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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * 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.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project 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 DEVELOPERS ``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 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.Collections;
- using System.Collections.Generic;
- using System.Net;
- using System.Net.Sockets;
- using System.Reflection;
- using libsecondlife.Packets;
- using log4net;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Region.ClientStack.LindenUDP;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.ClientStack.LindenUDP
- {
- public class LLUDPServer : LLClientStackNetworkHandler, IClientNetworkServer
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
- //public Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
- public Hashtable clientCircuits_reverse = Hashtable.Synchronized(new Hashtable());
- protected Dictionary<uint, EndPoint> proxyCircuits = new Dictionary<uint, EndPoint>();
- private Socket m_socket;
- protected IPEndPoint ServerIncoming;
- protected byte[] RecvBuffer = new byte[4096];
- protected byte[] ZeroBuffer = new byte[8192];
- protected IPEndPoint ipeSender;
- protected EndPoint epSender;
- protected EndPoint epProxy;
- protected int proxyPortOffset;
- protected AsyncCallback ReceivedData;
- protected LLPacketServer m_packetServer;
- protected Location m_location;
- protected uint listenPort;
- protected bool Allow_Alternate_Port;
- protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
- protected IScene m_localScene;
- protected AssetCache m_assetCache;
- protected AgentCircuitManager m_authenticateSessionsClass;
- public LLPacketServer PacketServer
- {
- get { return m_packetServer; }
- set { m_packetServer = value; }
- }
- public IScene LocalScene
- {
- set
- {
- m_localScene = value;
- m_packetServer.LocalScene = m_localScene;
- m_location = new Location(m_localScene.RegionInfo.RegionHandle);
- }
- }
- public ulong RegionHandle
- {
- get { return m_location.RegionHandle; }
- }
- Socket IClientNetworkServer.Server
- {
- get { return m_socket; }
- }
- public bool HandlesRegion(Location x)
- {
- return x == m_location;
- }
- public void AddScene(Scene x)
- {
- LocalScene = x;
- }
- public void Start()
- {
- ServerListener();
- }
- public void Stop()
- {
- m_socket.Close();
- }
- public LLUDPServer()
- {
- }
- public LLUDPServer(IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
- {
- Initialise(_listenIP, ref port, proxyPortOffset, allow_alternate_port, assetCache, authenticateClass);
- }
- public void Initialise(IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
- {
- this.proxyPortOffset = proxyPortOffset;
- listenPort = (uint) (port + proxyPortOffset);
- listenIP = _listenIP;
- Allow_Alternate_Port = allow_alternate_port;
- m_assetCache = assetCache;
- m_authenticateSessionsClass = authenticateClass;
- CreatePacketServer();
- // Return new port
- // This because in Grid mode it is not really important what port the region listens to as long as it is correctly registered.
- // So the option allow_alternate_ports="true" was added to default.xml
- port = (uint)(listenPort - proxyPortOffset);
- }
- protected virtual void CreatePacketServer()
- {
- new LLPacketServer(this);
- }
- protected virtual void OnReceivedData(IAsyncResult result)
- {
- ipeSender = new IPEndPoint(listenIP, 0);
- epSender = (EndPoint) ipeSender;
- Packet packet = null;
- int numBytes = 1;
- try
- {
- numBytes = m_socket.EndReceiveFrom(result, ref epSender);
- }
- catch (SocketException e)
- {
- // TODO : Actually only handle those states that we have control over, re-throw everything else,
- // TODO: implement cases as we encounter them.
- //m_log.Error("[UDPSERVER]: Connection Error! - " + e.ToString());
- switch (e.SocketErrorCode)
- {
- case SocketError.AlreadyInProgress:
- case SocketError.NetworkReset:
- case SocketError.ConnectionReset:
- try
- {
- CloseEndPoint(epSender);
- }
- catch (Exception a)
- {
- m_log.Info("[UDPSERVER]: " + a.ToString());
- }
- try
- {
- m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
- ReceivedData, null);
- // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
- // so therefore.. we've got to tell the server to BeginReceiveFrom again.
- // This will happen over and over until we've gone through all packets
- // sent to and from this particular user.
- // Stupid I know..
- // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
- }
- catch (SocketException)
- {
- }
- break;
- default:
- try
- {
- CloseEndPoint(epSender);
- }
- catch (Exception)
- {
- //m_log.Info("[UDPSERVER]" + a.ToString());
- }
- try
- {
- m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
- ReceivedData, null);
- // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
- // so therefore.. we've got to tell the server to BeginReceiveFrom again.
- // This will happen over and over until we've gone through all packets
- // sent to and from this particular user.
- // Stupid I know..
- // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
- }
- catch (SocketException e2)
- {
- m_log.Error("[UDPSERVER]: " + e2.ToString());
- }
- // Here's some reference code! :D
- // Shutdown and restart the UDP listener! hehe
- // Shiny
- //Server.Shutdown(SocketShutdown.Both);
- //CloseEndPoint(epSender);
- //ServerListener();
- break;
- }
- //return;
- }
- catch (ObjectDisposedException e)
- {
- m_log.Debug("[UDPSERVER]: " + e.ToString());
- try
- {
- m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
- ReceivedData, null);
- // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
- // so therefore.. we've got to tell the server to BeginReceiveFrom again.
- // This will happen over and over until we've gone through all packets
- // sent to and from this particular user.
- // Stupid I know..
- // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
- }
- catch (SocketException e2)
- {
- m_log.Error("[UDPSERVER]: " + e2.ToString());
- }
- catch (ObjectDisposedException)
- {
- }
- //return;
- }
- //System.Console.WriteLine("UDPServer : recieved message from {0}", epSender.ToString());
- epProxy = epSender;
- if (proxyPortOffset != 0)
- {
- epSender = PacketPool.DecodeProxyMessage(RecvBuffer, ref numBytes);
- }
- int packetEnd = numBytes - 1;
- try
- {
- packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
- }
- catch (Exception e)
- {
- m_log.Debug("[UDPSERVER]: " + e.ToString());
- }
- try
- {
- m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
- }
- catch (SocketException)
- {
- try
- {
- CloseEndPoint(epSender);
- }
- catch (Exception a)
- {
- m_log.Info("[UDPSERVER]: " + a.ToString());
- }
- try
- {
- m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
- ReceivedData, null);
- // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
- // so therefore.. we've got to tell the server to BeginReceiveFrom again.
- // This will happen over and over until we've gone through all packets
- // sent to and from this particular user.
- // Stupid I know..
- // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
- }
- catch (SocketException e5)
- {
- m_log.Error("[UDPSERVER]: " + e5.ToString());
- }
- }
- catch (ObjectDisposedException)
- {
- }
- if (packet != null)
- {
- try
- {
- // do we already have a circuit for this endpoint
- uint circuit;
- bool ret = false;
- lock (clientCircuits)
- {
- ret = clientCircuits.TryGetValue(epSender, out circuit);
- }
- if (ret)
- {
- //if so then send packet to the packetserver
- //m_log.Warn("[UDPSERVER]: ALREADY HAVE Circuit!");
- m_packetServer.InPacket(circuit, packet);
- }
- else if (packet.Type == PacketType.UseCircuitCode)
- {
- // new client
- m_log.Debug("[UDPSERVER]: Adding New Client");
- AddNewClient(packet);
- UseCircuitCodePacket p = (UseCircuitCodePacket)packet;
- // Ack the first UseCircuitCode packet
- PacketAckPacket ack_it = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
- // TODO: don't create new blocks if recycling an old packet
- ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
- ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
- ack_it.Packets[0].ID = packet.Header.Sequence;
- ack_it.Header.Reliable = false;
- SendPacketTo(ack_it.ToBytes(),ack_it.ToBytes().Length,SocketFlags.None,p.CircuitCode.Code);
- }
- }
- catch (Exception)
- {
- m_log.Error("[UDPSERVER]: Exception in processing packet.");
- m_log.Debug("[UDPSERVER]: Adding New Client");
- try
- {
- AddNewClient(packet);
- }
- catch (Exception e3)
- {
- m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString());
- m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
- ReceivedData, null);
- }
- }
- }
- }
- private void CloseEndPoint(EndPoint sender)
- {
- uint circuit;
- lock (clientCircuits)
- {
- if (clientCircuits.TryGetValue(sender, out circuit))
- {
- m_packetServer.CloseCircuit(circuit);
- }
- }
- }
- protected virtual void AddNewClient(Packet packet)
- {
- //Slave regions don't accept new clients
- if (m_localScene.Region_Status != RegionStatus.SlaveScene)
- {
- UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
- lock (clientCircuits)
- {
- if (!clientCircuits.ContainsKey(epSender))
- clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
- else
- m_log.Error("[UDPSERVER]: clientCircuits already contans entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
- }
- // This doesn't need locking as it's synchronized data
- if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
- clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
- else
- m_log.Error("[UDPSERVER]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
- lock (proxyCircuits)
- {
- if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
- proxyCircuits.Add(useCircuit.CircuitCode.Code, epProxy);
- else
- m_log.Error("[UDPSERVER]: proxyCircuits already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
- }
- PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass, epProxy);
- }
- PacketPool.Instance.ReturnPacket(packet);
- }
- public void ServerListener()
- {
- uint newPort = listenPort;
- m_log.Info("[SERVER]: Opening UDP socket on " + listenIP.ToString() + " " + newPort + ".");
- ServerIncoming = new IPEndPoint(listenIP, (int)newPort);
- m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
- m_socket.Bind(ServerIncoming);
- // Add flags to the UDP socket to prevent "Socket forcibly closed by host"
- // uint IOC_IN = 0x80000000;
- // uint IOC_VENDOR = 0x18000000;
- // uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
- // TODO: this apparently works in .NET but not in Mono, need to sort out the right flags here.
- // m_socket.IOControl((int)SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
- listenPort = newPort;
- m_log.Info("[SERVER]: UDP socket bound, getting ready to listen");
- ipeSender = new IPEndPoint(listenIP, 0);
- epSender = (EndPoint)ipeSender;
- ReceivedData = new AsyncCallback(OnReceivedData);
- m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
- m_log.Info("[SERVER]: Listening on port " + newPort);
- }
- public virtual void RegisterPacketServer(LLPacketServer server)
- {
- m_packetServer = server;
- }
- public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
- //EndPoint packetSender)
- {
- // find the endpoint for this circuit
- EndPoint sendto = null;
- try {
- sendto = (EndPoint)clientCircuits_reverse[circuitcode];
- } catch {
- // Exceptions here mean there is no circuit
- m_log.Warn("Circuit not found, not sending packet");
- return;
- }
- if (sendto != null)
- {
- //we found the endpoint so send the packet to it
- if (proxyPortOffset != 0)
- {
- //MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo proxy " + proxyCircuits[circuitcode].ToString() + ": client " + sendto.ToString());
- PacketPool.EncodeProxyMessage(buffer, ref size, sendto);
- m_socket.SendTo(buffer, size, flags, proxyCircuits[circuitcode]);
- }
- else
- {
- //MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo : client " + sendto.ToString());
- m_socket.SendTo(buffer, size, flags, sendto);
- }
- }
- }
- public virtual void RemoveClientCircuit(uint circuitcode)
- {
- EndPoint sendto = null;
- if (clientCircuits_reverse.Contains(circuitcode))
- {
- sendto = (EndPoint)clientCircuits_reverse[circuitcode];
- clientCircuits_reverse.Remove(circuitcode);
-
- lock (clientCircuits)
- {
- if (sendto != null)
- {
- clientCircuits.Remove(sendto);
- }
- else
- {
- m_log.DebugFormat(
- "[UDPSERVER]: endpoint for circuit code {0} in RemoveClientCircuit() was unexpectedly null!", circuitcode);
- }
- }
- lock (proxyCircuits)
- {
- proxyCircuits.Remove(circuitcode);
- }
- }
- }
- public void RestoreClient(AgentCircuitData circuit, EndPoint userEP, EndPoint proxyEP)
- {
- //MainLog.Instance.Verbose("UDPSERVER", "RestoreClient");
- UseCircuitCodePacket useCircuit = new UseCircuitCodePacket();
- useCircuit.CircuitCode.Code = circuit.circuitcode;
- useCircuit.CircuitCode.ID = circuit.AgentID;
- useCircuit.CircuitCode.SessionID = circuit.SessionID;
- lock (clientCircuits)
- {
- if (!clientCircuits.ContainsKey(userEP))
- clientCircuits.Add(userEP, useCircuit.CircuitCode.Code);
- else
- m_log.Error("[UDPSERVER]: clientCircuits already contans entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
- }
- // This data structure is synchronized, so we don't need the lock
- if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
- clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, userEP);
- else
- m_log.Error("[UDPSERVER]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
- lock (proxyCircuits)
- {
- if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
- {
- proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
- }
- else
- {
- // re-set proxy endpoint
- proxyCircuits.Remove(useCircuit.CircuitCode.Code);
- proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
- }
- }
- PacketServer.AddNewClient(userEP, useCircuit, m_assetCache, m_authenticateSessionsClass, proxyEP);
- }
- }
- }
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