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- /*
- * Copyright (c) 2006, Clutch, Inc.
- * Original Author: Jeff Cesnik
- * All rights reserved.
- *
- * - Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *
- * - Redistributions of source code must retain the above copyright notice, this
- * list of conditions and the following disclaimer.
- * - Neither the name of the openmetaverse.org nor the names
- * of its contributors may be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
- * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
- * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
- * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
- * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
- * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
- * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Net;
- using System.Net.Sockets;
- using System.Threading;
- using log4net;
- namespace OpenMetaverse
- {
- /// <summary>
- /// Base UDP server
- /// </summary>
- public abstract class OpenSimUDPBase
- {
- private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// This method is called when an incoming packet is received
- /// </summary>
- /// <param name="buffer">Incoming packet buffer</param>
- protected abstract void PacketReceived(UDPPacketBuffer buffer);
- /// <summary>UDP port to bind to in server mode</summary>
- protected int m_udpPort;
- /// <summary>Local IP address to bind to in server mode</summary>
- protected IPAddress m_localBindAddress;
- /// <summary>UDP socket, used in either client or server mode</summary>
- private Socket m_udpSocket;
- /// <summary>Flag to process packets asynchronously or synchronously</summary>
- private bool m_asyncPacketHandling;
- /// <summary>The all important shutdown flag</summary>
- private volatile bool m_shutdownFlag = true;
- /// <summary>Returns true if the server is currently listening, otherwise false</summary>
- public bool IsRunning { get { return !m_shutdownFlag; } }
- /// <summary>
- /// Default constructor
- /// </summary>
- /// <param name="bindAddress">Local IP address to bind the server to</param>
- /// <param name="port">Port to listening for incoming UDP packets on</param>
- public OpenSimUDPBase(IPAddress bindAddress, int port)
- {
- m_localBindAddress = bindAddress;
- m_udpPort = port;
- }
- /// <summary>
- /// Start the UDP server
- /// </summary>
- /// <param name="recvBufferSize">The size of the receive buffer for
- /// the UDP socket. This value is passed up to the operating system
- /// and used in the system networking stack. Use zero to leave this
- /// value as the default</param>
- /// <param name="asyncPacketHandling">Set this to true to start
- /// receiving more packets while current packet handler callbacks are
- /// still running. Setting this to false will complete each packet
- /// callback before the next packet is processed</param>
- /// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
- /// on the socket to get newer versions of Windows to behave in a sane
- /// manner (not throwing an exception when the remote side resets the
- /// connection). This call is ignored on Mono where the flag is not
- /// necessary</remarks>
- public void Start(int recvBufferSize, bool asyncPacketHandling)
- {
- m_asyncPacketHandling = asyncPacketHandling;
- if (m_shutdownFlag)
- {
- const int SIO_UDP_CONNRESET = -1744830452;
- IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
- m_udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- try
- {
- // This udp socket flag is not supported under mono,
- // so we'll catch the exception and continue
- m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
- m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag set");
- }
- catch (SocketException)
- {
- m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
- }
- if (recvBufferSize != 0)
- m_udpSocket.ReceiveBufferSize = recvBufferSize;
- m_udpSocket.Bind(ipep);
- // we're not shutting down, we're starting up
- m_shutdownFlag = false;
- // kick off an async receive. The Start() method will return, the
- // actual receives will occur asynchronously and will be caught in
- // AsyncEndRecieve().
- AsyncBeginReceive();
- }
- }
- /// <summary>
- /// Stops the UDP server
- /// </summary>
- public void Stop()
- {
- if (!m_shutdownFlag)
- {
- // wait indefinitely for a writer lock. Once this is called, the .NET runtime
- // will deny any more reader locks, in effect blocking all other send/receive
- // threads. Once we have the lock, we set shutdownFlag to inform the other
- // threads that the socket is closed.
- m_shutdownFlag = true;
- m_udpSocket.Close();
- }
- }
- private void AsyncBeginReceive()
- {
- // allocate a packet buffer
- //WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
- UDPPacketBuffer buf = new UDPPacketBuffer();
- if (!m_shutdownFlag)
- {
- try
- {
- // kick off an async read
- m_udpSocket.BeginReceiveFrom(
- //wrappedBuffer.Instance.Data,
- buf.Data,
- 0,
- UDPPacketBuffer.BUFFER_SIZE,
- SocketFlags.None,
- ref buf.RemoteEndPoint,
- AsyncEndReceive,
- //wrappedBuffer);
- buf);
- }
- catch (SocketException e)
- {
- if (e.SocketErrorCode == SocketError.ConnectionReset)
- {
- m_log.Warn("[UDPBASE]: SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + m_udpPort);
- bool salvaged = false;
- while (!salvaged)
- {
- try
- {
- m_udpSocket.BeginReceiveFrom(
- //wrappedBuffer.Instance.Data,
- buf.Data,
- 0,
- UDPPacketBuffer.BUFFER_SIZE,
- SocketFlags.None,
- ref buf.RemoteEndPoint,
- AsyncEndReceive,
- //wrappedBuffer);
- buf);
- salvaged = true;
- }
- catch (SocketException) { }
- catch (ObjectDisposedException) { return; }
- }
- m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort);
- }
- }
- catch (ObjectDisposedException) { }
- }
- }
- private void AsyncEndReceive(IAsyncResult iar)
- {
- // Asynchronous receive operations will complete here through the call
- // to AsyncBeginReceive
- if (!m_shutdownFlag)
- {
- // Asynchronous mode will start another receive before the
- // callback for this packet is even fired. Very parallel :-)
- if (m_asyncPacketHandling)
- AsyncBeginReceive();
- // get the buffer that was created in AsyncBeginReceive
- // this is the received data
- //WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
- //UDPPacketBuffer buffer = wrappedBuffer.Instance;
- UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
- try
- {
- // get the length of data actually read from the socket, store it with the
- // buffer
- buffer.DataLength = m_udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
- // call the abstract method PacketReceived(), passing the buffer that
- // has just been filled from the socket read.
- PacketReceived(buffer);
- }
- catch (SocketException) { }
- catch (ObjectDisposedException) { }
- finally
- {
- //wrappedBuffer.Dispose();
- // Synchronous mode waits until the packet callback completes
- // before starting the receive to fetch another packet
- if (!m_asyncPacketHandling)
- AsyncBeginReceive();
- }
- }
- }
- public void AsyncBeginSend(UDPPacketBuffer buf)
- {
- if (!m_shutdownFlag)
- {
- try
- {
- m_udpSocket.BeginSendTo(
- buf.Data,
- 0,
- buf.DataLength,
- SocketFlags.None,
- buf.RemoteEndPoint,
- AsyncEndSend,
- buf);
- }
- catch (SocketException) { }
- catch (ObjectDisposedException) { }
- }
- }
- void AsyncEndSend(IAsyncResult result)
- {
- try
- {
- // UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
- m_udpSocket.EndSendTo(result);
- }
- catch (SocketException) { }
- catch (ObjectDisposedException) { }
- }
- }
- }
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