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#lockdown Nick.Penwarden, justin.sargent #rb None [CL 3138769 by Alex Fennell in Main branch]
504 lines
14 KiB
C++
504 lines
14 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#if ENABLE_HTTP_FOR_NFS
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#include "NetworkFileSystemPrivatePCH.h"
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#include "NetworkFileServerHttp.h"
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class FNetworkFileServerClientConnectionHTTP : public FNetworkFileServerClientConnection
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{
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public:
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FNetworkFileServerClientConnectionHTTP(const FFileRequestDelegate& InFileRequestDelegate,
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const FRecompileShadersDelegate& InRecompileShadersDelegate, const TArray<ITargetPlatform*>& InActiveTargetPlatforms )
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: FNetworkFileServerClientConnection( InFileRequestDelegate,InRecompileShadersDelegate,InActiveTargetPlatforms)
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{
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}
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bool SendPayload( TArray<uint8> &Out )
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{
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// Make Boundaries between payloads, add a visual marker for easier debugging.
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uint32 Marker = 0xDeadBeef;
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uint32 Size = Out.Num();
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OutBuffer.Append((uint8*)&Marker,sizeof(uint32));
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OutBuffer.Append((uint8*)&Size,sizeof(uint32));
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OutBuffer.Append(Out);
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return true;
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}
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private:
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TArray<uint8>& GetOutBuffer() { return OutBuffer; }
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void ResetBuffer() { OutBuffer.Reset(); }
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TArray<uint8> OutBuffer;
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friend class FNetworkFileServerHttp;
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};
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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 lws_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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if (Port < 0 )
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{
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Port = DEFAULT_HTTP_FILE_SERVING_PORT;
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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("FNetworkFileServerHttp"), 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 lws_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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FNetworkFileServerHttp* user_space_patch = NULL;
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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 , lws_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 = lws_create_context(&Info);
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Port = Info.port;
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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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// ========================================
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// March 11 2016 - nick.shin
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// libwebsocket_create_context() above is not setting the user_space pointer properly
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// this can be corrected with the following two code changes:
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//#include "private-libwebsockets.h" // put this in NetworkFileServerHttp.h
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// Context->user_space = this;
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// but this fails in UE4 frontend with multiple defined symbols...
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// i will continue to analyze this problem after today's ZBR day
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// since, there's only one of 'this' object -- for now...
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user_space_patch = this;
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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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FString FNetworkFileServerHttp::GetSupportedProtocol() const
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{
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return FString("http");
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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 on port %d"), Port);
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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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lws_service(Context, 10);
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lws_callback_on_writable_all_protocol(Context, &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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lws_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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FNetworkFileServerClientConnectionHTTP* FNetworkFileServerHttp::CreateNewConnection()
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{
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return new FNetworkFileServerClientConnectionHTTP(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, TArray<uint8>&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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FNetworkFileServerClientConnectionHTTP* 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);
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Out.Append(Connection->GetOutBuffer());
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Connection->ResetBuffer();
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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 lws_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 lws *Wsi,
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enum lws_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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struct lws_context *Context = lws_get_context(Wsi);
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PerSessionData* BufferInfo = (PerSessionData*)User;
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// FNetworkFileServerHttp* Server = (FNetworkFileServerHttp*)lws_context_user(Context);
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FNetworkFileServerHttp* Server = user_space_patch; // see Init() for details...
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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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lws_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")
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TEXT("Server: Unreal File Server\x0d\x0a")
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TEXT("Connection: close\x0d\x0a")
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TEXT("Content-Type: text/html; charset=utf-8\x0d\x0a")
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TEXT("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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lws_write(Wsi,(unsigned char*)TCHAR_TO_ANSI(Buffer),FCStringAnsi::Strlen(TCHAR_TO_ANSI(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((ANSICHAR*)In);
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TCHAR Mime[512];
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if ( FilePath.Contains(".js"))
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{
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FCStringWide::Strcpy(Mime,TEXT("application/javascript;charset=UTF-8"));
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}
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else
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{
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FCStringWide::Strcpy(Mime,TEXT("text/html;charset=UTF-8"));
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}
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UE_LOG(LogFileServer, Warning, TEXT("HTTP 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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TArray<uint8> FileData;
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FFileHelper::LoadFileToArray(FileData, *AbsoluteFilePath, FILEREAD_Silent);
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if (FileData.Num() == 0)
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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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lws_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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// file up the header.
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TCHAR Header[1024];
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int Length = 0;
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if (FilePath.Contains("gz"))
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{
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Length = FCString::Sprintf(Header,
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TEXT("HTTP/1.1 200 OK\x0d\x0a")
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TEXT("Server: Unreal File Server\x0d\x0a")
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TEXT("Connection: close\x0d\x0a")
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TEXT("Content-Type: %s \x0d\x0a")
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TEXT("Content-Encoding: gzip\x0d\x0a")
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TEXT("Content-Length: %u\x0d\x0a\x0d\x0a"),
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Mime, FileData.Num());
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}
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else
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{
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Length = FCString::Sprintf(Header,
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TEXT("HTTP/1.1 200 OK\x0d\x0a")
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TEXT("Server: Unreal File Server\x0d\x0a")
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TEXT("Connection: close\x0d\x0a")
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TEXT("Content-Type: %s \x0d\x0a")
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TEXT("Content-Length: %u\x0d\x0a\x0d\x0a"),
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Mime, FileData.Num());
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}
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// make space for the whole file in our out buffer.
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BufferInfo->Out.Append((uint8*)TCHAR_TO_ANSI(Header),Length);
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BufferInfo->Out.Append(FileData);
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// we need to write back to the client, queue up a write callback.
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lws_callback_on_writable(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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lws_callback_on_writable(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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lws_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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TArray<uint8> 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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ANSICHAR Header[1024];
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int Length = 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"
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"Content-Length: %u\x0d\x0a\x0d\x0a",
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Writer.Num()
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);
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// Add Http Header
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BufferInfo->Out.Append((uint8*)Header,Length);
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// Add Binary Data.
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BufferInfo->Out.Append(Writer);
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// we have enqueued data increase timeout and push a writable callback.
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lws_set_timeout(Wsi, NO_PENDING_TIMEOUT, 60);
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lws_callback_on_writable(Wsi);
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}
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break;
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case LWS_CALLBACK_CLOSED_HTTP:
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// client went away or
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//clean up.
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BufferInfo->In.Empty();
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BufferInfo->Out.Empty();
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break;
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case LWS_CALLBACK_PROTOCOL_DESTROY:
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// we are going away.
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break;
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case LWS_CALLBACK_HTTP_WRITEABLE:
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// get rid of superfluous write callbacks.
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if ( BufferInfo == NULL )
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break;
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// we have data o send out.
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if (BufferInfo->Out.Num())
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{
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int SentSize = lws_write(Wsi,(unsigned char*)BufferInfo->Out.GetData(),BufferInfo->Out.Num(), LWS_WRITE_HTTP);
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// get rid of the data that has been sent.
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BufferInfo->Out.RemoveAt(0,SentSize);
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}
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break;
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default:
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break;
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}
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return 0;
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}
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#endif
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