package hub import ( "sync" "time" "github.com/v2ray/v2ray-core/app/dispatcher" "github.com/v2ray/v2ray-core/common/alloc" v2net "github.com/v2ray/v2ray-core/common/net" "github.com/v2ray/v2ray-core/transport/ray" ) type UDPResponseCallback func(destination v2net.Destination, payload *alloc.Buffer) type TimedInboundRay struct { name string inboundRay ray.InboundRay 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]*TimedInboundRay packetDispatcher dispatcher.PacketDispatcher } func NewUDPServer(packetDispatcher dispatcher.PacketDispatcher) *UDPServer { return &UDPServer{ conns: make(map[string]*TimedInboundRay), packetDispatcher: packetDispatcher, } } 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[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.Address().String() + "-" + destination.Address().String() if this.locateExistingAndDispatch(destString, payload) { return } this.Lock() inboundRay := this.packetDispatcher.DispatchToOutbound(destination) inboundRay.InboundInput().Write(payload) timedInboundRay := NewTimedInboundRay(destString, inboundRay) this.conns[destString] = timedInboundRay this.Unlock() go this.handleConnection(timedInboundRay, source, callback) } func (this *UDPServer) handleConnection(inboundRay *TimedInboundRay, source v2net.Destination, callback UDPResponseCallback) { for { data, err := inboundRay.InboundOutput().Read() if err != nil { break } callback(source, data) } inboundRay.Release() }