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424 lines
12 KiB
C++
424 lines
12 KiB
C++
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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#if USE_HTTP_FOR_NFS
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#include "NetworkFileSystemPrivatePCH.h"
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#include "NetworkFileServerHttp.h"
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#include "AllowWindowsPlatformTypes.h"
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#include "libwebsockets.h"
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#include "HideWindowsPlatformTypes.h"
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//////////////////////////////////////////////////////////////////////////
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// LibWebsockets specific structs.
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// a object of this type is associated by libwebsocket to every http session.
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struct PerSessionData
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{
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// data being received.
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TArray<uint8> In;
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// data being sent out.
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TArray<uint8> Out;
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};
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// protocol array.
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static struct libwebsocket_protocols protocols[] = {
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/* first protocol must always be HTTP handler */
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{
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"http-only", // name
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FNetworkFileServerHttp::CallBack_HTTP, // callback
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sizeof(PerSessionData), // per_session_data_size
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15 * 1024,
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15 * 1024
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},
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{
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NULL, NULL, 0 /* End of list */
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}
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};
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//////////////////////////////////////////////////////////////////////////
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FNetworkFileServerHttp::FNetworkFileServerHttp(
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int32 InPort,
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const FFileRequestDelegate* InFileRequestDelegate,
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const FRecompileShadersDelegate* InRecompileShadersDelegate,
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const TArray<ITargetPlatform*>& InActiveTargetPlatforms
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)
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:ActiveTargetPlatforms(InActiveTargetPlatforms)
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,Port(InPort)
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{
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UE_LOG(LogFileServer, Warning, TEXT("Unreal Network Http File Server starting up..."));
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if (InFileRequestDelegate && InFileRequestDelegate->IsBound())
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{
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FileRequestDelegate = *InFileRequestDelegate;
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}
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if (InRecompileShadersDelegate && InRecompileShadersDelegate->IsBound())
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{
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RecompileShadersDelegate = *InRecompileShadersDelegate;
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}
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StopRequested.Reset();
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Ready.Reset();
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// spin up the worker thread, this will block till Init has executed on the freshly spinned up thread, Ready will have appropriate value
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// set by the end of this function.
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WorkerThread = FRunnableThread::Create(this,TEXT("FNetworkFileServer"), 8 * 1024, TPri_AboveNormal);
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}
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bool FNetworkFileServerHttp::IsItReadyToAcceptConnections(void) const
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{
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return (Ready.GetValue() != 0);
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}
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#if UE_BUILD_DEBUG
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void libwebsocket_debugLog(int level, const char *line)
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{
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UE_LOG(LogFileServer, Warning, TEXT(" LibWebsocket: %s"), ANSI_TO_TCHAR(line));
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}
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#endif
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bool FNetworkFileServerHttp::Init()
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{
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// setup log level.
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#if UE_BUILD_DEBUG
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lws_set_log_level( LLL_ERR | LLL_WARN | LLL_NOTICE | LLL_DEBUG , libwebsocket_debugLog);
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#endif
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struct lws_context_creation_info info;
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memset(&info,0,sizeof(lws_context_creation_info));
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// look up libwebsockets.h for details.
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info.port = Port;
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// we listen on all available interfaces.
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info.iface = NULL;
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// serve only the http protocols.
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info.protocols = protocols;
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// no extensions
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info.extensions = NULL;
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info.gid = -1;
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info.uid = -1;
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info.options = 0;
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// tack on this object.
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info.user = this;
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context = libwebsocket_create_context(&info);
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if (context == NULL) {
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UE_LOG(LogFileServer, Fatal, TEXT(" Could not create a libwebsocket content for port : %d"), Port);
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return false;
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}
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Ready.Set(true);
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return true;
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}
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bool FNetworkFileServerHttp::GetAddressList(TArray<TSharedPtr<FInternetAddr> >& OutAddresses) const
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{
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// if Init failed, its already too late.
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ensure( context != nullptr);
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// we are listening to all local interfaces.
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ISocketSubsystem::Get()->GetLocalAdapterAddresses(OutAddresses);
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// Fix up ports.
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for (int32 AddressIndex = 0; AddressIndex < OutAddresses.Num(); ++AddressIndex)
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{
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OutAddresses[AddressIndex]->SetPort(Port);
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}
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return true;
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}
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int32 FNetworkFileServerHttp::NumConnections() const
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{
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return RequestHandlers.Num();
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}
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void FNetworkFileServerHttp::Shutdown()
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{
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// Allow multiple calls to this function.
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if ( WorkerThread )
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{
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WorkerThread->Kill(true); // Kill Nicely. Wait for everything to shutdown.
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delete WorkerThread;
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WorkerThread = NULL;
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}
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}
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uint32 FNetworkFileServerHttp::Run()
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{
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UE_LOG(LogFileServer, Display, TEXT("Unreal Network File Http Server is ready for client connections "));
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// start servicing.
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// service libwebsocket context.
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while(!StopRequested.GetValue())
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{
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// service libwebsocket, have a slight delay so it doesn't spin on zero load.
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libwebsocket_service(context, 10);
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libwebsocket_callback_on_writable_all_protocol(&protocols[0]);
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}
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UE_LOG(LogFileServer, Display, TEXT("Unreal Network File Http Server is now Shutting down "));
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return true;
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}
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// Called internally by FRunnableThread::Kill.
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void FNetworkFileServerHttp::Stop()
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{
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StopRequested.Set(true);
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}
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void FNetworkFileServerHttp::Exit()
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{
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// let's start shutting down.
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// fires a LWS_CALLBACK_PROTOCOL_DESTROY callback, we clean up after ourselves there.
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libwebsocket_context_destroy(context);
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context = NULL;
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}
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FNetworkFileServerHttp::~FNetworkFileServerHttp()
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{
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Shutdown();
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// delete our request handlers.
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for ( auto& Element : RequestHandlers)
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{
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delete Element.Value;
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}
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// make sure context has been already cleaned up.
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check( context == NULL );
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}
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FNetworkFileServerClientConnection* FNetworkFileServerHttp::CreateNewConnection()
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{
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return new FNetworkFileServerClientConnection (FileRequestDelegate,RecompileShadersDelegate,ActiveTargetPlatforms);
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}
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// Have a similar process function for the normal tcp connection.
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void FNetworkFileServerHttp::Process(FArchive& In, FArchive&Out, FNetworkFileServerHttp* Server)
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{
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int loops = 0;
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while(!In.AtEnd())
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{
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UE_LOG(LogFileServer, Log, TEXT("In %d "), loops++);
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// Every Request has a Guid attached to it - similar to Web session IDs.
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FGuid ClientGuid;
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In << ClientGuid;
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UE_LOG(LogFileServer, Log, TEXT("Recieved GUID %s"), *ClientGuid.ToString());
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FNetworkFileServerClientConnection* Connection = NULL;
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if (Server->RequestHandlers.Contains(ClientGuid))
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{
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UE_LOG(LogFileServer, Log, TEXT("Picking up an existing handler" ));
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Connection = Server->RequestHandlers[ClientGuid];
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}
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else
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{
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UE_LOG(LogFileServer, Log, TEXT("Creating a handler" ));
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Connection = Server->CreateNewConnection();
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Server->RequestHandlers.Add(ClientGuid,Connection);
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}
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Connection->ProcessPayload(In, Out);
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}
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}
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// This static function handles all callbacks coming in and when context is services via libwebsocket_service
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// return value of -1, closes the connection.
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int FNetworkFileServerHttp::CallBack_HTTP(
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struct libwebsocket_context *context,
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struct libwebsocket *wsi,
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enum libwebsocket_callback_reasons reason,
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void *user,
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void *in,
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size_t len)
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{
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PerSessionData* bufferInfo = (PerSessionData*)user;
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FNetworkFileServerHttp* Server = (FNetworkFileServerHttp*)libwebsocket_context_user(context);
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switch (reason)
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{
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case LWS_CALLBACK_HTTP:
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// hang on to socket even if there's no data for atleast 60 secs.
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libwebsocket_set_timeout(wsi, NO_PENDING_TIMEOUT, 60);
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/* if it was not legal POST URL, let it continue and accept data */
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if (!lws_hdr_total_length(wsi, WSI_TOKEN_POST_URI))
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{
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char *requested_uri = (char *) in;
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// client request the base page. e.g http://unrealfileserver:port/
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// just return a banner, probably add some more information, e,g Version, Config, Game. etc.
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if ( FCString::Strcmp(ANSI_TO_TCHAR(requested_uri), TEXT("/")) == 0 )
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{
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TCHAR Buffer[1024];
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TCHAR ServerBanner[] = TEXT("<HTML>This is Unreal File Server</HTML>");
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int x = FCString::Sprintf(
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Buffer,
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TEXT("HTTP/1.0 200 OK\x0d\x0a Server: Unreal File Server\x0d\x0a Connection: close\x0d\x0a Content-Type: text/html; charset=utf-8\x0d\x0a Content-Length: %u\x0d\x0a\x0d\x0a%s"),
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FCString::Strlen(ServerBanner),
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ServerBanner
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);
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// very small data being sent, its fine to just send.
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libwebsocket_write(wsi,(unsigned char*)TCHAR_TO_ANSI(Buffer),FCString::Strlen(Buffer), LWS_WRITE_HTTP);
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}
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else
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{
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// client has asked for a file. ( only html/js files are served.)
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// what type is being served.
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FString FilePath = FPaths::GameDir() / TEXT("Binaries/HTML5") + FString((char*)in);
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TCHAR *Mime = NULL;
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if ( FilePath.Contains(".html") )
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{
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Mime = TEXT("text/html;charset=UTF-8");
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}
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else if ( FilePath.Contains(".js"))
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{
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Mime = TEXT("application/javascript;charset=UTF-8");
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}
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else
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{
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// bad client. bail.
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return -1;
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}
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UE_LOG(LogFileServer, Log, TEXT("Serving file %s with mime %s "), *FilePath, (Mime));
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FString AbsoluteFilePath = FPaths::ConvertRelativePathToFull(FilePath);
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AbsoluteFilePath.ReplaceInline(TEXT("/"),TEXT("\\"));
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// we are going to read the complete file in memory and then serve it in batches.
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// rather than reading and sending in batches because Unreal NFS servers are not running in memory
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// constrained env and the added complexity is not worth it.
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FILE *f = fopen(TCHAR_TO_ANSI(*AbsoluteFilePath), "rb");
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if (f == NULL )
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{
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// umm. we didn't find file, we should tell the client that we couldn't find it.
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// send 404.
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char Header[]= "HTTP/1.1 404 Not Found\x0d\x0a"
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"Server: Unreal File Server\x0d\x0a"
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"Connection: close\x0d\x0a";
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libwebsocket_write(wsi,(unsigned char*)Header,FCStringAnsi::Strlen(Header), LWS_WRITE_HTTP);
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// chug along, client will close the connection.
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break;
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}
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// find the size of the file.
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fseek(f, 0, SEEK_END);
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long fsize = ftell(f);
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fseek(f, 0, SEEK_SET);
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// file up the header.
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TCHAR header[1024];
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int x = FCString::Sprintf(header,
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TEXT("HTTP/1.1 200 OK\x0d\x0a Server: Unreal File Server\x0d\x0a Connection: close\x0d\x0a Content-Type: %s \x0d\x0a Content-Length: %u\x0d\x0a\x0d\x0a"),Mime,fsize);
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// make space for the whole file in our out buffer.
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bufferInfo->Out.Append((const unsigned char*)TCHAR_TO_ANSI(header),x);
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bufferInfo->Out.AddUninitialized(fsize);
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// read
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fread(bufferInfo->Out.GetData() + x, fsize, 1, f);
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fclose(f);
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// we need to write back to the client, queue up a write callback.
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libwebsocket_callback_on_writable(context, wsi);
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}
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}
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else
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{
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// we got a post request!, queue up a write callback.
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libwebsocket_callback_on_writable(context, wsi);
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}
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break;
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case LWS_CALLBACK_HTTP_BODY:
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{
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// post data is coming in, push it on to our incoming buffer.
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UE_LOG(LogFileServer, Log, TEXT("Incoming HTTP Partial Body Size %d, total size %d"),len, len+ bufferInfo->In.Num());
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bufferInfo->In.Append((uint8*)in,len);
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// we received some data - update time out.
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libwebsocket_set_timeout(wsi, NO_PENDING_TIMEOUT, 60);
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}
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break;
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case LWS_CALLBACK_HTTP_BODY_COMPLETION:
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{
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// we have all the post data from the client.
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// create archives and process them.
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UE_LOG(LogFileServer, Log, TEXT("Incoming HTTP total size %d"), bufferInfo->In.Num());
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FMemoryReader Reader(bufferInfo->In);
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FBufferArchive Writer;
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FNetworkFileServerHttp::Process(Reader,Writer,Server);
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// even if we have 0 data to push, tell the client that we don't any data.
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char header[1024];
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int x = FCStringAnsi::Sprintf(
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(ANSICHAR*)header,
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"HTTP/1.1 200 OK\x0d\x0a"
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"Server: Unreal File Server\x0d\x0a"
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"Connection: close\x0d\x0a"
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"Content-Type: application/octet-stream \x0d\x0a"
|
||
|
|
"Content-Length: %u\x0d\x0a\x0d\x0a",
|
||
|
|
Writer.Num()
|
||
|
|
);
|
||
|
|
|
||
|
|
// Add Http Header
|
||
|
|
bufferInfo->Out.Append((unsigned char*)header,x);
|
||
|
|
// Add Binary Data.
|
||
|
|
bufferInfo->Out.Append(Writer);
|
||
|
|
|
||
|
|
// we have enqueued data increase timeout and push a writable callback.
|
||
|
|
libwebsocket_set_timeout(wsi, NO_PENDING_TIMEOUT, 60);
|
||
|
|
libwebsocket_callback_on_writable(context, wsi);
|
||
|
|
|
||
|
|
}
|
||
|
|
break;
|
||
|
|
case LWS_CALLBACK_CLOSED_HTTP:
|
||
|
|
// client went away or
|
||
|
|
//clean up.
|
||
|
|
bufferInfo->In.Empty();
|
||
|
|
bufferInfo->Out.Empty();
|
||
|
|
|
||
|
|
break;
|
||
|
|
|
||
|
|
case LWS_CALLBACK_PROTOCOL_DESTROY:
|
||
|
|
// we are going away.
|
||
|
|
|
||
|
|
break;
|
||
|
|
|
||
|
|
case LWS_CALLBACK_HTTP_WRITEABLE:
|
||
|
|
|
||
|
|
// get rid of superfluous write callbacks.
|
||
|
|
if ( bufferInfo == NULL )
|
||
|
|
break;
|
||
|
|
|
||
|
|
// we have data o send out.
|
||
|
|
if (bufferInfo->Out.Num())
|
||
|
|
{
|
||
|
|
int SentSize = libwebsocket_write(wsi,(unsigned char*)bufferInfo->Out.GetData(),bufferInfo->Out.Num(), LWS_WRITE_HTTP);
|
||
|
|
// get rid of the data that has been sent.
|
||
|
|
bufferInfo->Out.RemoveAt(0,SentSize);
|
||
|
|
}
|
||
|
|
|
||
|
|
break;
|
||
|
|
|
||
|
|
default:
|
||
|
|
break;
|
||
|
|
}
|
||
|
|
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
|
||
|
|
#endif
|