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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 log4net;
- using Nini.Config;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.ClientStack.LindenUDP
- {
- /// <summary>
- /// This class handles the initial UDP circuit setup with a client and passes on subsequent packets to the LLPacketServer
- /// </summary>
- public class LLUDPServer : ILLClientStackNetworkHandler, IClientNetworkServer
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <value>
- /// The client circuits established with this UDP server. If a client exists here we can also assume that
- /// it is populated in clientCircuits_reverse and proxyCircuits (if relevant)
- /// </value>
- protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
- 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];
- /// <value>
- /// This is an endpoint that is reused where we don't need to protect the information from potentially
- /// being stomped on by other threads.
- /// </value>
- protected EndPoint reusedEpSender = new IPEndPoint(IPAddress.Any, 0);
-
- 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 IAssetCache m_assetCache;
- /// <value>
- /// Manages authentication for agent circuits
- /// </value>
- protected AgentCircuitManager m_circuitManager;
- 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.RegionHandle == m_location.RegionHandle;
- return x == m_location;
- }
- public void AddScene(IScene 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, IConfigSource configSource,
- IAssetCache assetCache, AgentCircuitManager authenticateClass)
- {
- Initialise(_listenIP, ref port, proxyPortOffset, allow_alternate_port, configSource, assetCache, authenticateClass);
- }
- /// <summary>
- /// Initialize the server
- /// </summary>
- /// <param name="_listenIP"></param>
- /// <param name="port"></param>
- /// <param name="proxyPortOffsetParm"></param>
- /// <param name="allow_alternate_port"></param>
- /// <param name="configSource"></param>
- /// <param name="assetCache"></param>
- /// <param name="circuitManager"></param>
- public void Initialise(
- IPAddress _listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource,
- IAssetCache assetCache, AgentCircuitManager circuitManager)
- {
- ClientStackUserSettings userSettings = new ClientStackUserSettings();
-
- IConfig config = configSource.Configs["ClientStack.LindenUDP"];
-
- if (config != null)
- {
- if (config.Contains("client_throttle_multiplier"))
- userSettings.ClientThrottleMultipler = config.GetFloat("client_throttle_multiplier");
- }
-
- m_log.DebugFormat("[CLIENT]: client_throttle_multiplier = {0}", userSettings.ClientThrottleMultipler);
-
- proxyPortOffset = proxyPortOffsetParm;
- listenPort = (uint) (port + proxyPortOffsetParm);
- listenIP = _listenIP;
- Allow_Alternate_Port = allow_alternate_port;
- m_assetCache = assetCache;
- m_circuitManager = circuitManager;
- CreatePacketServer(userSettings);
- // 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 - proxyPortOffsetParm);
- }
- protected virtual void CreatePacketServer(ClientStackUserSettings userSettings)
- {
- new LLPacketServer(this, userSettings);
- }
- /// <summary>
- /// This method is called every time that we receive new UDP data.
- /// </summary>
- /// <param name="result"></param>
- protected virtual void OnReceivedData(IAsyncResult result)
- {
- Packet packet = null;
- int numBytes = 1;
- EndPoint epSender = new IPEndPoint(IPAddress.Any, 0);
- if (EndReceive(out numBytes, result, ref epSender))
- {
- // Make sure we are getting zeroes when running off the
- // end of grab / degrab packets from old clients
- Array.Clear(RecvBuffer, numBytes, RecvBuffer.Length - numBytes);
- int packetEnd = numBytes - 1;
- if (proxyPortOffset != 0) packetEnd -= 6;
- try
- {
- packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
- }
- catch (MalformedDataException e)
- {
- m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to MalformedDataException: {0}", e.StackTrace);
- }
- catch (IndexOutOfRangeException e)
- {
- m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to IndexOutOfRangeException: {0}", e.StackTrace);
- }
- catch (Exception e)
- {
- m_log.Debug("[CLIENT]: " + e);
- }
- }
-
- EndPoint epProxy = null;
- if (proxyPortOffset != 0)
- {
- // If we've received a use circuit packet, then we need to decode an endpoint proxy, if one exists,
- // before allowing the RecvBuffer to be overwritten by the next packet.
- if (packet != null && packet.Type == PacketType.UseCircuitCode)
- {
- epProxy = epSender;
- }
- // Now decode the message from the proxy server
- epSender = ProxyCodec.DecodeProxyMessage(RecvBuffer, ref numBytes);
- }
- BeginRobustReceive();
- if (packet != null)
- {
- if (packet.Type == PacketType.UseCircuitCode)
- AddNewClient((UseCircuitCodePacket)packet, epSender, epProxy);
- else
- ProcessInPacket(packet, epSender);
- }
- }
-
- /// <summary>
- /// Process a successfully received packet.
- /// </summary>
- /// <param name="packet"></param>
- /// <param name="epSender"></param>
- protected virtual void ProcessInPacket(Packet packet, EndPoint epSender)
- {
- try
- {
- // do we already have a circuit for this endpoint
- uint circuit;
- bool ret;
-
- lock (clientCircuits)
- {
- ret = clientCircuits.TryGetValue(epSender, out circuit);
- }
- if (ret)
- {
- //if so then send packet to the packetserver
- //m_log.DebugFormat(
- // "[UDPSERVER]: For circuit {0} {1} got packet {2}", circuit, epSender, packet.Type);
- m_packetServer.InPacket(circuit, packet);
- }
- }
- catch (Exception e)
- {
- m_log.Error("[CLIENT]: Exception in processing packet - ignoring: ", e);
- }
- }
-
- /// <summary>
- /// Begin an asynchronous receive of the next bit of raw data
- /// </summary>
- protected virtual void BeginReceive()
- {
- m_socket.BeginReceiveFrom(
- RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
- }
- /// <summary>
- /// Begin a robust asynchronous receive of the next bit of raw data. Robust means that SocketExceptions are
- /// automatically dealt with until the next set of valid UDP data is received.
- /// </summary>
- private void BeginRobustReceive()
- {
- try
- {
- BeginReceive();
- }
- catch (SocketException e)
- {
- // ENDLESS LOOP ON PURPOSE!
- // Reset connection and get next UDP packet off the buffer
- // If the UDP packet is part of the same stream, this will happen several hundreds of times before
- // the next set of UDP data is for a valid client.
- ResetServerEndPoint(e);
- }
- catch (ObjectDisposedException)
- {
- m_log.Info("[UDPSERVER]: UDP Object disposed. No need to worry about this if you're restarting the simulator.");
- }
- }
- /// <summary>
- /// Reset the server endpoint
- /// </summary>
- /// <param name="e">
- /// The exception that has triggered the reset. Can be null if there was no exception.
- /// </param>
- private void ResetServerEndPoint(Exception e)
- {
- try
- {
- CloseCircuit(e);
- }
- catch (Exception e2)
- {
- m_log.ErrorFormat(
- "[CLIENT]: Exception thrown when trying to close the circuit for {0} - {1}", reusedEpSender, e2);
- }
- // ENDLESS LOOP ON PURPOSE!
- // We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
- // The only way to do that is to BeginRobustReceive again!
- BeginRobustReceive();
- }
- /// <summary>
- /// Close a client circuit. This is done in response to an exception on receive, and should not be called
- /// normally.
- /// </summary>
- /// <param name="e">The exception that caused the close. Can be null if there was no exception</param>
- private void CloseCircuit(Exception e)
- {
- uint circuit;
- lock (clientCircuits)
- {
- if (clientCircuits.TryGetValue(reusedEpSender, out circuit))
- {
- m_packetServer.CloseCircuit(circuit);
-
- if (e != null)
- m_log.ErrorFormat(
- "[CLIENT]: Closed circuit {0} {1} due to exception {2}", circuit, reusedEpSender, e);
- }
- }
- }
-
- /// <summary>
- /// Finish the process of asynchronously receiving the next bit of raw data
- /// </summary>
- /// <param name="numBytes">The number of bytes received. Will return 0 if no bytes were recieved
- /// <param name="result"></param>
- /// <param name="epSender">The sender of the data</param>
- /// <returns></returns>
- protected virtual bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
- {
- bool hasReceivedOkay = false;
- numBytes = 0;
-
- try
- {
- numBytes = m_socket.EndReceiveFrom(result, ref epSender);
- hasReceivedOkay = true;
- }
- 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("[CLIENT]: Connection Error! - " + e.ToString());
- switch (e.SocketErrorCode)
- {
- case SocketError.AlreadyInProgress:
- return hasReceivedOkay;
- case SocketError.NetworkReset:
- case SocketError.ConnectionReset:
- break;
- default:
- throw;
- }
- }
- catch (ObjectDisposedException e)
- {
- m_log.DebugFormat("[CLIENT]: ObjectDisposedException: Object {0} disposed.", e.ObjectName);
- // Uhh, what object, and why? this needs better handling.
- }
-
- return hasReceivedOkay;
- }
- /// <summary>
- /// Add a new client circuit.
- /// </summary>
- /// <param name="packet"></param>
- /// <param name="epSender"></param>
- /// <param name="epProxy"></param>
- protected virtual void AddNewClient(UseCircuitCodePacket useCircuit, EndPoint epSender, EndPoint epProxy)
- {
- //Slave regions don't accept new clients
- if (m_localScene.Region_Status != RegionStatus.SlaveScene)
- {
- AuthenticateResponse sessionInfo;
- bool isNewCircuit = false;
-
- if (!m_packetServer.IsClientAuthorized(useCircuit, m_circuitManager, out sessionInfo))
- {
- m_log.WarnFormat(
- "[CONNECTION FAILURE]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
- useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code, epSender);
-
- return;
- }
-
- lock (clientCircuits)
- {
- if (!clientCircuits.ContainsKey(epSender))
- {
- clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
- isNewCircuit = true;
- }
- }
- if (isNewCircuit)
- {
- // This doesn't need locking as it's synchronized data
- clientCircuits_reverse[useCircuit.CircuitCode.Code] = epSender;
- lock (proxyCircuits)
- {
- proxyCircuits[useCircuit.CircuitCode.Code] = epProxy;
- }
-
- m_packetServer.AddNewClient(epSender, useCircuit, m_assetCache, sessionInfo, epProxy);
-
- //m_log.DebugFormat(
- // "[CONNECTION SUCCESS]: Incoming client {0} (circuit code {1}) received and authenticated for {2}",
- // useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code, m_localScene.RegionInfo.RegionName);
- }
- }
-
- // Ack the 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 = useCircuit.Header.Sequence;
- // ((useCircuit.Header.Sequence < uint.MaxValue) ? useCircuit.Header.Sequence : 0) is just a failsafe to ensure that we don't overflow.
- ack_it.Header.Sequence = ((useCircuit.Header.Sequence < uint.MaxValue) ? useCircuit.Header.Sequence : 0) + 1;
- ack_it.Header.Reliable = false;
- byte[] ackmsg = ack_it.ToBytes();
- // Need some extra space in case we need to add proxy
- // information to the message later
- byte[] msg = new byte[4096];
- Buffer.BlockCopy(ackmsg, 0, msg, 0, ackmsg.Length);
- SendPacketTo(msg, ackmsg.Length, SocketFlags.None, useCircuit.CircuitCode.Code);
- PacketPool.Instance.ReturnPacket(useCircuit);
- }
- public void ServerListener()
- {
- uint newPort = listenPort;
- m_log.Info("[UDPSERVER]: Opening UDP socket on " + listenIP + " " + 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("[UDPSERVER]: UDP socket bound, getting ready to listen");
- ReceivedData = OnReceivedData;
- BeginReceive();
- m_log.Info("[UDPSERVER]: 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;
- try
- {
- sendto = (EndPoint)clientCircuits_reverse[circuitcode];
- }
- catch
- {
- // Exceptions here mean there is no circuit
- m_log.Warn("[CLIENT]: 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());
- ProxyCodec.EncodeProxyMessage(buffer, ref size, sendto);
- m_socket.SendTo(buffer, size, flags, proxyCircuits[circuitcode]);
- }
- else
- {
- //MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo : client " + sendto.ToString());
- try
- {
- m_socket.SendTo(buffer, size, flags, sendto);
- }
- catch (SocketException SockE)
- {
- m_log.ErrorFormat("[UDPSERVER]: Caught Socket Error in the send buffer!. {0}",SockE.ToString());
- }
- }
- }
- }
- public virtual void RemoveClientCircuit(uint circuitcode)
- {
- EndPoint sendto;
- 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(
- "[CLIENT]: 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;
-
- AuthenticateResponse sessionInfo;
-
- if (!m_packetServer.IsClientAuthorized(useCircuit, m_circuitManager, out sessionInfo))
- {
- m_log.WarnFormat(
- "[CLIENT]: Restore request denied to avatar {0} connecting with unauthorized circuit code {1}",
- useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code);
-
- return;
- }
- lock (clientCircuits)
- {
- if (!clientCircuits.ContainsKey(userEP))
- clientCircuits.Add(userEP, useCircuit.CircuitCode.Code);
- else
- m_log.Error("[CLIENT]: clientCircuits already contains entry for user " + useCircuit.CircuitCode.Code + ". 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("[CLIENT]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code + ". 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);
- }
- }
- m_packetServer.AddNewClient(userEP, useCircuit, m_assetCache, sessionInfo, proxyEP);
- }
- }
- }
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