Files
UnrealEngineUWP/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

538 lines
15 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "NetworkFileServerHttp.h"
#include "NetworkFileServerConnection.h"
#include "NetworkFileSystemLog.h"
#include "NetworkMessage.h"
#include "HAL/RunnableThread.h"
#include "SocketSubsystem.h"
#include "Misc/Paths.h"
#include "Misc/FileHelper.h"
#include "IPAddress.h"
#include "Serialization/MemoryReader.h"
#if ENABLE_HTTP_FOR_NFS
#include "Ssl.h"
class FNetworkFileServerClientConnectionHTTP : public FNetworkFileServerClientConnection
{
public:
FNetworkFileServerClientConnectionHTTP(const FNetworkFileDelegateContainer* NetworkFileDelegates, const TArray<ITargetPlatform*>& InActiveTargetPlatforms )
: FNetworkFileServerClientConnection( NetworkFileDelegates, InActiveTargetPlatforms)
{
}
bool SendPayload( TArray<uint8> &Out )
{
// Make Boundaries between payloads, add a visual marker for easier debugging.
// uint32 Marker = 0xDeadBeef;
// uint32 Size = Out.Num();
//
// OutBuffer.Append((uint8*)&Marker,sizeof(uint32));
// OutBuffer.Append((uint8*)&Size,sizeof(uint32));
OutBuffer.Append(Out);
return true;
}
private:
TArray<uint8>& GetOutBuffer() { return OutBuffer; }
void ResetBuffer() { OutBuffer.Reset(); }
TArray<uint8> OutBuffer;
friend class FNetworkFileServerHttp;
};
//////////////////////////////////////////////////////////////////////////
// LibWebsockets specific structs.
// a object of this type is associated by libwebsocket to every http session.
struct PerSessionData
{
// data being received.
TArray<uint8> In;
// data being sent out.
TArray<uint8> Out;
};
// protocol array.
static struct lws_protocols Protocols[] = {
/* first protocol must always be HTTP handler */
{
"http-only", // name
FNetworkFileServerHttp::CallBack_HTTP, // callback
sizeof(PerSessionData), // per_session_data_size
15 * 1024, // rx_buffer_size
0, // id
NULL
},
{
NULL, NULL, 0, 0, 0, NULL /* End of list */
}
};
//////////////////////////////////////////////////////////////////////////
FNetworkFileServerHttp::FNetworkFileServerHttp(
int32 InPort,
FNetworkFileDelegateContainer InNetworkFileDelegateContainer,
const TArray<ITargetPlatform*>& InActiveTargetPlatforms
)
: ActiveTargetPlatforms(InActiveTargetPlatforms)
, SslContext(nullptr)
, Context(nullptr)
, Port(InPort)
{
if (Port < 0 )
{
Port = DEFAULT_HTTP_FILE_SERVING_PORT;
}
#if WITH_SSL
// Create a context for SSL
FSslModule& SslModule = FModuleManager::LoadModuleChecked<FSslModule>("SSL");
ISslManager& SslManager = SslModule.GetSslManager();
if (SslManager.InitializeSsl())
{
SslContext = SslManager.CreateSslContext(FSslContextCreateOptions());
}
#endif
UE_LOG(LogFileServer, Warning, TEXT("Unreal Network Http File Server starting up..."));
NetworkFileDelegates = InNetworkFileDelegateContainer;
StopRequested.Reset();
Ready.Reset();
// spin up the worker thread, this will block till Init has executed on the freshly spinned up thread, Ready will have appropriate value
// set by the end of this function.
WorkerThread = FRunnableThread::Create(this,TEXT("FNetworkFileServerHttp"), 8 * 1024, TPri_AboveNormal);
}
bool FNetworkFileServerHttp::IsItReadyToAcceptConnections(void) const
{
return (Ready.GetValue() != 0);
}
#if UE_BUILD_DEBUG
inline void lws_debugLog(int level, const char *line)
{
UE_LOG(LogFileServer, Warning, TEXT(" LibWebsocket: %s"), ANSI_TO_TCHAR(line));
}
#endif
bool FNetworkFileServerHttp::Init()
{
// setup log level.
#if UE_BUILD_DEBUG
lws_set_log_level( LLL_ERR | LLL_WARN | LLL_NOTICE | LLL_DEBUG , lws_debugLog);
#endif
struct lws_context_creation_info Info;
memset(&Info,0,sizeof(lws_context_creation_info));
// look up libwebsockets.h for details.
Info.port = Port;
// we listen on all available interfaces.
Info.iface = NULL;
// serve only the http protocols.
Info.protocols = Protocols;
// no extensions
Info.extensions = NULL;
Info.gid = -1;
Info.uid = -1;
Info.options = 0;
// tack on this object.
Info.user = this;
#if WITH_SSL
// SSL client options
if (SslContext)
{
Info.provided_client_ssl_ctx = SslContext;
Info.options &= ~(LWS_SERVER_OPTION_DO_SSL_GLOBAL_INIT); // Do not need to globally init
}
else
#endif
{
Info.options |= LWS_SERVER_OPTION_DO_SSL_GLOBAL_INIT;
}
Context = lws_create_context(&Info);
Port = Info.port;
if (Context == NULL) {
UE_LOG(LogFileServer, Error, TEXT(" Could not create a libwebsocket context.\n Port : %d is already in use.\n Exiting...\n"), Port);
return false;
}
Ready.Set(true);
return true;
}
FString FNetworkFileServerHttp::GetSupportedProtocol() const
{
return FString("http");
}
bool FNetworkFileServerHttp::GetAddressList(TArray<TSharedPtr<FInternetAddr> >& OutAddresses) const
{
// if Init failed, its already too late.
ensure( Context != nullptr);
// we are listening to all local interfaces.
ISocketSubsystem::Get()->GetLocalAdapterAddresses(OutAddresses);
// Fix up ports.
for (int32 AddressIndex = 0; AddressIndex < OutAddresses.Num(); ++AddressIndex)
{
OutAddresses[AddressIndex]->SetPort(Port);
}
return true;
}
int32 FNetworkFileServerHttp::NumConnections() const
{
return RequestHandlers.Num();
}
void FNetworkFileServerHttp::Shutdown()
{
// Allow multiple calls to this function.
if ( WorkerThread )
{
WorkerThread->Kill(true); // Kill Nicely. Wait for everything to shutdown.
delete WorkerThread;
WorkerThread = NULL;
}
#if WITH_SSL
FSslModule& SslModule = FModuleManager::LoadModuleChecked<FSslModule>("SSL");
ISslManager& SslManager = SslModule.GetSslManager();
if (SslContext)
{
SslManager.DestroySslContext(SslContext);
SslContext = nullptr;
}
SslManager.ShutdownSsl();
#endif
}
uint32 FNetworkFileServerHttp::Run()
{
UE_LOG(LogFileServer, Display, TEXT("Unreal Network File Http Server is ready for client connections on port %d"), Port);
// start servicing.
// service libwebsocket context.
while(!StopRequested.GetValue())
{
// service libwebsocket, have a slight delay so it doesn't spin on zero load.
lws_service(Context, 10);
lws_callback_on_writable_all_protocol(Context, &Protocols[0]);
}
UE_LOG(LogFileServer, Display, TEXT("Unreal Network File Http Server is now Shutting down "));
return true;
}
// Called internally by FRunnableThread::Kill.
void FNetworkFileServerHttp::Stop()
{
StopRequested.Set(true);
}
void FNetworkFileServerHttp::Exit()
{
// let's start shutting down.
// fires a LWS_CALLBACK_PROTOCOL_DESTROY callback, we clean up after ourselves there.
lws_context_destroy(Context);
Context = NULL;
}
FNetworkFileServerHttp::~FNetworkFileServerHttp()
{
Shutdown();
// delete our request handlers.
for ( auto& Element : RequestHandlers)
{
delete Element.Value;
}
// make sure context has been already cleaned up.
check( Context == NULL );
}
FNetworkFileServerClientConnectionHTTP* FNetworkFileServerHttp::CreateNewConnection()
{
return new FNetworkFileServerClientConnectionHTTP(&NetworkFileDelegates,ActiveTargetPlatforms);
}
// Have a similar process function for the normal tcp connection.
void FNetworkFileServerHttp::Process(FArchive& In, TArray<uint8>&Out, FNetworkFileServerHttp* Server)
{
int loops = 0;
while(!In.AtEnd())
{
UE_LOG(LogFileServer, Log, TEXT("In %d "), loops++);
// Every Request has a Guid attached to it - similar to Web session IDs.
FGuid ClientGuid;
In << ClientGuid;
UE_LOG(LogFileServer, Log, TEXT("Received GUID %s"), *ClientGuid.ToString());
FNetworkFileServerClientConnectionHTTP* Connection = NULL;
if (Server->RequestHandlers.Contains(ClientGuid))
{
UE_LOG(LogFileServer, Log, TEXT("Picking up an existing handler" ));
Connection = Server->RequestHandlers[ClientGuid];
}
else
{
UE_LOG(LogFileServer, Log, TEXT("Creating a handler" ));
Connection = Server->CreateNewConnection();
Server->RequestHandlers.Add(ClientGuid,Connection);
}
Connection->ProcessPayload(In);
Out.Append(Connection->GetOutBuffer());
Connection->ResetBuffer();
}
}
// This static function handles all callbacks coming in and when context is services via lws_service
// return value of -1, closes the connection.
int FNetworkFileServerHttp::CallBack_HTTP(
struct lws *Wsi,
enum lws_callback_reasons Reason,
void *User,
void *In,
size_t Len)
{
struct lws_context *Context = lws_get_context(Wsi);
PerSessionData* BufferInfo = (PerSessionData*)User;
FNetworkFileServerHttp* Server = (FNetworkFileServerHttp*)lws_context_user(Context);
switch (Reason)
{
case LWS_CALLBACK_HTTP:
// hang on to socket even if there's no data for atleast 60 secs.
lws_set_timeout(Wsi, NO_PENDING_TIMEOUT, 60);
/* if it was not legal POST URL, let it continue and accept data */
if (!lws_hdr_total_length(Wsi, WSI_TOKEN_POST_URI))
{
char *requested_uri = (char *) In;
// client request the base page. e.g http://unrealfileserver:port/
// just return a banner, probably add some more information, e,g Version, Config, Game. etc.
if ( FCString::Strcmp(ANSI_TO_TCHAR(requested_uri), TEXT("/")) == 0 )
{
TCHAR Buffer[1024];
TCHAR ServerBanner[] = TEXT("<HTML>This is Unreal File Server</HTML>");
int x = FCString::Sprintf(
Buffer,
TEXT("HTTP/1.0 200 OK\x0d\x0a")
TEXT("Server: Unreal File Server\x0d\x0a")
TEXT("Connection: close\x0d\x0a")
TEXT("Content-Type: text/html; charset=utf-8\x0d\x0a")
TEXT("Content-Length: %u\x0d\x0a\x0d\x0a%s"),
FCString::Strlen(ServerBanner),
ServerBanner
);
// very small data being sent, its fine to just send.
lws_write(Wsi,(unsigned char*)TCHAR_TO_ANSI(Buffer),FCStringAnsi::Strlen(TCHAR_TO_ANSI(Buffer)), LWS_WRITE_HTTP);
}
else
{
// client has asked for a file. ( only html/js files are served.)
// what type is being served.
FString FilePath = FPaths::ProjectDir() / TEXT("Binaries/HTML5") + FString((ANSICHAR*)In);
TCHAR Mime[512];
if ( FilePath.Contains(".js"))
{
FCStringWide::Strcpy(Mime,TEXT("application/javascript;charset=UTF-8"));
}
else if ( FilePath.Contains(".css"))
{
FCStringWide::Strcpy(Mime,TEXT("text/css;charset=UTF-8"));
}
else
{
FCStringWide::Strcpy(Mime,TEXT("text/html;charset=UTF-8"));
}
UE_LOG(LogFileServer, Warning, TEXT("HTTP Serving file %s with mime %s "), *FilePath, (Mime));
FString AbsoluteFilePath = FPaths::ConvertRelativePathToFull(FilePath);
AbsoluteFilePath.ReplaceInline(TEXT("/"),TEXT("\\"));
// we are going to read the complete file in memory and then serve it in batches.
// rather than reading and sending in batches because Unreal NFS servers are not running in memory
// constrained env and the added complexity is not worth it.
TArray<uint8> FileData;
FFileHelper::LoadFileToArray(FileData, *AbsoluteFilePath, FILEREAD_Silent);
if (FileData.Num() == 0)
{
// umm. we didn't find file, we should tell the client that we couldn't find it.
// send 404.
TCHAR Buffer[1024];
TCHAR ServerBanner[] = TEXT("<HTML>Not Found</HTML>");
int x = FCString::Sprintf(
Buffer,
TEXT("HTTP/1.0 404 Not Found\x0d\x0a")
TEXT("Server: Unreal File Server\x0d\x0a")
TEXT("Connection: close\x0d\x0a")
TEXT("Content-Type: text/html; charset=utf-8\x0d\x0a")
TEXT("Content-Length: %u\x0d\x0a\x0d\x0a%s"),
FCString::Strlen(ServerBanner),
ServerBanner
);
lws_write(Wsi,(unsigned char*)TCHAR_TO_ANSI(Buffer),FCStringAnsi::Strlen(TCHAR_TO_ANSI(Buffer)), LWS_WRITE_HTTP);
// chug along, client will close the connection.
break;
}
// file up the header.
TCHAR Header[1024];
int Length = 0;
if (FilePath.Contains("gz"))
{
Length = FCString::Sprintf(Header,
TEXT("HTTP/1.1 200 OK\x0d\x0a")
TEXT("Server: Unreal File Server\x0d\x0a")
TEXT("Connection: close\x0d\x0a")
TEXT("Content-Type: %s \x0d\x0a")
TEXT("Content-Encoding: gzip\x0d\x0a")
TEXT("Content-Length: %u\x0d\x0a\x0d\x0a"),
Mime, FileData.Num());
}
else
{
Length = FCString::Sprintf(Header,
TEXT("HTTP/1.1 200 OK\x0d\x0a")
TEXT("Server: Unreal File Server\x0d\x0a")
TEXT("Connection: close\x0d\x0a")
TEXT("Content-Type: %s \x0d\x0a")
TEXT("Content-Length: %u\x0d\x0a\x0d\x0a"),
Mime, FileData.Num());
}
// make space for the whole file in our out buffer.
BufferInfo->Out.Append((uint8*)TCHAR_TO_ANSI(Header),Length);
BufferInfo->Out.Append(FileData);
// we need to write back to the client, queue up a write callback.
lws_callback_on_writable(Wsi);
}
}
else
{
// we got a post request!, queue up a write callback.
lws_callback_on_writable(Wsi);
}
break;
case LWS_CALLBACK_HTTP_BODY:
{
// post data is coming in, push it on to our incoming buffer.
UE_LOG(LogFileServer, Log, TEXT("Incoming HTTP Partial Body Size %d, total size %d"),Len, Len+ BufferInfo->In.Num());
BufferInfo->In.Append((uint8*)In,Len);
// we received some data - update time out.
lws_set_timeout(Wsi, NO_PENDING_TIMEOUT, 60);
}
break;
case LWS_CALLBACK_HTTP_BODY_COMPLETION:
{
// we have all the post data from the client.
// create archives and process them.
UE_LOG(LogFileServer, Log, TEXT("Incoming HTTP total size %d"), BufferInfo->In.Num());
FMemoryReader Reader(BufferInfo->In);
TArray<uint8> Writer;
FNetworkFileServerHttp::Process(Reader,Writer,Server);
// even if we have 0 data to push, tell the client that we don't any data.
ANSICHAR Header[1024];
int Length = FCStringAnsi::Sprintf(
(ANSICHAR*)Header,
"HTTP/1.1 200 OK\x0d\x0a"
"Server: Unreal File Server\x0d\x0a"
"Connection: close\x0d\x0a"
"Content-Type: application/octet-stream \x0d\x0a"
"Content-Length: %u\x0d\x0a\x0d\x0a",
Writer.Num()
);
// Add Http Header
BufferInfo->Out.Append((uint8*)Header,Length);
// Add Binary Data.
BufferInfo->Out.Append(Writer);
// we have enqueued data increase timeout and push a writable callback.
lws_set_timeout(Wsi, NO_PENDING_TIMEOUT, 60);
lws_callback_on_writable(Wsi);
}
break;
case LWS_CALLBACK_CLOSED_HTTP:
if ( BufferInfo == NULL )
break;
// 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 = lws_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