2007-06-05 20:25:03 +00:00
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/*
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* Copyright (c) Contributors, http://www.openmetaverse.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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2007-05-19 14:08:58 +00:00
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using System;
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using System.Text;
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using System.IO;
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using System.Threading;
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using System.Net;
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using System.Net.Sockets;
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using System.Timers;
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using System.Reflection;
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using System.Collections;
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using System.Collections.Generic;
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using libsecondlife;
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using libsecondlife.Packets;
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namespace OpenSim.Servers
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{
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public class UDPServerBase
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{
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public Socket Server;
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protected IPEndPoint ServerIncoming;
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protected byte[] RecvBuffer = new byte[4096];
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protected byte[] ZeroBuffer = new byte[8192];
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protected IPEndPoint ipeSender;
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protected EndPoint epSender;
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protected AsyncCallback ReceivedData;
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protected int listenPort;
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2007-05-19 18:32:01 +00:00
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public UDPServerBase(int port)
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2007-05-19 14:08:58 +00:00
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{
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2007-05-19 18:32:01 +00:00
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listenPort = port;
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2007-05-19 14:08:58 +00:00
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}
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protected virtual void OnReceivedData(IAsyncResult result)
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{
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ipeSender = new IPEndPoint(IPAddress.Any, 0);
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epSender = (EndPoint)ipeSender;
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Packet packet = null;
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int numBytes = Server.EndReceiveFrom(result, ref epSender);
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int packetEnd = numBytes - 1;
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packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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}
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protected virtual void AddNewClient(Packet packet)
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{
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}
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2007-05-19 14:34:44 +00:00
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public virtual void ServerListener()
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2007-05-19 14:08:58 +00:00
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{
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ServerIncoming = new IPEndPoint(IPAddress.Any, listenPort);
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Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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2007-06-14 14:36:40 +00:00
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/// Add this new socket to the list of sockets that was opened by the application. When the application
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/// closes, either gracefully or not, all sockets can be cleaned up. Right now I am not aware of any method
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/// to get all of the sockets for a process within .NET, but if so, this process can be refactored, as
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/// socket registration would not be neccessary.
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SocketRegistry.Register(Server);
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2007-05-19 14:08:58 +00:00
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Server.Bind(ServerIncoming);
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ipeSender = new IPEndPoint(IPAddress.Any, 0);
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epSender = (EndPoint)ipeSender;
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ReceivedData = new AsyncCallback(this.OnReceivedData);
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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}
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public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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{
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}
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}
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}
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2007-06-14 14:36:40 +00:00
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