/*
* 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 OpenSimulator 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.Generic;
using System.Net;
using System.Net.Sockets;
using Nini.Config;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.ClientStack.LindenUDP;
namespace OpenSim.Tests.Common
{
///
/// This class enables regression testing of the LLUDPServer by allowing us to intercept outgoing data.
///
public class TestLLUDPServer : LLUDPServer
{
public List PacketsSent { get; private set; }
public TestLLUDPServer(IPAddress listenIP, uint port, int proxyPortOffsetParm, IConfigSource configSource, AgentCircuitManager circuitManager)
: base(listenIP, port, proxyPortOffsetParm, configSource, circuitManager)
{
PacketsSent = new List();
}
public override void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
{
PacketsSent.Add(ack);
}
public override void SendPacket(
LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
{
PacketsSent.Add(packet);
}
public void ClientOutgoingPacketHandler(IClientAPI client, bool resendUnacked, bool sendAcks, bool sendPing)
{
m_resendUnacked = resendUnacked;
m_sendAcks = sendAcks;
m_sendPing = sendPing;
ClientOutgoingPacketHandler(client);
}
//// ///
//// /// The chunks of data to pass to the LLUDPServer when it calls EndReceive
//// ///
//// protected Queue m_chunksToLoad = new Queue();
//
//// protected override void BeginReceive()
//// {
//// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
//// {
//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
//// reusedEpSender = tuple.Sender;
//// throw new SocketException();
//// }
//// }
//
//// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
//// {
//// numBytes = 0;
////
//// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
////
//// if (m_chunksToLoad.Count <= 0)
//// return false;
////
//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
//// RecvBuffer = tuple.Data;
//// numBytes = tuple.Data.Length;
//// epSender = tuple.Sender;
////
//// return true;
//// }
//
//// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
//// {
//// // Don't do anything just yet
//// }
//
// ///
// /// Signal that this chunk should throw an exception on Socket.BeginReceive()
// ///
// ///
// public void LoadReceiveWithBeginException(EndPoint epSender)
// {
// ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
// tuple.BeginReceiveException = true;
// m_chunksToLoad.Enqueue(tuple);
// }
//
// ///
// /// Load some data to be received by the LLUDPServer on the next receive call
// ///
// ///
// ///
// public void LoadReceive(byte[] data, EndPoint epSender)
// {
// m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
// }
//
// ///
// /// Load a packet to be received by the LLUDPServer on the next receive call
// ///
// ///
// public void LoadReceive(Packet packet, EndPoint epSender)
// {
// LoadReceive(packet.ToBytes(), epSender);
// }
//
// ///
// /// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
// ///
// ///
// public void ReceiveData(IAsyncResult result)
// {
// // Doesn't work the same way anymore
//// while (m_chunksToLoad.Count > 0)
//// OnReceivedData(result);
// }
}
///
/// Record the data and sender tuple
///
public class ChunkSenderTuple
{
public byte[] Data;
public EndPoint Sender;
public bool BeginReceiveException;
public ChunkSenderTuple(byte[] data, EndPoint sender)
{
Data = data;
Sender = sender;
}
public ChunkSenderTuple(EndPoint sender)
{
Sender = sender;
}
}
}