Dalamud/Dalamud/Game/Network/Internal/WinSockHandlers.cs
srkizer 87b9edb448
Add IInternal/PublicDisposableService (#1696)
* Add IInternal/PublicDisposableService

Plugins are exposed interfaces that are not inherited from
`IDisposable`, but services implementing plugin interfaces often
implement `IDisposable`. Some plugins may try to call
`IDisposable.Dispose` on everything provided, and it also is possible to
use `using` clause too eagerly while working on Dalamud itself, such as
writing `using var smth = await Service<SomeService>.GetAsync();`. Such
behaviors often lead to a difficult-to-debug errors, and making those
services either not an `IDisposable` or making `IDisposable.Dispose` do
nothing if the object has been loaded would prevent such errors. As
`ServiceManager` must be the only class dealing with construction and
disposal of services, `IInternalDisposableService` has been added to
limit who can dispose the object. `IPublicDisposableService` also has
been added to classes that can be constructed and accessed directly by
plugins; for those, `Dispose` will be ignored if the instance is a
service instance, and only `DisposeService` will respond.

In addition, `DalamudPluginInterface` and `UiBuilder` also have been
changed so that their `IDisposable.Dispose` no longer respond, and
instead, internal functions have been added to only allow disposal from
Dalamud.

* Cleanup

* Postmerge fixes

* More explanation on RunOnFrameworkThread(ClearHooks)

* Mark ReliableFileStorage public ctor obsolete

---------

Co-authored-by: goat <16760685+goaaats@users.noreply.github.com>
2024-03-16 15:58:05 +00:00

59 lines
1.9 KiB
C#

using System;
using System.Net.Sockets;
using System.Runtime.InteropServices;
using Dalamud.Hooking;
namespace Dalamud.Game.Network.Internal;
/// <summary>
/// This class enables TCP optimizations in the game socket for better performance.
/// </summary>
[ServiceManager.EarlyLoadedService]
internal sealed class WinSockHandlers : IInternalDisposableService
{
private Hook<SocketDelegate> ws2SocketHook;
[ServiceManager.ServiceConstructor]
private WinSockHandlers()
{
this.ws2SocketHook = Hook<SocketDelegate>.FromImport(null, "ws2_32.dll", "socket", 23, this.OnSocket);
this.ws2SocketHook?.Enable();
}
[UnmanagedFunctionPointer(CallingConvention.Winapi)]
private delegate IntPtr SocketDelegate(int af, int type, int protocol);
/// <summary>
/// Disposes of managed and unmanaged resources.
/// </summary>
void IInternalDisposableService.DisposeService()
{
this.ws2SocketHook?.Dispose();
}
private IntPtr OnSocket(int af, int type, int protocol)
{
var socket = this.ws2SocketHook.Original(af, type, protocol);
// IPPROTO_TCP
if (type == 1)
{
// INVALID_SOCKET
if (socket != new IntPtr(-1))
{
// In case you're not aware of it: (albeit you should)
// https://linux.die.net/man/7/tcp
// https://assets.extrahop.com/whitepapers/TCP-Optimization-Guide-by-ExtraHop.pdf
var value = new IntPtr(1);
_ = NativeFunctions.SetSockOpt(socket, SocketOptionLevel.Tcp, SocketOptionName.NoDelay, ref value, 4);
// Enable tcp_quickack option. This option is undocumented in MSDN but it is supported in Windows 7 and onwards.
value = new IntPtr(1);
_ = NativeFunctions.SetSockOpt(socket, SocketOptionLevel.Tcp, SocketOptionName.AddMembership, ref value, 4);
}
}
return socket;
}
}