Permissions, RateControl and Auditing

This commit is contained in:
2026-07-16 14:01:08 +03:00
parent 3a1b95dbc5
commit ba64a0c95a
62 changed files with 6095 additions and 2366 deletions
+139 -32
View File
@@ -23,6 +23,7 @@ SOFTWARE.
*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Text;
using System.Threading;
@@ -39,13 +40,27 @@ namespace Esiur.Net;
/// </summary>
public abstract class NetworkConnection : IDestructible, INetworkReceiver<ISocket>
{
private ISocket sock;
private volatile ISocket sock;
private DateTime lastAction;
// Re-entrancy guard for NetworkReceive. 0 = idle, 1 = a thread is draining the buffer.
// Interlocked is used instead of a plain bool so concurrent receive callbacks cannot
// both enter the drain loop (which is not safe to run from two threads at once).
private int receiving;
private readonly object receiveLock = new object();
private readonly Queue<PendingReceive> pendingReceives = new Queue<PendingReceive>();
private bool receiving;
private long socketGeneration;
private readonly struct PendingReceive
{
public PendingReceive(ISocket sender, NetworkBuffer buffer, long generation)
{
Sender = sender;
Buffer = buffer;
Generation = generation;
}
public ISocket Sender { get; }
public NetworkBuffer Buffer { get; }
public long Generation { get; }
}
public delegate void NetworkConnectionEvent(NetworkConnection connection);
@@ -69,9 +84,19 @@ public abstract class NetworkConnection : IDestructible, INetworkReceiver<ISocke
public virtual void Assign(ISocket socket)
{
lastAction = DateTime.Now;
sock = socket;
sock.Receiver = this;
lock (receiveLock)
{
lastAction = DateTime.Now;
if (!ReferenceEquals(sock, socket))
{
socketGeneration++;
pendingReceives.Clear();
}
sock = socket;
sock.Receiver = this;
}
}
/// <summary>
@@ -80,14 +105,19 @@ public abstract class NetworkConnection : IDestructible, INetworkReceiver<ISocke
/// </summary>
public ISocket Unassign()
{
if (sock == null)
return null;
lock (receiveLock)
{
if (sock == null)
return null;
sock.Receiver = null;
sock.Receiver = null;
var detached = sock;
sock = null;
return detached;
var detached = sock;
sock = null;
socketGeneration++;
pendingReceives.Clear();
return detached;
}
}
public void Close()
@@ -163,12 +193,24 @@ public abstract class NetworkConnection : IDestructible, INetworkReceiver<ISocke
public void NetworkClose(ISocket socket)
{
lock (receiveLock)
{
if (!ReferenceEquals(socket, sock))
return;
pendingReceives.Clear();
}
Disconnected();
OnClose?.Invoke(this);
}
public void NetworkConnect(ISocket socket)
{
lock (receiveLock)
if (!ReferenceEquals(socket, sock))
return;
Connected();
OnConnect?.Invoke(this);
}
@@ -181,30 +223,95 @@ public abstract class NetworkConnection : IDestructible, INetworkReceiver<ISocke
{
try
{
// Ignore callbacks once the socket is unassigned or closed.
if (sock == null || sock.State == SocketState.Closed)
return;
lastAction = DateTime.Now;
// Only one thread drains the buffer at a time; others return immediately and
// rely on the active drainer to pick up the newly appended data.
if (Interlocked.CompareExchange(ref receiving, 1, 0) != 0)
return;
try
bool drain;
lock (receiveLock)
{
while (buffer.Available > 0 && !buffer.Protected)
DataReceived(buffer);
}
finally
{
Interlocked.Exchange(ref receiving, 0);
// A callback can outlive Unassign/Assign. Only the socket that currently
// owns this connection may enqueue work for its protocol parser.
if (!ReferenceEquals(sender, sock) || sender.State == SocketState.Closed)
return;
lastAction = DateTime.Now;
pendingReceives.Enqueue(new PendingReceive(sender, buffer, socketGeneration));
if (receiving)
return;
receiving = true;
drain = true;
}
if (drain)
DrainReceiveQueue();
}
catch (Exception ex)
{
Global.Log("NetworkConnection:NetworkReceive", LogType.Warning, ex.ToString());
}
}
private void DrainReceiveQueue()
{
while (true)
{
PendingReceive pending = default;
var found = false;
lock (receiveLock)
{
while (pendingReceives.Count > 0)
{
var candidate = pendingReceives.Dequeue();
if (ReferenceEquals(candidate.Sender, sock)
&& candidate.Generation == socketGeneration)
{
pending = candidate;
found = true;
break;
}
}
if (!found)
{
receiving = false;
return;
}
}
try
{
while (IsCurrentReceive(pending)
&& pending.Buffer.Available > 0
&& !pending.Buffer.Protected)
{
DataReceived(pending.Buffer);
}
}
catch (Exception ex)
{
// Keep the queue usable after a protocol parser fails. Any work already
// queued for a replacement socket can still be drained safely.
Global.Log("NetworkConnection:NetworkReceive", LogType.Warning, ex.ToString());
}
}
}
private bool IsCurrentReceive(PendingReceive pending)
{
lock (receiveLock)
{
if (!ReferenceEquals(pending.Sender, sock)
|| pending.Generation != socketGeneration)
return false;
try
{
return pending.Sender.State != SocketState.Closed;
}
catch
{
return false;
}
}
}
}