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Implement server side disconnect packet #45

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49 changes: 49 additions & 0 deletions prudp_endpoint.go
Original file line number Diff line number Diff line change
Expand Up @@ -135,6 +135,29 @@ func (pep *PRUDPEndPoint) processPacket(packet PRUDPPacketInterface, socket *Soc

func (pep *PRUDPEndPoint) handleAcknowledgment(packet PRUDPPacketInterface) {
connection := packet.Sender().(*PRUDPConnection)

if packet.Type() == constants.DisconnectPacket {
// * The client acknowledged a disconnect packet from the server
if connection.ConnectionState == StateDisconnecting {
// * Cleanup the connection and change state
connection.ConnectionState = StateNotConnected

slidingWindow := connection.SlidingWindow(packet.SubstreamID())
slidingWindow.ResendScheduler.AcknowledgePacket(packet.SequenceID())

streamType := packet.SourceVirtualPortStreamType()
streamID := packet.SourceVirtualPortStreamID()
discriminator := fmt.Sprintf("%s-%d-%d", packet.Sender().Address().String(), streamType, streamID)
if connection, ok := pep.Connections.Get(discriminator); ok {
connection.cleanup()
pep.Connections.Delete(discriminator)
}

pep.emit("disconnect", packet)
}
return
}

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if connection.ConnectionState != StateConnected {
// TODO - Log this?
// * Connection is in a bad state, drop the packet and let it die
Expand Down Expand Up @@ -641,6 +664,32 @@ func (pep *PRUDPEndPoint) sendPing(connection *PRUDPConnection) {
pep.Server.sendPacket(ping)
}

// Disconnect sends a disconnect packet to the connection. The connection
// is cleaned up once it times out or acknowledges the disconnect.
func (pep *PRUDPEndPoint) Disconnect(connection *PRUDPConnection) {
var disconnect PRUDPPacketInterface

switch connection.DefaultPRUDPVersion {
case 0:
disconnect, _ = NewPRUDPPacketV0(pep.Server, connection, nil)
case 1:
disconnect, _ = NewPRUDPPacketV1(pep.Server, connection, nil)
case 2:
disconnect, _ = NewPRUDPPacketLite(pep.Server, connection, nil)
}

disconnect.SetType(constants.DisconnectPacket)
disconnect.AddFlag(constants.PacketFlagNeedsAck)
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disconnect.SetSourceVirtualPortStreamType(connection.StreamType)
disconnect.SetSourceVirtualPortStreamID(pep.StreamID)
disconnect.SetDestinationVirtualPortStreamType(connection.StreamType)
disconnect.SetDestinationVirtualPortStreamID(connection.StreamID)
disconnect.SetSubstreamID(0)

connection.ConnectionState = StateDisconnecting
pep.Server.sendPacket(disconnect)
}

// FindConnectionByID returns the PRUDP client connected with the given connection ID
func (pep *PRUDPEndPoint) FindConnectionByID(connectedID uint32) *PRUDPConnection {
var connection *PRUDPConnection
Expand Down