* Rex merge, rest of clientstack. Clean merge.
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@ -1,139 +1,151 @@
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/*
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/*
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||||||
* Copyright (c) Contributors, http://opensimulator.org/
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* Copyright (c) Contributors, http://opensimulator.org/
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||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
* modification, are permitted provided that the following conditions are met:
|
* modification, are permitted provided that the following conditions are met:
|
||||||
* * Redistributions of source code must retain the above copyright
|
* * Redistributions of source code must retain the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer.
|
* notice, this list of conditions and the following disclaimer.
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
* documentation and/or other materials provided with the distribution.
|
* documentation and/or other materials provided with the distribution.
|
||||||
* * Neither the name of the OpenSim Project nor the
|
* * Neither the name of the OpenSim Project nor the
|
||||||
* names of its contributors may be used to endorse or promote products
|
* names of its contributors may be used to endorse or promote products
|
||||||
* derived from this software without specific prior written permission.
|
* derived from this software without specific prior written permission.
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||||||
*
|
*
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
* (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
|
* 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
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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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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*/
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*/
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using System.Net;
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using System.Net.Sockets;
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using System;
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using libsecondlife;
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using System.Net;
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using libsecondlife.Packets;
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using System.Net.Sockets;
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using OpenSim.Framework;
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using libsecondlife;
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using OpenSim.Framework.Communications.Cache;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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namespace OpenSim.Region.ClientStack
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using OpenSim.Framework.Communications.Cache;
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{
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public class PacketServer
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namespace OpenSim.Region.ClientStack
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{
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{
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private ClientStackNetworkHandler m_networkHandler;
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public class PacketServer
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private IScene m_scene;
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{
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//private static readonly log4net.ILog m_log
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//private readonly ClientManager m_clientManager = new ClientManager();
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// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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//public ClientManager ClientManager
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//{
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private ClientStackNetworkHandler m_networkHandler;
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// get { return m_clientManager; }
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private IScene m_scene;
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//}
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//private readonly ClientManager m_clientManager = new ClientManager();
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public PacketServer(ClientStackNetworkHandler networkHandler)
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//public ClientManager ClientManager
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{
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//{
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m_networkHandler = networkHandler;
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// get { return m_clientManager; }
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m_networkHandler.RegisterPacketServer(this);
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//}
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}
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public PacketServer(ClientStackNetworkHandler networkHandler)
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public IScene LocalScene
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{
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{
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m_networkHandler = networkHandler;
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set { m_scene = value; }
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m_networkHandler.RegisterPacketServer(this);
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}
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}
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/// <summary>
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public IScene LocalScene
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///
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{
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/// </summary>
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set { m_scene = value; }
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/// <param name="circuitCode"></param>
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}
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/// <param name="packet"></param>
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public virtual void InPacket(uint circuitCode, Packet packet)
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/// <summary>
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{
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///
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m_scene.ClientManager.InPacket(circuitCode, packet);
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/// </summary>
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}
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/// <param name="circuitCode"></param>
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/// <param name="packet"></param>
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protected virtual IClientAPI CreateNewClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack,
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public virtual void InPacket(uint circuitCode, Packet packet)
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ClientManager clientManager, IScene scene, AssetCache assetCache,
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{
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PacketServer packServer, AgentCircuitManager authenSessions,
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m_scene.ClientManager.InPacket(circuitCode, packet);
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LLUUID agentId, LLUUID sessionId, uint circuitCode)
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}
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{
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return
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protected virtual IClientAPI CreateNewClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack,
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new ClientView(remoteEP, scene, assetCache, packServer, authenSessions, agentId, sessionId, circuitCode);
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ClientManager clientManager, IScene scene, AssetCache assetCache,
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}
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PacketServer packServer, AgentCircuitManager authenSessions,
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LLUUID agentId, LLUUID sessionId, uint circuitCode)
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public virtual bool AddNewClient(EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache,
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{
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AgentCircuitManager authenticateSessionsClass)
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return
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{
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new ClientView(remoteEP, scene, assetCache, packServer, authenSessions, agentId, sessionId, circuitCode);
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IClientAPI newuser;
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}
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if (m_scene.ClientManager.TryGetClient(useCircuit.CircuitCode.Code, out newuser))
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public virtual bool AddNewClient(EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache,
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{
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AgentCircuitManager authenticateSessionsClass)
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return false;
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{
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}
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IClientAPI newuser;
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else
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{
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if (m_scene.ClientManager.TryGetClient(useCircuit.CircuitCode.Code, out newuser))
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newuser = CreateNewClient(epSender, useCircuit, m_scene.ClientManager, m_scene, assetCache, this,
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{
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authenticateSessionsClass, useCircuit.CircuitCode.ID,
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return false;
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useCircuit.CircuitCode.SessionID, useCircuit.CircuitCode.Code);
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}
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else
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m_scene.ClientManager.Add(useCircuit.CircuitCode.Code, newuser);
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{
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newuser = CreateNewClient(epSender, useCircuit, m_scene.ClientManager, m_scene, assetCache, this,
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newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
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authenticateSessionsClass, useCircuit.CircuitCode.ID,
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newuser.OnLogout += LogoutHandler;
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useCircuit.CircuitCode.SessionID, useCircuit.CircuitCode.Code);
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newuser.OnConnectionClosed += CloseClient;
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m_scene.ClientManager.Add(useCircuit.CircuitCode.Code, newuser);
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return true;
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}
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newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
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}
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newuser.OnLogout += LogoutHandler;
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newuser.OnConnectionClosed += CloseClient;
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public void LogoutHandler(IClientAPI client)
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{
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return true;
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client.SendLogoutPacket();
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}
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}
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CloseClient(client);
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}
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public void LogoutHandler(IClientAPI client)
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{
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/// <summary>
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client.SendLogoutPacket();
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///
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/// </summary>
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CloseClient(client);
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/// <param name="buffer"></param>
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}
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/// <param name="size"></param>
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/// <param name="flags"></param>
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/// <summary>
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/// <param name="circuitcode"></param>
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///
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public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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/// </summary>
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{
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/// <param name="buffer"></param>
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m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
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/// <param name="size"></param>
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}
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/// <param name="flags"></param>
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/// <param name="circuitcode"></param>
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/// <summary>
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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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/// </summary>
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m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
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/// <param name="circuitcode"></param>
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}
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public virtual void CloseCircuit(uint circuitcode)
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{
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/// <summary>
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m_networkHandler.RemoveClientCircuit(circuitcode);
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///
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/// </summary>
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//m_scene.ClientManager.CloseAllAgents(circuitcode);
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/// <param name="circuitcode"></param>
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}
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public virtual void CloseCircuit(uint circuitcode)
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{
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public virtual void CloseClient(IClientAPI client)
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m_networkHandler.RemoveClientCircuit(circuitcode);
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{
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CloseCircuit(client.CircuitCode);
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//m_scene.ClientManager.CloseAllAgents(circuitcode);
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client.Close(false);
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}
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}
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}
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/// <summary>
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}
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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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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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*
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* Redistribution and use in source and binary forms, with or without
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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:
|
* modification, are permitted provided that the following conditions are met:
|
||||||
* * Redistributions of source code must retain the above copyright
|
* * Redistributions of source code must retain the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer.
|
* notice, this list of conditions and the following disclaimer.
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
* documentation and/or other materials provided with the distribution.
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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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* * Neither the name of the OpenSim Project nor the
|
||||||
* names of its contributors may be used to endorse or promote products
|
* names of its contributors may be used to endorse or promote products
|
||||||
* derived from this software without specific prior written permission.
|
* derived from this software without specific prior written permission.
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||||||
*
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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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
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
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*
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*
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*/
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*/
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Net;
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using System.Net;
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using libsecondlife;
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using libsecondlife;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Servers;
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using OpenSim.Framework.Servers;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Environment.Scenes;
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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.Physics.Manager;
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using OpenSim.Region.Communications.VoiceChat;
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using OpenSim.Region.Communications.VoiceChat;
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namespace OpenSim.Region.ClientStack
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namespace OpenSim.Region.ClientStack
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{
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{
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public abstract class RegionApplicationBase
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public abstract class RegionApplicationBase : BaseOpenSimServer
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{
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{
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protected AssetCache m_assetCache;
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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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 AssetCache m_assetCache;
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protected NetworkServersInfo m_networkServersInfo;
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protected Dictionary<EndPoint, uint> m_clientCircuits = new Dictionary<EndPoint, uint>();
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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 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 CommunicationsManager m_commsManager;
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|
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protected SceneManager m_sceneManager = new SceneManager();
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protected SceneManager m_sceneManager = new SceneManager();
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|
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protected StorageManager m_storageManager;
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protected StorageManager m_storageManager;
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protected string m_storageConnectionString;
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protected string m_storageConnectionString;
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|
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protected VoiceChatServer m_voiceChatServer;
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// An attribute to indicate whether prim inventories should be persisted.
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// Probably will be temporary until this stops being experimental.
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public SceneManager SceneManager
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protected bool m_storagePersistPrimInventories;
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{
|
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get { return m_sceneManager; }
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protected VoiceChatServer m_voiceChatServer;
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}
|
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public SceneManager SceneManager
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public RegionApplicationBase()
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{
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{
|
get { return m_sceneManager; }
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m_startuptime = DateTime.Now;
|
}
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}
|
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|
public virtual void StartUp()
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public virtual void StartUp()
|
{
|
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{
|
ClientView.TerrainManager = new TerrainManager(new SecondLife());
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ClientView.TerrainManager = new TerrainManager(new SecondLife());
|
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|
m_storageManager = CreateStorageManager(m_storageConnectionString);
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m_storageManager = CreateStorageManager(m_storageConnectionString);
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|
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|
Initialize();
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Initialize();
|
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|
m_httpServer = new BaseHttpServer(m_httpServerPort);
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m_httpServer = new BaseHttpServer(m_httpServerPort);
|
|
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|
m_log.Info("[REGION]: Starting HTTP server");
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m_log.Status("REGION", "Starting HTTP server");
|
|
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m_httpServer.Start();
|
m_httpServer.Start();
|
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}
|
}
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|
|
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protected abstract void Initialize();
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protected abstract void Initialize();
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|
|
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protected void StartLog()
|
protected void StartConsole()
|
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{
|
{
|
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m_log = CreateLog();
|
m_console = CreateConsole();
|
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MainLog.Instance = m_log;
|
MainConsole.Instance = m_console;
|
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}
|
}
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|
|
||||||
protected abstract LogBase CreateLog();
|
protected abstract ConsoleBase CreateConsole();
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protected abstract PhysicsScene GetPhysicsScene();
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protected abstract PhysicsScene GetPhysicsScene();
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protected abstract StorageManager CreateStorageManager(string connectionstring);
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protected abstract StorageManager CreateStorageManager(string connectionstring);
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|
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protected PhysicsScene GetPhysicsScene(string engine, string meshEngine)
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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 physicsPluginManager;
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physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager = new PhysicsPluginManager();
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physicsPluginManager.LoadPlugins();
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physicsPluginManager.LoadPlugins();
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return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
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return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
|
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}
|
}
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|
|
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protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
|
protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
|
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{
|
{
|
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AgentCircuitManager circuitManager = new AgentCircuitManager();
|
AgentCircuitManager circuitManager = new AgentCircuitManager();
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udpServer = new UDPServer((uint) regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager);
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IPAddress listenIP = regionInfo.InternalEndPoint.Address;
|
||||||
|
//if (!IPAddress.TryParse(regionInfo.InternalEndPoint, out listenIP))
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Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
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// listenIP = IPAddress.Parse("0.0.0.0");
|
||||||
m_voiceChatServer = new VoiceChatServer(scene);
|
|
||||||
|
uint port = (uint) regionInfo.InternalEndPoint.Port;
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udpServer.LocalScene = scene;
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udpServer = new UDPServer(listenIP, ref port, regionInfo.m_allow_alternate_ports, m_assetCache, circuitManager);
|
||||||
|
regionInfo.InternalEndPoint.Port = (int)port;
|
||||||
scene.LoadWorldMap();
|
|
||||||
scene.RegisterRegionWithGrid();
|
Scene scene = CreateScene(regionInfo, m_storageManager, circuitManager);
|
||||||
|
m_voiceChatServer = new VoiceChatServer(scene);
|
||||||
scene.PhysicsScene = GetPhysicsScene();
|
|
||||||
scene.PhysicsScene.SetTerrain(scene.Terrain.GetHeights1D());
|
udpServer.LocalScene = scene;
|
||||||
|
|
||||||
//Master Avatar Setup
|
scene.LoadWorldMap();
|
||||||
UserProfileData masterAvatar;
|
scene.RegisterRegionWithGrid();
|
||||||
if (scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
|
|
||||||
{
|
scene.PhysicsScene = GetPhysicsScene();
|
||||||
masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
|
scene.PhysicsScene.SetTerrain(scene.Terrain.GetHeights1D());
|
||||||
}
|
|
||||||
else
|
//Master Avatar Setup
|
||||||
{
|
UserProfileData masterAvatar;
|
||||||
masterAvatar =
|
if (scene.RegionInfo.MasterAvatarAssignedUUID != LLUUID.Zero)
|
||||||
m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
|
{
|
||||||
scene.RegionInfo.MasterAvatarLastName,
|
masterAvatar = m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarAssignedUUID);
|
||||||
scene.RegionInfo.MasterAvatarSandboxPassword);
|
}
|
||||||
|
else
|
||||||
}
|
{
|
||||||
|
masterAvatar =
|
||||||
if (masterAvatar != null)
|
m_commsManager.UserService.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName,
|
||||||
{
|
scene.RegionInfo.MasterAvatarLastName,
|
||||||
m_log.Verbose("PARCEL", "Found master avatar [" + masterAvatar.UUID.ToString() + "]");
|
scene.RegionInfo.MasterAvatarSandboxPassword);
|
||||||
scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
|
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
if (masterAvatar != null)
|
||||||
m_log.Verbose("PARCEL", "No master avatar found, using null.");
|
{
|
||||||
scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero;
|
m_log.Info("[PARCEL]: Found master avatar [" + masterAvatar.UUID.ToString() + "]");
|
||||||
}
|
scene.RegionInfo.MasterAvatarAssignedUUID = masterAvatar.UUID;
|
||||||
|
}
|
||||||
scene.LoadPrimsFromStorage(m_permissions);
|
else
|
||||||
scene.loadAllLandObjectsFromStorage();
|
{
|
||||||
scene.performParcelPrimCountUpdate();
|
m_log.Info("[PARCEL]: No master avatar found, using null.");
|
||||||
scene.StartTimer();
|
scene.RegionInfo.MasterAvatarAssignedUUID = LLUUID.Zero;
|
||||||
return scene;
|
}
|
||||||
}
|
|
||||||
|
scene.LoadPrimsFromStorage(m_permissions);
|
||||||
protected abstract Scene CreateScene(RegionInfo regionInfo, StorageManager storageManager,
|
scene.loadAllLandObjectsFromStorage();
|
||||||
AgentCircuitManager circuitManager);
|
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/
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
* modification, are permitted provided that the following conditions are met:
|
* modification, are permitted provided that the following conditions are met:
|
||||||
* * Redistributions of source code must retain the above copyright
|
* * Redistributions of source code must retain the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer.
|
* notice, this list of conditions and the following disclaimer.
|
||||||
* * Redistributions in binary form must reproduce the above copyright
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
* documentation and/or other materials provided with the distribution.
|
* documentation and/or other materials provided with the distribution.
|
||||||
* * Neither the name of the OpenSim Project nor the
|
* * Neither the name of the OpenSim Project nor the
|
||||||
* names of its contributors may be used to endorse or promote products
|
* names of its contributors may be used to endorse or promote products
|
||||||
* derived from this software without specific prior written permission.
|
* derived from this software without specific prior written permission.
|
||||||
*
|
*
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*
|
*
|
||||||
*/
|
*/
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.Net;
|
using System.Net;
|
||||||
using System.Net.Sockets;
|
using System.Net.Sockets;
|
||||||
using libsecondlife.Packets;
|
using libsecondlife.Packets;
|
||||||
using OpenSim.Framework;
|
using OpenSim.Framework;
|
||||||
using OpenSim.Framework.Communications.Cache;
|
using OpenSim.Framework.Communications.Cache;
|
||||||
using OpenSim.Framework.Console;
|
using OpenSim.Framework.Console;
|
||||||
|
|
||||||
namespace OpenSim.Region.ClientStack
|
namespace OpenSim.Region.ClientStack
|
||||||
{
|
{
|
||||||
public class UDPServer : ClientStackNetworkHandler
|
public class UDPServer : ClientStackNetworkHandler
|
||||||
{
|
{
|
||||||
protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
|
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
public Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
|
|
||||||
public Socket Server;
|
protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
|
||||||
protected IPEndPoint ServerIncoming;
|
public Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
|
||||||
protected byte[] RecvBuffer = new byte[4096];
|
public Socket Server;
|
||||||
protected byte[] ZeroBuffer = new byte[8192];
|
protected IPEndPoint ServerIncoming;
|
||||||
protected IPEndPoint ipeSender;
|
protected byte[] RecvBuffer = new byte[4096];
|
||||||
protected EndPoint epSender;
|
protected byte[] ZeroBuffer = new byte[8192];
|
||||||
protected AsyncCallback ReceivedData;
|
protected IPEndPoint ipeSender;
|
||||||
protected PacketServer m_packetServer;
|
protected EndPoint epSender;
|
||||||
protected ulong m_regionHandle;
|
protected AsyncCallback ReceivedData;
|
||||||
|
protected PacketServer m_packetServer;
|
||||||
protected uint listenPort;
|
protected ulong m_regionHandle;
|
||||||
protected IScene m_localScene;
|
|
||||||
protected AssetCache m_assetCache;
|
protected uint listenPort;
|
||||||
protected LogBase m_log;
|
protected bool Allow_Alternate_Port;
|
||||||
protected AgentCircuitManager m_authenticateSessionsClass;
|
protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
|
||||||
|
protected IScene m_localScene;
|
||||||
public PacketServer PacketServer
|
protected AssetCache m_assetCache;
|
||||||
{
|
protected AgentCircuitManager m_authenticateSessionsClass;
|
||||||
get { return m_packetServer; }
|
|
||||||
set { m_packetServer = value; }
|
public PacketServer PacketServer
|
||||||
}
|
{
|
||||||
|
get { return m_packetServer; }
|
||||||
public IScene LocalScene
|
set { m_packetServer = value; }
|
||||||
{
|
}
|
||||||
set
|
|
||||||
{
|
public IScene LocalScene
|
||||||
m_localScene = value;
|
{
|
||||||
m_packetServer.LocalScene = m_localScene;
|
set
|
||||||
m_regionHandle = m_localScene.RegionInfo.RegionHandle;
|
{
|
||||||
}
|
m_localScene = value;
|
||||||
}
|
m_packetServer.LocalScene = m_localScene;
|
||||||
|
m_regionHandle = m_localScene.RegionInfo.RegionHandle;
|
||||||
public ulong RegionHandle
|
}
|
||||||
{
|
}
|
||||||
get { return m_regionHandle; }
|
|
||||||
}
|
public ulong RegionHandle
|
||||||
|
{
|
||||||
public UDPServer()
|
get { return m_regionHandle; }
|
||||||
{
|
}
|
||||||
}
|
|
||||||
|
public UDPServer()
|
||||||
public UDPServer(uint port, AssetCache assetCache, LogBase console, AgentCircuitManager authenticateClass)
|
{
|
||||||
{
|
}
|
||||||
listenPort = port;
|
|
||||||
m_assetCache = assetCache;
|
public UDPServer(IPAddress _listenIP, ref uint port, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
|
||||||
m_log = console;
|
{
|
||||||
m_authenticateSessionsClass = authenticateClass;
|
listenIP = _listenIP;
|
||||||
CreatePacketServer();
|
listenPort = port;
|
||||||
}
|
Allow_Alternate_Port = allow_alternate_port;
|
||||||
|
m_assetCache = assetCache;
|
||||||
protected virtual void CreatePacketServer()
|
m_authenticateSessionsClass = authenticateClass;
|
||||||
{
|
CreatePacketServer();
|
||||||
PacketServer packetServer = new PacketServer(this);
|
|
||||||
}
|
// 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.
|
||||||
protected virtual void OnReceivedData(IAsyncResult result)
|
// So the option allow_alternate_ports="true" was added to default.xml
|
||||||
{
|
port = listenPort;
|
||||||
ipeSender = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0);
|
}
|
||||||
epSender = (EndPoint) ipeSender;
|
|
||||||
Packet packet = null;
|
protected virtual void CreatePacketServer()
|
||||||
|
{
|
||||||
int numBytes;
|
PacketServer packetServer = new PacketServer(this);
|
||||||
|
}
|
||||||
try
|
|
||||||
{
|
protected virtual void OnReceivedData(IAsyncResult result)
|
||||||
numBytes = Server.EndReceiveFrom(result, ref epSender);
|
{
|
||||||
|
ipeSender = new IPEndPoint(listenIP, 0);
|
||||||
//Report byte count to rex statuswindow
|
epSender = (EndPoint) ipeSender;
|
||||||
OpenSim.Framework.ServerStatus.ServerStatus.ReportInPacketUdp(numBytes);
|
Packet packet = null;
|
||||||
}
|
|
||||||
catch (SocketException e)
|
int numBytes = 1;
|
||||||
{
|
|
||||||
// TODO : Actually only handle those states that we have control over, re-throw everything else,
|
try
|
||||||
// TODO: implement cases as we encounter them.
|
{
|
||||||
switch (e.SocketErrorCode)
|
numBytes = Server.EndReceiveFrom(result, ref epSender);
|
||||||
{
|
|
||||||
case SocketError.AlreadyInProgress:
|
//Report byte count to rex statuswindow
|
||||||
case SocketError.NetworkReset:
|
OpenSim.Framework.ServerStatus.ServerStatus.ReportInPacketUdp(numBytes);
|
||||||
case SocketError.ConnectionReset:
|
}
|
||||||
|
catch (SocketException e)
|
||||||
try
|
{
|
||||||
{
|
// TODO : Actually only handle those states that we have control over, re-throw everything else,
|
||||||
CloseEndPoint(epSender);
|
// TODO: implement cases as we encounter them.
|
||||||
}
|
//m_log.Error("[UDPSERVER]: Connection Error! - " + e.ToString());
|
||||||
catch (Exception a)
|
switch (e.SocketErrorCode)
|
||||||
{
|
{
|
||||||
MainLog.Instance.Verbose("UDPSERVER", a.ToString());
|
case SocketError.AlreadyInProgress:
|
||||||
}
|
case SocketError.NetworkReset:
|
||||||
try
|
case SocketError.ConnectionReset:
|
||||||
{
|
|
||||||
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
|
try
|
||||||
ReceivedData, null);
|
{
|
||||||
|
CloseEndPoint(epSender);
|
||||||
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
|
}
|
||||||
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
|
catch (Exception a)
|
||||||
// This will happen over and over until we've gone through all packets
|
{
|
||||||
// sent to and from this particular user.
|
m_log.Info("[UDPSERVER]: " + a.ToString());
|
||||||
// Stupid I know..
|
}
|
||||||
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
|
try
|
||||||
}
|
{
|
||||||
catch (SocketException)
|
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
|
||||||
{
|
ReceivedData, null);
|
||||||
}
|
|
||||||
break;
|
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
|
||||||
default:
|
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
|
||||||
try
|
// This will happen over and over until we've gone through all packets
|
||||||
{
|
// sent to and from this particular user.
|
||||||
CloseEndPoint(epSender);
|
// Stupid I know..
|
||||||
}
|
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
|
||||||
catch (Exception)
|
}
|
||||||
{
|
catch (SocketException)
|
||||||
//MainLog.Instance.Verbose("UDPSERVER", a.ToString());
|
{
|
||||||
}
|
}
|
||||||
try
|
break;
|
||||||
{
|
default:
|
||||||
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
|
try
|
||||||
ReceivedData, null);
|
{
|
||||||
|
CloseEndPoint(epSender);
|
||||||
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
|
}
|
||||||
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
|
catch (Exception)
|
||||||
// This will happen over and over until we've gone through all packets
|
{
|
||||||
// sent to and from this particular user.
|
//m_log.Info("[UDPSERVER]" + a.ToString());
|
||||||
// Stupid I know..
|
}
|
||||||
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
|
try
|
||||||
}
|
{
|
||||||
catch (SocketException)
|
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
|
||||||
{
|
ReceivedData, null);
|
||||||
}
|
|
||||||
|
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
|
||||||
// Here's some reference code! :D
|
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
|
||||||
// Shutdown and restart the UDP listener! hehe
|
// This will happen over and over until we've gone through all packets
|
||||||
// Shiny
|
// sent to and from this particular user.
|
||||||
|
// Stupid I know..
|
||||||
//Server.Shutdown(SocketShutdown.Both);
|
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
|
||||||
//CloseEndPoint(epSender);
|
}
|
||||||
//ServerListener();
|
catch (SocketException e2)
|
||||||
break;
|
{
|
||||||
}
|
m_log.Error("[UDPSERVER]: " + e2.ToString());
|
||||||
|
}
|
||||||
return;
|
|
||||||
}
|
// Here's some reference code! :D
|
||||||
catch (ObjectDisposedException)
|
// Shutdown and restart the UDP listener! hehe
|
||||||
{
|
// Shiny
|
||||||
//MainLog.Instance.Debug("UDPSERVER", e.ToString());
|
|
||||||
return;
|
//Server.Shutdown(SocketShutdown.Both);
|
||||||
}
|
//CloseEndPoint(epSender);
|
||||||
|
//ServerListener();
|
||||||
int packetEnd = numBytes - 1;
|
break;
|
||||||
|
}
|
||||||
try
|
|
||||||
{
|
//return;
|
||||||
packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
|
}
|
||||||
}
|
catch (ObjectDisposedException e)
|
||||||
catch (Exception)
|
{
|
||||||
{
|
m_log.Debug("[UDPSERVER]: " + e.ToString());
|
||||||
//MainLog.Instance.Debug("UDPSERVER", e.ToString());
|
try
|
||||||
}
|
{
|
||||||
|
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
|
||||||
if (packet != null)
|
ReceivedData, null);
|
||||||
{
|
|
||||||
// do we already have a circuit for this endpoint
|
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
|
||||||
uint circuit;
|
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
|
||||||
if (clientCircuits.TryGetValue(epSender, out circuit))
|
// This will happen over and over until we've gone through all packets
|
||||||
{
|
// sent to and from this particular user.
|
||||||
//if so then send packet to the packetserver
|
// Stupid I know..
|
||||||
//MainLog.Instance.Warn("UDPSERVER", "ALREADY HAVE Circuit!");
|
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
|
||||||
m_packetServer.InPacket(circuit, packet);
|
}
|
||||||
}
|
catch (SocketException e2)
|
||||||
else if (packet.Type == PacketType.UseCircuitCode)
|
{
|
||||||
{
|
m_log.Error("[UDPSERVER]: " + e2.ToString());
|
||||||
// new client
|
}
|
||||||
MainLog.Instance.Debug("UDPSERVER", "Adding New Client");
|
//return;
|
||||||
AddNewClient(packet);
|
}
|
||||||
}
|
|
||||||
else
|
int packetEnd = numBytes - 1;
|
||||||
{
|
|
||||||
// invalid client
|
try
|
||||||
//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());
|
packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
catch (Exception e)
|
||||||
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
|
{
|
||||||
}
|
m_log.Debug("[UDPSERVER]: " + e.ToString());
|
||||||
|
}
|
||||||
private void CloseEndPoint(EndPoint sender)
|
|
||||||
{
|
try
|
||||||
uint circuit;
|
{
|
||||||
if (clientCircuits.TryGetValue(sender, out circuit))
|
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
|
||||||
{
|
}
|
||||||
m_packetServer.CloseCircuit(circuit);
|
catch (SocketException e4)
|
||||||
}
|
{
|
||||||
}
|
try
|
||||||
|
{
|
||||||
protected virtual void AddNewClient(Packet packet)
|
CloseEndPoint(epSender);
|
||||||
{
|
}
|
||||||
UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
|
catch (Exception a)
|
||||||
clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
|
{
|
||||||
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
|
m_log.Info("[UDPSERVER]: " + a.ToString());
|
||||||
|
}
|
||||||
PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass);
|
try
|
||||||
}
|
{
|
||||||
|
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
|
||||||
public void ServerListener()
|
ReceivedData, null);
|
||||||
{
|
|
||||||
m_log.Verbose("SERVER", "Opening UDP socket on " + listenPort.ToString());
|
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
|
||||||
|
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
|
||||||
ServerIncoming = new IPEndPoint(IPAddress.Parse("0.0.0.0"), (int) listenPort);
|
// This will happen over and over until we've gone through all packets
|
||||||
Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
|
// sent to and from this particular user.
|
||||||
Server.Bind(ServerIncoming);
|
// Stupid I know..
|
||||||
|
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
|
||||||
m_log.Verbose("SERVER", "UDP socket bound, getting ready to listen");
|
}
|
||||||
|
catch (SocketException e5)
|
||||||
ipeSender = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0);
|
{
|
||||||
epSender = (EndPoint) ipeSender;
|
m_log.Error("[UDPSERVER]: " + e5.ToString());
|
||||||
ReceivedData = new AsyncCallback(OnReceivedData);
|
}
|
||||||
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
|
|
||||||
|
}
|
||||||
m_log.Status("SERVER", "Listening...");
|
|
||||||
}
|
if (packet != null)
|
||||||
|
{
|
||||||
public virtual void RegisterPacketServer(PacketServer server)
|
try
|
||||||
{
|
{
|
||||||
m_packetServer = server;
|
// do we already have a circuit for this endpoint
|
||||||
}
|
uint circuit;
|
||||||
|
|
||||||
public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
|
bool ret = false;
|
||||||
//EndPoint packetSender)
|
lock (clientCircuits)
|
||||||
{
|
{
|
||||||
// find the endpoint for this circuit
|
ret = clientCircuits.TryGetValue(epSender, out circuit);
|
||||||
EndPoint sendto = null;
|
}
|
||||||
if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
|
if (ret)
|
||||||
{
|
{
|
||||||
//we found the endpoint so send the packet to it
|
//if so then send packet to the packetserver
|
||||||
while (true)
|
//m_log.Warn("[UDPSERVER]: ALREADY HAVE Circuit!");
|
||||||
{
|
m_packetServer.InPacket(circuit, packet);
|
||||||
try
|
}
|
||||||
{
|
else if (packet.Type == PacketType.UseCircuitCode)
|
||||||
Server.SendTo(buffer, size, flags, sendto);
|
{
|
||||||
return;
|
// new client
|
||||||
}
|
m_log.Debug("[UDPSERVER]: Adding New Client");
|
||||||
catch (SocketException e)
|
AddNewClient(packet);
|
||||||
{
|
}
|
||||||
if (e.ErrorCode == 10055)
|
else
|
||||||
{
|
{
|
||||||
//Send buffer full, halt for half second and retry
|
// invalid client
|
||||||
MainLog.Instance.Warn("SERVER", "Socket send buffer was full, halting for 200ms");
|
//CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now
|
||||||
System.Threading.Thread.Sleep(200);
|
//m_log.Warn("[UDPSERVER]: Got a packet from an invalid client - " + packet.ToString());
|
||||||
}
|
|
||||||
else
|
}
|
||||||
{
|
}
|
||||||
//Rethrow
|
catch (Exception ex)
|
||||||
throw e;
|
{
|
||||||
}
|
m_log.Error("[UDPSERVER]: Exception in processing packet.");
|
||||||
}
|
m_log.Debug("[UDPSERVER]: Adding New Client");
|
||||||
}
|
try
|
||||||
}
|
{
|
||||||
}
|
AddNewClient(packet);
|
||||||
|
}
|
||||||
public virtual void RemoveClientCircuit(uint circuitcode)
|
catch (Exception e3)
|
||||||
{
|
{
|
||||||
EndPoint sendto = null;
|
m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString());
|
||||||
if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
|
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
|
||||||
{
|
ReceivedData, null);
|
||||||
clientCircuits.Remove(sendto);
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
clientCircuits_reverse.Remove(circuitcode);
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
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