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