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PixelHub/PixelServer/DiscoveryBeacon.cs

211 lines
6.8 KiB
C#

using System;
using System.Net.Sockets;
using System.Net;
using System.IO;
using System.Threading.Tasks;
using System.Collections.Generic;
using System.Linq;
using SBRL.Utilities;
using System.Text;
using System.Runtime.CompilerServices;
namespace PixelServer.Net
{
/// <summary>
/// Provides a mechanism to broadcast a program's presence on a multicast address and port.
/// </summary>
public class DiscoveryBeacon : IDisposable
{
TextWriter logger;
UdpClient beacon;
int emitFrequency = 2000;
string role = "server";
/// <summary>
/// Whether the beacon is currently active.
/// If true then the beacon needs disposing of properly by calling the Dispose() method before the program ends.
/// </summary>
public bool Active { get; private set; } = true;
/// <summary>
/// Whether the logging output should be verbose.
/// </summary>
public bool Verbose { get; private set; } = false;
/// <summary>
/// The current IP address of the local machine.
/// </summary>
/// <remarks>
/// Setting this value affects the IP address that is broadcast by the beacon.
/// </remarks>
public IPAddress LocalIP { get; set; }
/// <summary>
/// The (multicast) IP address that the beacon should broadcast to.
/// </summary>
public IPAddress DestinationAddress { get; private set; }
/// <summary>
/// The multicast endpoint that the beacon will broadcast to.
/// This value is dynamically generated from the DestinationAddress and Port properties.
/// </summary>
public IPEndPoint MulticastChannel { get; private set; }
/// <summary>
/// The port that the beacon should broadcast on.
/// </summary>
public int Port { get; set; } = 5050;
/// <summary>
/// The role that the program hosted at this beacon plays. Default: server.
/// </summary>
public string Role {
get{
return role;
}
private set {
if (value.Contains(" "))
throw new InvalidDataException($"Error: Invalid role '{value}'.");
role = value;
}
}
/// <summary>
/// The time, in milliseconds, that the beacon should wait between broadcasts.
/// </summary>
public int EmitFrequency {
get {
return emitFrequency;
}
set {
emitFrequency = value;
logger.WriteLine("Beacon broadcast frequency changed to {0}ms.", EmitFrequency);
}
}
/// <summary>
/// Initializes a new instance of the <see cref="PixelServer.Net.DiscoveryBeacon"/> class.
/// </summary>
/// <param name="inDestAddress">The destination address to broadcast to.</param>
/// <param name="inPort">The port to broadcast on.</param>
/// <param name="inLogger">The place to send log messages to defaults to Console.Out.</param>
public DiscoveryBeacon(IPAddress inDestAddress, int inPort, TextWriter inLogger)
{
logger = inLogger;
Port = inPort;
DestinationAddress = inDestAddress;
MulticastChannel = new IPEndPoint(DestinationAddress, Port);
LocalIP = findLocalIP();
logger.WriteLine("Using {0} as the local IP Address.", LocalIP);
}
/// <summary>
/// Initializes a new instance of the <see cref="PixelServer.Net.DiscoveryBeacon"/> class.
/// </summary>
/// <param name="inDestAddress">The destination address to broadcast to.</param>
/// <param name="inPort">The port to broadcast on.</param>
public DiscoveryBeacon(IPAddress inDestAddress, int inPort) : this(inDestAddress, inPort, Console.Out)
{
}
/// <summary>
/// Initializes a new instance of the <see cref="PixelServer.Net.DiscoveryBeacon"/> class.
/// </summary>
/// <param name="inDestAddress">The destination address to broadcast to.</param>
public DiscoveryBeacon(IPAddress inDestAddress) : this(inDestAddress, 5050)
{
}
/// <summary>
/// Start the beacon up and broadcast the program's presence on a regular (See <see cref="EmitFrequency"/> basis.
/// </summary>
public async Task Emit()
{
connect();
logger.WriteLine("Beacon activated with broadcast interval of {0}ms.", EmitFrequency);
while(true)
{
await emitOnce();
await Task.Delay(EmitFrequency);
}
}
/// <summary>
/// Finds the IP of the machine the beacon is running on.
/// </summary>
/// <returns>The first IP found that points to this machine.</returns>
private IPAddress findLocalIP()
{
List<IPAddress> localIPS = Utilities.GetLocalIps().ToList();
return localIPS[0];
}
/// <summary>
/// Connects the underlying UdpClient client.
/// </summary>
private void connect()
{
beacon = new UdpClient(Port);
Active = true;
beacon.JoinMulticastGroup(DestinationAddress);
logger.WriteLine("One way beacon set up pointing at {0}.", MulticastChannel);
}
/// <summary>
/// Emits a single presence broadcast from the beacon.
/// </summary>
private async Task emitOnce()
{
await Send($"{Role}@{LocalIP}:{Port}\n");
}
/// <summary>
/// Sends a message from the underlying UdpClient to the attached multicast address.
/// </summary>
/// <param name="data">The message to send.</param>
private async Task Send(string data)
{
await Send(MulticastChannel, data);
}
/// <summary>
/// Sends a message to the given endpoint using the underlying UdpClient.
/// </summary>
/// <param name="destination">The place to send the message to.</param>
/// <param name="data">The message payload.</param>
private async Task Send(IPEndPoint destination, string data)
{
if(Verbose) logger.WriteLine("Sending '{0}' to {1}.", Utilities.EscapeString(data), destination);
byte[] payload = Encoding.UTF8.GetBytes(data);
await Send(destination, payload);
}
/// <summary>
/// Sends a raw byte array message to the given endpoint.
/// This is the lowest level Send() method before the message is passed to the UcpClient itself.
/// </summary>
/// <param name="destination">THe destination endpoint to send the message to.</param>
/// <param name="payload">The byte array to use as the message body.</param>
private async Task Send(IPEndPoint destination, byte[] payload)
{
if (beacon == null)
throw new InvalidOperationException("Error: Can't send data until you join a channel.");
await beacon.SendAsync(payload, payload.Length, MulticastChannel);
}
/// <summary>
/// Releases all resource used by the <see cref="PixelServer.Net.DiscoveryBeacon"/>.
/// </summary>
/// <remarks>
/// Call <see cref="Dispose"/> when you are finished using the <see cref="PixelServer.Net.DiscoveryBeacon"/>. The
/// <see cref="Dispose"/> method leaves the <see cref="PixelServer.Net.DiscoveryBeacon"/> in an unusable state. After
/// calling <see cref="Dispose"/>, you must release all references to the
/// <see cref="PixelServer.Net.DiscoveryBeacon"/> so the garbage collector can reclaim the memory that the
/// <see cref="PixelServer.Net.DiscoveryBeacon"/> was occupying.</remarks>
public void Dispose()
{
if(Active)
{
beacon.Close();
Active = false;
}
}
}
}