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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;
- using OpenSim.Framework;
- using OpenSim.Framework.Monitoring;
- 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>
- public 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>
- /// Are we to use object pool(s) to reduce memory churn when receiving data?
- /// </summary>
- public bool UsePools { get; protected set; }
- /// <summary>
- /// Pool to use for handling data. May be null if UsePools = false;
- /// </summary>
- protected OpenSim.Framework.Pool<UDPPacketBuffer> Pool { get; private set; }
- /// <summary>Returns true if the server is currently listening for inbound packets, otherwise false</summary>
- public bool IsRunningInbound { get; private set; }
- /// <summary>Returns true if the server is currently sending outbound packets, otherwise false</summary>
- /// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
- public bool IsRunningOutbound { get; private set; }
- /// <summary>
- /// Number of UDP receives.
- /// </summary>
- public int UdpReceives { get; private set; }
- /// <summary>
- /// Number of UDP sends
- /// </summary>
- public int UdpSends { get; private set; }
- /// <summary>
- /// Number of receives over which to establish a receive time average.
- /// </summary>
- private readonly static int s_receiveTimeSamples = 500;
- /// <summary>
- /// Current number of samples taken to establish a receive time average.
- /// </summary>
- private int m_currentReceiveTimeSamples;
- /// <summary>
- /// Cumulative receive time for the sample so far.
- /// </summary>
- private int m_receiveTicksInCurrentSamplePeriod;
- /// <summary>
- /// The average time taken for each require receive in the last sample.
- /// </summary>
- public float AverageReceiveTicksForLastSamplePeriod { get; private set; }
- public int Port
- {
- get { return m_udpPort; }
- }
- #region PacketDropDebugging
- /// <summary>
- /// For debugging purposes only... random number generator for dropping
- /// outbound packets.
- /// </summary>
- private Random m_dropRandomGenerator = new Random();
- /// <summary>
- /// For debugging purposes only... parameters for a simplified
- /// model of packet loss with bursts, overall drop rate should
- /// be roughly 1 - m_dropLengthProbability / (m_dropProbabiliy + m_dropLengthProbability)
- /// which is about 1% for parameters 0.0015 and 0.15
- /// </summary>
- private double m_dropProbability = 0.0030;
- private double m_dropLengthProbability = 0.15;
- private bool m_dropState = false;
- /// <summary>
- /// For debugging purposes only... parameters to control the time
- /// duration over which packet loss bursts can occur, if no packets
- /// have been sent for m_dropResetTicks milliseconds, then reset the
- /// state of the packet dropper to its default.
- /// </summary>
- private int m_dropLastTick = 0;
- private int m_dropResetTicks = 500;
- /// <summary>
- /// Debugging code used to simulate dropped packets with bursts
- /// </summary>
- private bool DropOutgoingPacket()
- {
- double rnum = m_dropRandomGenerator.NextDouble();
- // if the connection has been idle for awhile (more than m_dropResetTicks) then
- // reset the state to the default state, don't continue a burst
- int curtick = Util.EnvironmentTickCount();
- if (Util.EnvironmentTickCountSubtract(curtick, m_dropLastTick) > m_dropResetTicks)
- m_dropState = false;
- m_dropLastTick = curtick;
- // if we are dropping packets, then the probability of dropping
- // this packet is the probability that we stay in the burst
- if (m_dropState)
- {
- m_dropState = (rnum < (1.0 - m_dropLengthProbability)) ? true : false;
- }
- else
- {
- m_dropState = (rnum < m_dropProbability) ? true : false;
- }
- return m_dropState;
- }
- #endregion PacketDropDebugging
- /// <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>
- /// /// <param name="usePool">Are we to use an object pool to get objects for handing inbound data?</param>
- public OpenSimUDPBase(IPAddress bindAddress, int port)
- {
- m_localBindAddress = bindAddress;
- m_udpPort = port;
- // for debugging purposes only, initializes the random number generator
- // used for simulating packet loss
- // m_dropRandomGenerator = new Random();
- }
- ~OpenSimUDPBase()
- {
- if(m_udpSocket !=null)
- try { m_udpSocket.Close(); } catch { }
- }
- /// <summary>
- /// Start inbound UDP packet handling.
- /// </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 virtual void StartInbound(int recvBufferSize)
- {
- if (!IsRunningInbound)
- {
- m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop");
- 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
- {
- if (m_udpSocket.Ttl < 128)
- {
- m_udpSocket.Ttl = 128;
- }
- }
- catch (SocketException)
- {
- m_log.Debug("[UDPBASE]: Failed to increase default TTL");
- }
- try
- {
- // This udp socket flag is not supported under mono,
- // so we'll catch the exception and continue
- // Try does not protect some mono versions on mac
- if(Util.IsWindows())
- {
- m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
- m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag set");
- }
- else
- {
- m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
- }
- }
- catch
- {
- m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
- }
- // On at least Mono 3.2.8, multiple UDP sockets can bind to the same port by default. At the moment
- // we never want two regions to listen on the same port as they cannot demultiplex each other's messages,
- // leading to a confusing bug.
- // By default, Windows does not allow two sockets to bind to the same port.
- //
- // Unfortunately, this also causes a crashed sim to leave the socket in a state
- // where it appears to be in use but is really just hung from the old process
- // crashing rather than closing it. While this protects agains misconfiguration,
- // allowing crashed sims to be started up again right away, rather than having to
- // wait 2 minutes for the socket to clear is more valuable. Commented 12/13/2016
- // m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false);
- if (recvBufferSize != 0)
- m_udpSocket.ReceiveBufferSize = recvBufferSize;
- m_udpSocket.Bind(ipep);
- if (m_udpPort == 0)
- m_udpPort = ((IPEndPoint)m_udpSocket.LocalEndPoint).Port;
- IsRunningInbound = true;
- // kick off an async receive. The Start() method will return, the
- // actual receives will occur asynchronously and will be caught in
- // AsyncEndRecieve().
- AsyncBeginReceive();
- }
- }
- /// <summary>
- /// Start outbound UDP packet handling.
- /// </summary>
- public virtual void StartOutbound()
- {
- m_log.DebugFormat("[UDPBASE]: Starting outbound UDP loop");
- IsRunningOutbound = true;
- }
- public virtual void StopInbound()
- {
- if (IsRunningInbound)
- {
- m_log.DebugFormat("[UDPBASE]: Stopping inbound UDP loop");
- IsRunningInbound = false;
- m_udpSocket.Close();
- }
- }
- public virtual void StopOutbound()
- {
- m_log.DebugFormat("[UDPBASE]: Stopping outbound UDP loop");
- IsRunningOutbound = false;
- }
- public virtual bool EnablePools()
- {
- if (!UsePools)
- {
- Pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
- UsePools = true;
- return true;
- }
- return false;
- }
- public virtual bool DisablePools()
- {
- if (UsePools)
- {
- UsePools = false;
- // We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
- return true;
- }
- return false;
- }
- private void AsyncBeginReceive()
- {
- UDPPacketBuffer buf;
- // FIXME: Disabled for now as this causes issues with reused packet objects interfering with each other
- // on Windows with m_asyncPacketHandling = true, though this has not been seen on Linux.
- // Possibly some unexpected issue with fetching UDP data concurrently with multiple threads. Requires more investigation.
- // if (UsePools)
- // buf = Pool.GetObject();
- // else
- buf = new UDPPacketBuffer();
- if (IsRunningInbound)
- {
- 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 e)
- {
- m_log.Error(
- string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e);
- }
- catch (Exception e)
- {
- m_log.Error(
- string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e);
- }
- }
- }
- private void AsyncEndReceive(IAsyncResult iar)
- {
- // Asynchronous receive operations will complete here through the call
- // to AsyncBeginReceive
- if (IsRunningInbound)
- {
- UdpReceives++;
-
- try
- {
- // get the buffer that was created in AsyncBeginReceive
- // this is the received data
- UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
- int startTick = Util.EnvironmentTickCount();
- // 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);
- // If more than one thread can be calling AsyncEndReceive() at once (e.g. if m_asyncPacketHandler)
- // then a particular stat may be inaccurate due to a race condition. We won't worry about this
- // since this should be rare and won't cause a runtime problem.
- if (m_currentReceiveTimeSamples >= s_receiveTimeSamples)
- {
- AverageReceiveTicksForLastSamplePeriod
- = (float)m_receiveTicksInCurrentSamplePeriod / s_receiveTimeSamples;
- m_receiveTicksInCurrentSamplePeriod = 0;
- m_currentReceiveTimeSamples = 0;
- }
- else
- {
- m_receiveTicksInCurrentSamplePeriod += Util.EnvironmentTickCountSubtract(startTick);
- m_currentReceiveTimeSamples++;
- }
- }
- catch (SocketException se)
- {
- m_log.Error(
- string.Format(
- "[UDPBASE]: Error processing UDP end receive {0}, socket error code {1}. Exception ",
- UdpReceives, se.ErrorCode),
- se);
- }
- catch (ObjectDisposedException e)
- {
- m_log.Error(
- string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e);
- }
- catch (Exception e)
- {
- m_log.Error(
- string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e);
- }
- finally
- {
- // if (UsePools)
- // Pool.ReturnObject(buffer);
- AsyncBeginReceive();
- }
- }
- }
- public void AsyncBeginSend(UDPPacketBuffer buf)
- {
- // if (IsRunningOutbound)
- // {
- // This is strictly for debugging purposes to simulate dropped
- // packets when testing throttles & retransmission code
- // if (DropOutgoingPacket())
- // return;
- 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);
- UdpSends++;
- }
- catch (SocketException) { }
- catch (ObjectDisposedException) { }
- }
- public void SyncSend(UDPPacketBuffer buf)
- {
- try
- {
- m_udpSocket.SendTo(
- buf.Data,
- 0,
- buf.DataLength,
- SocketFlags.None,
- buf.RemoteEndPoint
- );
- UdpSends++;
- }
- catch (SocketException e)
- {
- m_log.Warn("[UDPBASE]: sync send SocketException {0} " + e.Message);
- }
- catch (ObjectDisposedException) { }
- }
- }
- }
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