* Rex merge, rest of clientstack. Clean merge.
parent
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@ -1,139 +1,151 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.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
|
||||
* 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.
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||||
* * 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.
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||||
* * Neither the name of the OpenSim Project nor the
|
||||
* 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
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* 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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using System.Net;
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using System.Net.Sockets;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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namespace OpenSim.Region.ClientStack
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{
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public class PacketServer
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{
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private ClientStackNetworkHandler m_networkHandler;
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private IScene m_scene;
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//private readonly ClientManager m_clientManager = new ClientManager();
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//public ClientManager ClientManager
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//{
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// get { return m_clientManager; }
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//}
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public PacketServer(ClientStackNetworkHandler networkHandler)
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{
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m_networkHandler = networkHandler;
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m_networkHandler.RegisterPacketServer(this);
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}
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public IScene LocalScene
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{
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set { m_scene = value; }
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="circuitCode"></param>
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/// <param name="packet"></param>
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public virtual void InPacket(uint circuitCode, Packet packet)
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{
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m_scene.ClientManager.InPacket(circuitCode, packet);
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}
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protected virtual IClientAPI CreateNewClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack,
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ClientManager clientManager, IScene scene, AssetCache assetCache,
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PacketServer packServer, AgentCircuitManager authenSessions,
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LLUUID agentId, LLUUID sessionId, uint circuitCode)
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{
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return
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new ClientView(remoteEP, scene, assetCache, packServer, authenSessions, agentId, sessionId, circuitCode);
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}
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public virtual bool AddNewClient(EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache,
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AgentCircuitManager authenticateSessionsClass)
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{
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IClientAPI newuser;
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if (m_scene.ClientManager.TryGetClient(useCircuit.CircuitCode.Code, out newuser))
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{
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return false;
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}
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else
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{
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newuser = CreateNewClient(epSender, useCircuit, m_scene.ClientManager, m_scene, assetCache, this,
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authenticateSessionsClass, useCircuit.CircuitCode.ID,
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useCircuit.CircuitCode.SessionID, useCircuit.CircuitCode.Code);
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m_scene.ClientManager.Add(useCircuit.CircuitCode.Code, newuser);
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newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
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newuser.OnLogout += LogoutHandler;
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newuser.OnConnectionClosed += CloseClient;
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return true;
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}
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}
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public void LogoutHandler(IClientAPI client)
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{
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client.SendLogoutPacket();
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CloseClient(client);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="buffer"></param>
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/// <param name="size"></param>
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/// <param name="flags"></param>
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/// <param name="circuitcode"></param>
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public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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{
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m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="circuitcode"></param>
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public virtual void CloseCircuit(uint circuitcode)
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{
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m_networkHandler.RemoveClientCircuit(circuitcode);
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//m_scene.ClientManager.CloseAllAgents(circuitcode);
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}
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public virtual void CloseClient(IClientAPI client)
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{
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CloseCircuit(client.CircuitCode);
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client.Close(false);
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}
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}
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}
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/*
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* Copyright (c) Contributors, http://opensimulator.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
|
||||
* 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
|
||||
* 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;
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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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using System;
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using System.Net;
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using System.Net.Sockets;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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namespace OpenSim.Region.ClientStack
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{
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public class PacketServer
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{
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//private static readonly log4net.ILog m_log
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// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private ClientStackNetworkHandler m_networkHandler;
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private IScene m_scene;
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//private readonly ClientManager m_clientManager = new ClientManager();
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//public ClientManager ClientManager
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//{
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// get { return m_clientManager; }
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//}
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public PacketServer(ClientStackNetworkHandler networkHandler)
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{
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m_networkHandler = networkHandler;
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m_networkHandler.RegisterPacketServer(this);
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}
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public IScene LocalScene
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{
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set { m_scene = value; }
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="circuitCode"></param>
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/// <param name="packet"></param>
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public virtual void InPacket(uint circuitCode, Packet packet)
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{
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m_scene.ClientManager.InPacket(circuitCode, packet);
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}
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protected virtual IClientAPI CreateNewClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack,
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ClientManager clientManager, IScene scene, AssetCache assetCache,
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PacketServer packServer, AgentCircuitManager authenSessions,
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LLUUID agentId, LLUUID sessionId, uint circuitCode)
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{
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return
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new ClientView(remoteEP, scene, assetCache, packServer, authenSessions, agentId, sessionId, circuitCode);
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}
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public virtual bool AddNewClient(EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache,
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AgentCircuitManager authenticateSessionsClass)
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{
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IClientAPI newuser;
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if (m_scene.ClientManager.TryGetClient(useCircuit.CircuitCode.Code, out newuser))
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{
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return false;
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}
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else
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{
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newuser = CreateNewClient(epSender, useCircuit, m_scene.ClientManager, m_scene, assetCache, this,
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authenticateSessionsClass, useCircuit.CircuitCode.ID,
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useCircuit.CircuitCode.SessionID, useCircuit.CircuitCode.Code);
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m_scene.ClientManager.Add(useCircuit.CircuitCode.Code, newuser);
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newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
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newuser.OnLogout += LogoutHandler;
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newuser.OnConnectionClosed += CloseClient;
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return true;
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}
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}
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public void LogoutHandler(IClientAPI client)
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{
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client.SendLogoutPacket();
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CloseClient(client);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="buffer"></param>
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/// <param name="size"></param>
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/// <param name="flags"></param>
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/// <param name="circuitcode"></param>
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public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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{
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m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="circuitcode"></param>
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public virtual void CloseCircuit(uint circuitcode)
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{
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m_networkHandler.RemoveClientCircuit(circuitcode);
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//m_scene.ClientManager.CloseAllAgents(circuitcode);
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}
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/// <summary>
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/// Completely close down the given client.
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/// </summary>
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/// <param name="client"></param>
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public virtual void CloseClient(IClientAPI client)
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{
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//m_log.Info("PacketServer:CloseClient()");
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CloseCircuit(client.CircuitCode);
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m_scene.ClientManager.Remove(client.CircuitCode);
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client.Close(false);
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}
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}
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}
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@ -1,160 +1,166 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.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
|
||||
* 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.
|
||||
*
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||||
* 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
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||||
* 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
|
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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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using System;
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using System.Collections.Generic;
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using System.Net;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Communications.VoiceChat;
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namespace OpenSim.Region.ClientStack
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{
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public abstract class RegionApplicationBase
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{
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protected AssetCache m_assetCache;
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protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
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protected DateTime m_startuptime;
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protected NetworkServersInfo m_networkServersInfo;
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protected BaseHttpServer m_httpServer;
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protected uint m_httpServerPort;
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protected LogBase m_log;
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protected CommunicationsManager m_commsManager;
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protected SceneManager m_sceneManager = new SceneManager();
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protected StorageManager m_storageManager;
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protected string m_storageConnectionString;
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protected VoiceChatServer m_voiceChatServer;
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public SceneManager SceneManager
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{
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get { return m_sceneManager; }
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}
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public RegionApplicationBase()
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{
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m_startuptime = DateTime.Now;
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}
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public virtual void StartUp()
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{
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ClientView.TerrainManager = new TerrainManager(new SecondLife());
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m_storageManager = CreateStorageManager(m_storageConnectionString);
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Initialize();
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m_httpServer = new BaseHttpServer(m_httpServerPort);
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m_log.Status("REGION", "Starting HTTP server");
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m_httpServer.Start();
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}
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protected abstract void Initialize();
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protected void StartLog()
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{
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m_log = CreateLog();
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MainLog.Instance = m_log;
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}
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protected abstract LogBase CreateLog();
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protected abstract PhysicsScene GetPhysicsScene();
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protected abstract StorageManager CreateStorageManager(string connectionstring);
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protected PhysicsScene GetPhysicsScene(string engine, string meshEngine)
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{
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PhysicsPluginManager physicsPluginManager;
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physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPlugins();
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return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
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}
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protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
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{
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AgentCircuitManager circuitManager = new AgentCircuitManager();
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udpServer = new UDPServer((uint) regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager);
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Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
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m_voiceChatServer = new VoiceChatServer(scene);
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udpServer.LocalScene = scene;
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||||
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scene.LoadWorldMap();
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scene.RegisterRegionWithGrid();
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scene.PhysicsScene = GetPhysicsScene();
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scene.PhysicsScene.SetTerrain(scene.Terrain.GetHeights1D());
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||||
|
||||
//Master Avatar Setup
|
||||
UserProfileData masterAvatar;
|
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if (scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
|
||||
{
|
||||
masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
|
||||
}
|
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else
|
||||
{
|
||||
masterAvatar =
|
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m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
|
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scene.RegionInfo.MasterAvatarLastName,
|
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scene.RegionInfo.MasterAvatarSandboxPassword);
|
||||
|
||||
}
|
||||
|
||||
if (masterAvatar != null)
|
||||
{
|
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m_log.Verbose("PARCEL", "Found master avatar [" + masterAvatar.UUID.ToString() + "]");
|
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scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Verbose("PARCEL", "No master avatar found, using null.");
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scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero;
|
||||
}
|
||||
|
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scene.LoadPrimsFromStorage(m_permissions);
|
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scene.loadAllLandObjectsFromStorage();
|
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scene.performParcelPrimCountUpdate();
|
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scene.StartTimer();
|
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return scene;
|
||||
}
|
||||
|
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protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
|
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AgentCircuitManager circuitManager);
|
||||
}
|
||||
}
|
||||
/*
|
||||
* 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.Generic;
|
||||
using System.Net;
|
||||
using libsecondlife;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Framework.Communications;
|
||||
using OpenSim.Framework.Communications.Cache;
|
||||
using OpenSim.Framework.Console;
|
||||
using OpenSim.Framework.Servers;
|
||||
using OpenSim.Region.Environment;
|
||||
using OpenSim.Region.Environment.Scenes;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Region.Communications.VoiceChat;
|
||||
|
||||
namespace OpenSim.Region.ClientStack
|
||||
{
|
||||
public abstract class RegionApplicationBase : BaseOpenSimServer
|
||||
{
|
||||
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
protected AssetCache m_assetCache;
|
||||
protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
|
||||
protected NetworkServersInfo m_networkServersInfo;
|
||||
|
||||
protected BaseHttpServer m_httpServer;
|
||||
protected uint m_httpServerPort;
|
||||
|
||||
protected CommunicationsManager m_commsManager;
|
||||
|
||||
protected SceneManager m_sceneManager = new SceneManager();
|
||||
|
||||
protected StorageManager m_storageManager;
|
||||
protected string m_storageConnectionString;
|
||||
|
||||
// An attribute to indicate whether prim inventories should be persisted.
|
||||
// Probably will be temporary until this stops being experimental.
|
||||
protected bool m_storagePersistPrimInventories;
|
||||
|
||||
protected VoiceChatServer m_voiceChatServer;
|
||||
|
||||
public SceneManager SceneManager
|
||||
{
|
||||
get { return m_sceneManager; }
|
||||
}
|
||||
|
||||
public virtual void StartUp()
|
||||
{
|
||||
ClientView.TerrainManager = new TerrainManager(new SecondLife());
|
||||
|
||||
m_storageManager = CreateStorageManager(m_storageConnectionString);
|
||||
|
||||
Initialize();
|
||||
|
||||
m_httpServer = new BaseHttpServer(m_httpServerPort);
|
||||
|
||||
m_log.Info("[REGION]: Starting HTTP server");
|
||||
|
||||
m_httpServer.Start();
|
||||
}
|
||||
|
||||
protected abstract void Initialize();
|
||||
|
||||
protected void StartConsole()
|
||||
{
|
||||
m_console = CreateConsole();
|
||||
MainConsole.Instance = m_console;
|
||||
}
|
||||
|
||||
protected abstract ConsoleBase CreateConsole();
|
||||
protected abstract PhysicsScene GetPhysicsScene();
|
||||
protected abstract StorageManager CreateStorageManager(string connectionstring);
|
||||
|
||||
protected PhysicsScene GetPhysicsScene(string engine, string meshEngine)
|
||||
{
|
||||
PhysicsPluginManager physicsPluginManager;
|
||||
physicsPluginManager = new PhysicsPluginManager();
|
||||
physicsPluginManager.LoadPlugins();
|
||||
return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
|
||||
}
|
||||
|
||||
protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
|
||||
{
|
||||
AgentCircuitManager circuitManager = new AgentCircuitManager();
|
||||
IPAddress listenIP = regionInfo.InternalEndPoint.Address;
|
||||
//if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP))
|
||||
// listenIP = IPAddress.Parse("0.0.0.0");
|
||||
|
||||
uint port = (uint) regionInfo.InternalEndPoint.Port;
|
||||
udpServer = new UDPServer(listenIP, ref port, regionInfo.m_allow_alternate_ports, m_assetCache, circuitManager);
|
||||
regionInfo.InternalEndPoint.Port = (int)port;
|
||||
|
||||
Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
|
||||
m_voiceChatServer = new VoiceChatServer(scene);
|
||||
|
||||
udpServer.LocalScene = scene;
|
||||
|
||||
scene.LoadWorldMap();
|
||||
scene.RegisterRegionWithGrid();
|
||||
|
||||
scene.PhysicsScene = GetPhysicsScene();
|
||||
scene.PhysicsScene.SetTerrain(scene.Terrain.GetHeights1D());
|
||||
|
||||
//Master Avatar Setup
|
||||
UserProfileData masterAvatar;
|
||||
if (scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
|
||||
{
|
||||
masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
masterAvatar =
|
||||
m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
|
||||
scene.RegionInfo.MasterAvatarLastName,
|
||||
scene.RegionInfo.MasterAvatarSandboxPassword);
|
||||
|
||||
}
|
||||
|
||||
if (masterAvatar != null)
|
||||
{
|
||||
m_log.Info("[PARCEL]: Found master avatar [" + masterAvatar.UUID.ToString() + "]");
|
||||
scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Info("[PARCEL]: No master avatar found, using null.");
|
||||
scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero;
|
||||
}
|
||||
|
||||
scene.LoadPrimsFromStorage(m_permissions);
|
||||
scene.loadAllLandObjectsFromStorage();
|
||||
scene.performParcelPrimCountUpdate();
|
||||
scene.StartTimer();
|
||||
return scene;
|
||||
}
|
||||
|
||||
protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
|
||||
AgentCircuitManager circuitManager);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,315 +1,419 @@
|
|||
/*
|
||||
* 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
|
||||
{
|
||||
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 IScene m_localScene;
|
||||
protected AssetCache m_assetCache;
|
||||
protected LogBase m_log;
|
||||
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(uint port, AssetCache assetCache, LogBase console, AgentCircuitManager authenticateClass)
|
||||
{
|
||||
listenPort = port;
|
||||
m_assetCache = assetCache;
|
||||
m_log = console;
|
||||
m_authenticateSessionsClass = authenticateClass;
|
||||
CreatePacketServer();
|
||||
}
|
||||
|
||||
protected virtual void CreatePacketServer()
|
||||
{
|
||||
PacketServer packetServer = new PacketServer(this);
|
||||
}
|
||||
|
||||
protected virtual void OnReceivedData(IAsyncResult result)
|
||||
{
|
||||
ipeSender = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0);
|
||||
epSender = (EndPoint) ipeSender;
|
||||
Packet packet = null;
|
||||
|
||||
int numBytes;
|
||||
|
||||
try
|
||||
{
|
||||
numBytes = Server.EndReceiveFrom(result, ref epSender);
|
||||
|
||||
//Report byte count to rex statuswindow
|
||||
OpenSim.Framework.ServerStatus.ServerStatus.ReportInPacketUdp(numBytes);
|
||||
}
|
||||
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.
|
||||
switch (e.SocketErrorCode)
|
||||
{
|
||||
case SocketError.AlreadyInProgress:
|
||||
case SocketError.NetworkReset:
|
||||
case SocketError.ConnectionReset:
|
||||
|
||||
try
|
||||
{
|
||||
CloseEndPoint(epSender);
|
||||
}
|
||||
catch (Exception a)
|
||||
{
|
||||
MainLog.Instance.Verbose("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)
|
||||
{
|
||||
//MainLog.Instance.Verbose("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)
|
||||
{
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
//MainLog.Instance.Debug("UDPSERVER", e.ToString());
|
||||
return;
|
||||
}
|
||||
|
||||
int packetEnd = numBytes - 1;
|
||||
|
||||
try
|
||||
{
|
||||
packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
//MainLog.Instance.Debug("UDPSERVER", e.ToString());
|
||||
}
|
||||
|
||||
if (packet != null)
|
||||
{
|
||||
// do we already have a circuit for this endpoint
|
||||
uint circuit;
|
||||
if (clientCircuits.TryGetValue(epSender, out circuit))
|
||||
{
|
||||
//if so then send packet to the packetserver
|
||||
//MainLog.Instance.Warn("UDPSERVER", "ALREADY HAVE Circuit!");
|
||||
m_packetServer.InPacket(circuit, packet);
|
||||
}
|
||||
else if (packet.Type == PacketType.UseCircuitCode)
|
||||
{
|
||||
// new client
|
||||
MainLog.Instance.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("client", "Got a packet from an invalid client - " + epSender.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;
|
||||
clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
|
||||
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
|
||||
|
||||
PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass);
|
||||
}
|
||||
|
||||
public void ServerListener()
|
||||
{
|
||||
m_log.Verbose("SERVER", "Opening UDP socket on " + listenPort.ToString());
|
||||
|
||||
ServerIncoming = new IPEndPoint(IPAddress.Parse("0.0.0.0"), (int) listenPort);
|
||||
Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
|
||||
Server.Bind(ServerIncoming);
|
||||
|
||||
m_log.Verbose("SERVER", "UDP socket bound, getting ready to listen");
|
||||
|
||||
ipeSender = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0);
|
||||
epSender = (EndPoint) ipeSender;
|
||||
ReceivedData = new AsyncCallback(OnReceivedData);
|
||||
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
|
||||
|
||||
m_log.Status("SERVER", "Listening...");
|
||||
}
|
||||
|
||||
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
|
||||
while (true)
|
||||
{
|
||||
try
|
||||
{
|
||||
Server.SendTo(buffer, size, flags, sendto);
|
||||
return;
|
||||
}
|
||||
catch (SocketException e)
|
||||
{
|
||||
if (e.ErrorCode == 10055)
|
||||
{
|
||||
//Send buffer full, halt for half second and retry
|
||||
MainLog.Instance.Warn("SERVER", "Socket send buffer was full, halting for 200ms");
|
||||
System.Threading.Thread.Sleep(200);
|
||||
}
|
||||
else
|
||||
{
|
||||
//Rethrow
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void RemoveClientCircuit(uint circuitcode)
|
||||
{
|
||||
EndPoint sendto = null;
|
||||
if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
|
||||
{
|
||||
clientCircuits.Remove(sendto);
|
||||
|
||||
|
||||
clientCircuits_reverse.Remove(circuitcode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
* 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);
|
||||
|
||||
//Report byte count to rex statuswindow
|
||||
OpenSim.Framework.ServerStatus.ServerStatus.ReportInPacketUdp(numBytes);
|
||||
}
|
||||
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;
|
||||
lock (clientCircuits)
|
||||
{
|
||||
if (clientCircuits.TryGetValue(sender, out circuit))
|
||||
{
|
||||
m_packetServer.CloseCircuit(circuit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void AddNewClient(Packet packet)
|
||||
{
|
||||
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.");
|
||||
}
|
||||
lock (clientCircuits_reverse)
|
||||
{
|
||||
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.");
|
||||
}
|
||||
|
||||
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;
|
||||
lock (clientCircuits_reverse)
|
||||
{
|
||||
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;
|
||||
lock (clientCircuits_reverse)
|
||||
{
|
||||
if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
|
||||
{
|
||||
clientCircuits.Remove(sendto);
|
||||
|
||||
|
||||
clientCircuits_reverse.Remove(circuitcode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue