package udp import ( "sync" "time" "v2ray.com/core/app/dispatcher" "v2ray.com/core/common/alloc" "v2ray.com/core/common/log" v2net "v2ray.com/core/common/net" "v2ray.com/core/proxy" "v2ray.com/core/transport/ray" ) type UDPResponseCallback func(destination v2net.Destination, payload *alloc.Buffer) type TimedInboundRay struct { name string inboundRay ray.InboundRay accessed chan bool server *UDPServer sync.RWMutex } func NewTimedInboundRay(name string, inboundRay ray.InboundRay, server *UDPServer) *TimedInboundRay { r := &TimedInboundRay{ name: name, inboundRay: inboundRay, accessed: make(chan bool, 1), server: server, } go r.Monitor() return r } func (this *TimedInboundRay) Monitor() { for { time.Sleep(time.Second * 16) select { case <-this.accessed: default: // Ray not accessed for a while, assuming communication is dead. this.RLock() if this.server == nil { this.RUnlock() return } this.server.RemoveRay(this.name) this.RUnlock() this.Release() return } } } func (this *TimedInboundRay) InboundInput() ray.OutputStream { this.RLock() defer this.RUnlock() if this.inboundRay == nil { return nil } select { case this.accessed <- true: default: } return this.inboundRay.InboundInput() } func (this *TimedInboundRay) InboundOutput() ray.InputStream { this.RLock() defer this.RUnlock() if this.inboundRay == nil { return nil } select { case this.accessed <- true: default: } return this.inboundRay.InboundOutput() } func (this *TimedInboundRay) Release() { log.Debug("UDP Server: Releasing TimedInboundRay: ", this.name) this.Lock() defer this.Unlock() if this.server == nil { return } this.server = nil this.inboundRay.InboundInput().Close() this.inboundRay.InboundOutput().Release() this.inboundRay = nil } type UDPServer struct { sync.RWMutex conns map[string]*TimedInboundRay packetDispatcher dispatcher.PacketDispatcher } func NewUDPServer(packetDispatcher dispatcher.PacketDispatcher) *UDPServer { return &UDPServer{ conns: make(map[string]*TimedInboundRay), packetDispatcher: packetDispatcher, } } func (this *UDPServer) RemoveRay(name string) { this.Lock() defer this.Unlock() delete(this.conns, name) } func (this *UDPServer) locateExistingAndDispatch(name string, payload *alloc.Buffer) bool { log.Debug("UDP Server: Locating existing connection for ", name) this.RLock() defer this.RUnlock() if entry, found := this.conns[name]; found { outputStream := entry.InboundInput() if outputStream == nil { return false } err := outputStream.Write(payload) if err != nil { go entry.Release() return false } return true } return false } func (this *UDPServer) Dispatch(session *proxy.SessionInfo, payload *alloc.Buffer, callback UDPResponseCallback) { source := session.Source destination := session.Destination // TODO: Add user to destString destString := source.String() + "-" + destination.String() log.Debug("UDP Server: Dispatch request: ", destString) if this.locateExistingAndDispatch(destString, payload) { return } log.Info("UDP Server: establishing new connection for ", destString) inboundRay := this.packetDispatcher.DispatchToOutbound(session) timedInboundRay := NewTimedInboundRay(destString, inboundRay, this) outputStream := timedInboundRay.InboundInput() if outputStream != nil { outputStream.Write(payload) } this.Lock() this.conns[destString] = timedInboundRay this.Unlock() go this.handleConnection(timedInboundRay, source, callback) } func (this *UDPServer) handleConnection(inboundRay *TimedInboundRay, source v2net.Destination, callback UDPResponseCallback) { for { inputStream := inboundRay.InboundOutput() if inputStream == nil { break } data, err := inboundRay.InboundOutput().Read() if err != nil { break } callback(source, data) } inboundRay.Release() }