Socket) => {
// For each physical socket connection, maintain a set of virtual connections. Issue a notification whenever
// a new virtual connections is opened.
const childSockets = new VirtualConnectionsCollection(socket, virtualConnection => {
emitter.emit('connection', virtualConnection);
});
});
return emitter;
}
/**
* Tracks the 'virtual connections' associated with a single physical socket connection.
*/
class VirtualConnectionsCollection {
private _currentFrameHeader: FrameHeader = null;
private _virtualConnections: { [id: string]: VirtualConnection } = {};
constructor(private _socket: Socket, private _onVirtualConnectionCallback: (virtualConnection: Duplex) => void) {
// If the remote end closes the physical socket, treat all the virtual connections as being closed remotely too
this._socket.on('close', () => {
Object.getOwnPropertyNames(this._virtualConnections).forEach(id => {
// A 'null' frame signals that the connection was closed remotely
this._virtualConnections[id].onReceivedData(null);
});
});
this._socket.on('readable', this._onIncomingDataAvailable.bind(this));
}
/**
* This is called whenever the underlying socket signals that it may have some data available to read. It will synchronously read as many
* message frames as it can from the underlying socket, opens virtual connections as needed, and dispatches data to them.
*/
private _onIncomingDataAvailable() {
let exhaustedAllData = false;
while (!exhaustedAllData) {
// We might already have a pending frame header from the previous time this method ran, but if not, that's the next thing we need to read
if (this._currentFrameHeader === null) {
this._currentFrameHeader = this._readNextFrameHeader();
}
if (this._currentFrameHeader === null) {
// There's not enough data to fill a frameheader, so wait until more arrives later
// The next attempt to read from the socket will start from the same place this one did (incomplete reads don't consume any data)
exhaustedAllData = true;
} else {
const frameBodyLength = this._currentFrameHeader.bodyLength;
const frameBodyOrNull: Buffer = frameBodyLength > 0 ? this._socket.read(this._currentFrameHeader.bodyLength) : null;
if (frameBodyOrNull !== null || frameBodyLength === 0) {
// We have a complete frame header+body pair, so we can now dispatch this to a virtual connection. We set _currentFrameHeader back to null
// so that the next thing we try to read is the next frame header.
const headerCopy = this._currentFrameHeader;
this._currentFrameHeader = null;
this._onReceivedCompleteFrame(headerCopy, frameBodyOrNull);
} else {
// There's not enough data to fill the pending frame body, so wait until more arrives later
// The next attempt to read from the socket will start from the same place this one did (incomplete reads don't consume any data)
exhaustedAllData = true;
}
}
}
}
private _onReceivedCompleteFrame(header: FrameHeader, bodyIfNotEmpty: Buffer) {
// An incoming zero-length frame signals that there's no more data to read.
// Signal this to the Node stream APIs by pushing a 'null' chunk to it.
const virtualConnection = this._getOrOpenVirtualConnection(header);
virtualConnection.onReceivedData(header.bodyLength > 0 ? bodyIfNotEmpty : null);
}
private _getOrOpenVirtualConnection(header: FrameHeader) {
if (this._virtualConnections.hasOwnProperty(header.connectionIdString)) {
// It's an existing virtual connection
return this._virtualConnections[header.connectionIdString];
} else {
// It's a new one
return this._openVirtualConnection(header);
}
}
private _openVirtualConnection(header: FrameHeader) {
const beginWriteCallback = (data, writeCompletedCallback) => {
// Only send nonempty frames, since empty ones are a signal to close the virtual connection
if (data.length > 0) {
this._sendFrame(header.connectionIdBinary, data, writeCompletedCallback);
}
};
const newVirtualConnection = new VirtualConnection(beginWriteCallback);
newVirtualConnection.on('end', () => {
// The virtual connection was closed remotely. Clean up locally.
this._onVirtualConnectionWasClosed(header.connectionIdString);
});
newVirtualConnection.on('finish', () => {
// The virtual connection was closed locally. Clean up locally, and notify the remote that we're done.
this._onVirtualConnectionWasClosed(header.connectionIdString);
this._sendFrame(header.connectionIdBinary, new Buffer(0));
});
this._virtualConnections[header.connectionIdString] = newVirtualConnection;
this._onVirtualConnectionCallback(newVirtualConnection);
return newVirtualConnection;
}
/**
* Attempts to read a complete frame header, synchronously, from the underlying socket.
* If not enough data is available synchronously, returns null without consuming any data from the socket.
*/
private _readNextFrameHeader(): FrameHeader {
const headerBuf: Buffer = this._socket.read(12);
if (headerBuf !== null) {
// We have enough data synchronously
const connectionIdBinary = headerBuf.slice(0, 8);
const connectionIdString = connectionIdBinary.toString('hex');
const bodyLength = headerBuf.readInt32LE(8);
if (bodyLength < 0 || bodyLength > MaxFrameBodyLength) {
// Throwing here is going to bring down the whole process, so this cannot be allowed to happen in real use.
// But it won't happen in real use, because this is only used with our .NET client, which doesn't violate this rule.
throw new Error('Illegal frame body length: ' + bodyLength);
}
return { connectionIdBinary, connectionIdString, bodyLength };
} else {
// Not enough bytes are available synchronously, so none were consumed
return null;
}
}
private _sendFrame(connectionIdBinary: Buffer, data: Buffer, callback?: EndWriteCallback) {
// For all sends other than the last one, only invoke the callback if it failed.
// Also, only invoke the callback at most once.
let hasInvokedCallback = false;
const finalCallback: EndWriteCallback = callback && (error => {
if (!hasInvokedCallback) {
hasInvokedCallback = true;
callback(error);
}
});
const notFinalCallback: EndWriteCallback = callback && (error => {
if (error) {
finalCallback(error);
}
});
// The amount of data we're writing might exceed MaxFrameBodyLength, so split into frames as needed.
// Note that we always send at least one frame, even if it's empty (because that's the close-virtual-connection signal).
// If needed, this could be changed to send frames asynchronously, so that large sends could proceed in parallel
// (though that would involve making a clone of 'data', to avoid the risk of it being mutated during the send).
let bytesSent = 0;
do {
const nextFrameBodyLength = Math.min(MaxFrameBodyLength, data.length - bytesSent);
const isFinalChunk = (bytesSent + nextFrameBodyLength) === data.length;
this._socket.write(connectionIdBinary, notFinalCallback);
this._sendInt32LE(nextFrameBodyLength, notFinalCallback);
this._socket.write(data.slice(bytesSent, bytesSent + nextFrameBodyLength), isFinalChunk ? finalCallback : notFinalCallback);
bytesSent += nextFrameBodyLength;
} while (bytesSent < data.length);
}
/**
* Sends a number serialized in the correct format for .NET to receive as a System.Int32
*/
private _sendInt32LE(value: number, callback?: EndWriteCallback) {
const buf = new Buffer(4);
buf.writeInt32LE(value, 0);
this._socket.write(buf, callback);
}
private _onVirtualConnectionWasClosed(id: string) {
if (this._virtualConnections.hasOwnProperty(id)) {
delete this._virtualConnections[id];
}
}
}
interface FrameHeader {
connectionIdBinary: Buffer;
connectionIdString: string;
bodyLength: number;
}