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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 libsecondlife.Packets;
- using OpenSim.Framework;
- using OpenSim.Framework.Communications.Cache;
- using OpenSim.Framework.Console;
- namespace OpenSim.Region.ClientStack
- {
- public class UDPServer : ClientStackNetworkHandler
- {
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
- public Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
- public Socket Server;
- protected IPEndPoint ServerIncoming;
- protected byte[] RecvBuffer = new byte[4096];
- protected byte[] ZeroBuffer = new byte[8192];
- protected IPEndPoint ipeSender;
- protected EndPoint epSender;
- protected AsyncCallback ReceivedData;
- protected PacketServer m_packetServer;
- protected ulong m_regionHandle;
- 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 PacketServer PacketServer
- {
- get { return m_packetServer; }
- set { m_packetServer = value; }
- }
- public IScene LocalScene
- {
- set
- {
- m_localScene = value;
- m_packetServer.LocalScene = m_localScene;
- m_regionHandle = m_localScene.RegionInfo.RegionHandle;
- }
- }
- public ulong RegionHandle
- {
- get { return m_regionHandle; }
- }
- public UDPServer()
- {
- }
- public UDPServer(IPAddress _listenIP, ref uint port, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
- {
- listenIP = _listenIP;
- listenPort = port;
- 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 = listenPort;
- }
- protected virtual void CreatePacketServer()
- {
- PacketServer packetServer = new PacketServer(this);
- }
- protected virtual void OnReceivedData(IAsyncResult result)
- {
- ipeSender = new IPEndPoint(listenIP, 0);
- epSender = (EndPoint) ipeSender;
- Packet packet = null;
- int numBytes = 1;
- try
- {
- numBytes = Server.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
- {
- Server.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
- {
- Server.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
- {
- Server.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());
- }
- //return;
- }
- int packetEnd = numBytes - 1;
- try
- {
- packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
-
- }
- catch (Exception e)
- {
- m_log.Debug("[UDPSERVER]: " + e.ToString());
- }
- try
- {
- Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
- }
- catch (SocketException e4)
- {
- try
- {
- CloseEndPoint(epSender);
- }
- catch (Exception a)
- {
- m_log.Info("[UDPSERVER]: " + a.ToString());
- }
- try
- {
- Server.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());
- }
- }
- 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);
- }
- else
- {
- // invalid client
- //CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now
- //m_log.Warn("[UDPSERVER]: Got a packet from an invalid client - " + packet.ToString());
- }
- }
- catch (Exception ex)
- {
- 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());
- Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
- ReceivedData, null);
- }
- }
- }
-
- }
- private void CloseEndPoint(EndPoint sender)
- {
- uint circuit;
- if (clientCircuits.TryGetValue(sender, out circuit))
- {
- m_packetServer.CloseCircuit(circuit);
- }
- }
- protected virtual void AddNewClient(Packet packet)
- {
- UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
- lock (clientCircuits)
- {
- clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
- }
- lock (clientCircuits_reverse)
- {
- if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
- clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
- }
- PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass);
- }
- public void ServerListener()
- {
- uint newPort = listenPort;
- for (uint i = 0; i < 20; i++)
- {
- newPort = listenPort + i;
- m_log.Info("[SERVER]: Opening UDP socket on " + listenIP.ToString() + " " + newPort + ".");// Allow alternate ports: " + Allow_Alternate_Port.ToString());
- try
- {
- ServerIncoming = new IPEndPoint(listenIP, (int) newPort);
- Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
- Server.Bind(ServerIncoming);
- listenPort = newPort;
- break;
- }
- catch (Exception ex)
- {
- // We are not looking for alternate ports?
- //if (!Allow_Alternate_Port)
- throw (ex);
- // We are looking for alternate ports!
- m_log.Info("[SERVER]: UDP socket on " + listenIP.ToString() + " " + listenPort.ToString() + " is not available, trying next.");
- }
- System.Threading.Thread.Sleep(100); // Wait before we retry socket
- }
- m_log.Info("[SERVER]: UDP socket bound, getting ready to listen");
- ipeSender = new IPEndPoint(listenIP, 0);
- epSender = (EndPoint) ipeSender;
- ReceivedData = new AsyncCallback(OnReceivedData);
- Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
- m_log.Info("[SERVER]: Listening on port " + newPort);
- }
- public virtual void RegisterPacketServer(PacketServer 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;
- if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
- {
- //we found the endpoint so send the packet to it
- Server.SendTo(buffer, size, flags, sendto);
- }
- }
- public virtual void RemoveClientCircuit(uint circuitcode)
- {
- EndPoint sendto = null;
- if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
- {
- clientCircuits.Remove(sendto);
- clientCircuits_reverse.Remove(circuitcode);
- }
- }
- }
- }
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