* Added a lock object for the write functions in LLUDPClientCollection (immutable != concurrent write safety)
* Allow the UDP server to bind to a user-specified port again * Updated to a newer version of OpenSimUDPBase that streamlines the code even more. This also reintroduces the highly concurrent packet handling which needs more testingprioritization
parent
56a27c37d3
commit
a5b9971fd7
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@ -36,6 +36,9 @@ using ReaderWriterLockImpl = OpenMetaverse.ReaderWriterLockSlim;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// A thread safe mapping from endpoints to client references
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/// </summary>
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public sealed class UDPClientCollection
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{
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#region IComparers
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@ -52,43 +55,80 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion IComparers
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/// <summary>An immutable dictionary mapping from <seealso cref="IPEndPoint"/>
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/// to <seealso cref="LLUDPClient"/> references</summary>
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private ImmutableMap<IPEndPoint, LLUDPClient> m_dict;
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/// <summary>Immutability grants thread safety for concurrent reads and
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/// read-writes, but not concurrent writes</summary>
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private object m_writeLock;
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/// <summary>Number of clients in the collection</summary>
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public int Count { get { return m_dict.Count; } }
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/// <summary>
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/// Default constructor
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/// </summary>
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public UDPClientCollection()
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{
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m_dict = new ImmutableMap<IPEndPoint, LLUDPClient>(new IPEndPointComparer());
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}
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/// <summary>
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/// Add a client reference to the collection
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/// </summary>
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/// <param name="key">Remote endpoint of the client</param>
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/// <param name="value">Reference to the client object</param>
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public void Add(IPEndPoint key, LLUDPClient value)
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{
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m_dict = m_dict.Add(key, value);
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lock (m_writeLock)
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m_dict = m_dict.Add(key, value);
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}
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/// <summary>
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/// Remove a client from the collection
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/// </summary>
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/// <param name="key">Remote endpoint of the client</param>
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public void Remove(IPEndPoint key)
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{
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m_dict = m_dict.Delete(key);
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lock (m_writeLock)
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m_dict = m_dict.Delete(key);
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}
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/// <summary>
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/// Resets the client collection
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/// </summary>
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public void Clear()
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{
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m_dict = new ImmutableMap<IPEndPoint, LLUDPClient>(new IPEndPointComparer());
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}
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public int Count
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{
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get { return m_dict.Count; }
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lock (m_writeLock)
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m_dict = new ImmutableMap<IPEndPoint, LLUDPClient>(new IPEndPointComparer());
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}
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/// <summary>
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/// Checks if an endpoint is in the collection
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/// </summary>
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/// <param name="key">Endpoint to check for</param>
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/// <returns>True if the endpoint was found in the collection, otherwise false</returns>
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public bool ContainsKey(IPEndPoint key)
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{
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return m_dict.ContainsKey(key);
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}
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/// <summary>
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/// Attempts to fetch a value out of the collection
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/// </summary>
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/// <param name="key">Endpoint of the client to retrieve</param>
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/// <param name="value">Retrieved client, or null on lookup failure</param>
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/// <returns>True if the lookup succeeded, otherwise false</returns>
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public bool TryGetValue(IPEndPoint key, out LLUDPClient value)
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{
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return m_dict.TryGetValue(key, out value);
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}
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/// <summary>
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/// Performs a given task in parallel for each of the elements in the
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/// collection
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/// </summary>
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/// <param name="action">Action to perform on each element</param>
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public void ForEach(Action<LLUDPClient> action)
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{
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Parallel.ForEach<LLUDPClient>(m_dict.Values, action);
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@ -96,7 +96,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Incoming packets that are awaiting handling</summary>
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private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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/// <summary></summary>
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private UDPClientCollection clients = new UDPClientCollection();
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private UDPClientCollection m_clients = new UDPClientCollection();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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private TokenBucket m_throttle;
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/// <summary>Bandwidth throttle rates for this UDP server</summary>
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@ -115,7 +115,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public Socket Server { get { return null; } }
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public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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: base((int)port)
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: base(listenIP, (int)port)
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{
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#region Environment.TickCount Measurement
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@ -143,7 +143,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public new void Start()
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{
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if (m_scene == null)
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throw new InvalidOperationException("Cannot LLUDPServer.Start() without an IScene reference");
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throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
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base.Start();
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@ -188,7 +188,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_scene.ClientManager.Remove(udpClient.CircuitCode);
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udpClient.ClientAPI.Close(false);
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udpClient.Shutdown();
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clients.Remove(udpClient.RemoteEndPoint);
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m_clients.Remove(udpClient.RemoteEndPoint);
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}
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public void BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting)
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@ -208,7 +208,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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for (int i = 0; i < packetCount; i++)
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{
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byte[] data = datas[i];
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clients.ForEach(
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m_clients.ForEach(
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delegate(LLUDPClient client)
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{ SendPacketData(client, data, data.Length, packet.Type, packet.Header.Zerocoded, category); });
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}
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@ -216,7 +216,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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else
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{
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byte[] data = packet.ToBytes();
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clients.ForEach(
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m_clients.ForEach(
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delegate(LLUDPClient client)
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{ SendPacketData(client, data, data.Length, packet.Type, packet.Header.Zerocoded, category); });
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}
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}
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// Determine which agent this packet came from
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if (!clients.TryGetValue(address, out client))
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if (!m_clients.TryGetValue(address, out client))
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{
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m_log.Warn("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address);
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return;
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if (m_scene.RegionStatus != RegionStatus.SlaveScene)
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{
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AuthenticateResponse sessionInfo;
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bool isNewCircuit = !clients.ContainsKey(remoteEndPoint);
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bool isNewCircuit = !m_clients.ContainsKey(remoteEndPoint);
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if (!IsClientAuthorized(useCircuitCode, out sessionInfo))
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{
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@ -648,7 +648,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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udpClient.ClientAPI = clientApi;
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// Add the new client to our list of tracked clients
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clients.Add(udpClient.RemoteEndPoint, udpClient);
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m_clients.Add(udpClient.RemoteEndPoint, udpClient);
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}
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private void AcknowledgePacket(LLUDPClient client, uint ack, int currentTime, bool fromResend)
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@ -726,7 +726,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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elapsed500MS = 0;
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}
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clients.ForEach(
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m_clients.ForEach(
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delegate(LLUDPClient client)
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{
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if (client.DequeueOutgoing())
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@ -29,101 +29,90 @@ using System;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using OpenMetaverse;
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using log4net;
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namespace OpenSim.Region.ClientStack.LindenUDP
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namespace OpenMetaverse
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{
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/// <summary>
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///
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/// Base UDP server
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/// </summary>
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public abstract class OpenSimUDPBase
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{
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// these abstract methods must be implemented in a derived class to actually do
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// something with the packets that are sent and received.
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// This method is called when an incoming packet is received
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/// </summary>
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/// <param name="buffer">Incoming packet buffer</param>
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protected abstract void PacketReceived(UDPPacketBuffer buffer);
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/// <summary>
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/// This method is called when an outgoing packet is sent
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/// </summary>
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/// <param name="buffer">Outgoing packet buffer</param>
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/// <param name="bytesSent">Number of bytes written to the wire</param>
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protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
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// the port to listen on
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internal int udpPort;
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/// <summary>UDP port to bind to in server mode</summary>
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protected int m_udpPort;
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// the UDP socket
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private Socket udpSocket;
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/// <summary>Local IP address to bind to in server mode</summary>
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protected IPAddress m_localBindAddress;
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// the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
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// since there are potentially many "reader" threads in the internal .NET IOCP
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// thread pool, this is a cheaper synchronization primitive than using
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// a Mutex object. This allows many UDP socket "reads" concurrently - when
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// Stop() is called, it attempts to obtain a writer lock which will then
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// wait until all outstanding operations are completed before shutting down.
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// this avoids the problem of closing the socket with outstanding operations
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// and trying to catch the inevitable ObjectDisposedException.
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private ReaderWriterLock rwLock = new ReaderWriterLock();
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/// <summary>UDP socket, used in either client or server mode</summary>
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private Socket m_udpSocket;
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// number of outstanding operations. This is a reference count
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// which we use to ensure that the threads exit cleanly. Note that
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// we need this because the threads will potentially still need to process
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// data even after the socket is closed.
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private int rwOperationCount = 0;
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// the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
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private volatile bool shutdownFlag = true;
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// the remote endpoint to communicate with
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protected IPEndPoint remoteEndPoint = null;
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/// <summary>The all important shutdown flag</summary>
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private volatile bool m_shutdownFlag = true;
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/// <summary>Returns true if the server is currently listening, otherwise false</summary>
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public bool IsRunning { get { return !m_shutdownFlag; } }
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/// <summary>
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/// Initialize the UDP packet handler in server mode
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/// Default constructor
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/// </summary>
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/// <param name="bindAddress">Local IP address to bind the server to</param>
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/// <param name="port">Port to listening for incoming UDP packets on</param>
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public OpenSimUDPBase(int port)
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public OpenSimUDPBase(IPAddress bindAddress, int port)
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{
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udpPort = port;
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m_localBindAddress = bindAddress;
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m_udpPort = port;
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}
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/// <summary>
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/// Initialize the UDP packet handler in client mode
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/// </summary>
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/// <param name="endPoint">Remote UDP server to connect to</param>
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public OpenSimUDPBase(IPEndPoint endPoint)
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{
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remoteEndPoint = endPoint;
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udpPort = 0;
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}
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/// <summary>
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///
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/// Start the UDP server
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/// </summary>
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/// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
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/// on the socket to get newer versions of Windows to behave in a sane
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/// manner (not throwing an exception when the remote side resets the
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/// connection). This call is ignored on Mono where the flag is not
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/// necessary</remarks>
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public void Start()
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{
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if (shutdownFlag)
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if (m_shutdownFlag)
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{
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if (remoteEndPoint == null)
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{
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// Server mode
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const int SIO_UDP_CONNRESET = -1744830452;
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// create and bind the socket
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IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
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udpSocket = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Dgram,
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ProtocolType.Udp);
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udpSocket.Bind(ipep);
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}
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else
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IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
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m_udpSocket = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Dgram,
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ProtocolType.Udp);
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try
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{
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// Client mode
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IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
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udpSocket = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Dgram,
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ProtocolType.Udp);
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udpSocket.Bind(ipep);
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//udpSocket.Connect(remoteEndPoint);
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// this udp socket flag is not supported under mono,
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// so we'll catch the exception and continue
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m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
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m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag set");
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}
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catch (SocketException)
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{
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m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
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}
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m_udpSocket.Bind(ipep);
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// we're not shutting down, we're starting up
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shutdownFlag = false;
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m_shutdownFlag = false;
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// kick off an async receive. The Start() method will return, the
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// actual receives will occur asynchronously and will be caught in
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@ -133,104 +122,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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/// <summary>
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///
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/// Stops the UDP server
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/// </summary>
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public void Stop()
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{
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if (!shutdownFlag)
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if (!m_shutdownFlag)
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{
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// wait indefinitely for a writer lock. Once this is called, the .NET runtime
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// will deny any more reader locks, in effect blocking all other send/receive
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// threads. Once we have the lock, we set shutdownFlag to inform the other
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// threads that the socket is closed.
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rwLock.AcquireWriterLock(-1);
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shutdownFlag = true;
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udpSocket.Close();
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rwLock.ReleaseWriterLock();
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// wait for any pending operations to complete on other
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// threads before exiting.
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const int FORCE_STOP = 100;
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int i = 0;
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while (rwOperationCount > 0 && i < FORCE_STOP)
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{
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Thread.Sleep(10);
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++i;
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}
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if (i >= FORCE_STOP)
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{
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Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
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Helpers.LogLevel.Warning);
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}
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m_shutdownFlag = true;
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m_udpSocket.Close();
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}
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}
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/// <summary>
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///
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/// </summary>
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public bool IsRunning
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{
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get { return !shutdownFlag; }
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}
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private void AsyncBeginReceive()
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{
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// this method actually kicks off the async read on the socket.
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// we aquire a reader lock here to ensure that no other thread
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// is trying to set shutdownFlag and close the socket.
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rwLock.AcquireReaderLock(-1);
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// allocate a packet buffer
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//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
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UDPPacketBuffer buf = new UDPPacketBuffer();
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if (!shutdownFlag)
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if (!m_shutdownFlag)
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{
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// increment the count of pending operations
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Interlocked.Increment(ref rwOperationCount);
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// allocate a packet buffer
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//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
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UDPPacketBuffer buf = new UDPPacketBuffer();
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try
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{
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// kick off an async read
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udpSocket.BeginReceiveFrom(
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m_udpSocket.BeginReceiveFrom(
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//wrappedBuffer.Instance.Data,
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buf.Data,
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0,
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UDPPacketBuffer.BUFFER_SIZE,
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SocketFlags.None,
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//ref wrappedBuffer.Instance.RemoteEndPoint,
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ref buf.RemoteEndPoint,
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new AsyncCallback(AsyncEndReceive),
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AsyncEndReceive,
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//wrappedBuffer);
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buf);
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}
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catch (SocketException)
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||||
catch (SocketException e)
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{
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// something bad happened
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//Logger.Log(
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// "A SocketException occurred in UDPServer.AsyncBeginReceive()",
|
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// Helpers.LogLevel.Error, se);
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if (e.SocketErrorCode == SocketError.ConnectionReset)
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{
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m_log.Warn("[UDPBASE]: SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + m_udpPort);
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bool salvaged = false;
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while (!salvaged)
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{
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try
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{
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m_udpSocket.BeginReceiveFrom(
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//wrappedBuffer.Instance.Data,
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buf.Data,
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0,
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UDPPacketBuffer.BUFFER_SIZE,
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SocketFlags.None,
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ref buf.RemoteEndPoint,
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AsyncEndReceive,
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//wrappedBuffer);
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buf);
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salvaged = true;
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}
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catch (SocketException) { }
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catch (ObjectDisposedException) { return; }
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}
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// an error occurred, therefore the operation is void. Decrement the reference count.
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Interlocked.Decrement(ref rwOperationCount);
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m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort);
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||||
}
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||||
}
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catch (ObjectDisposedException) { }
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}
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|
||||
// we're done with the socket for now, release the reader lock.
|
||||
rwLock.ReleaseReaderLock();
|
||||
}
|
||||
|
||||
private void AsyncEndReceive(IAsyncResult iar)
|
||||
{
|
||||
// Asynchronous receive operations will complete here through the call
|
||||
// to AsyncBeginReceive
|
||||
|
||||
// aquire a reader lock
|
||||
rwLock.AcquireReaderLock(-1);
|
||||
|
||||
if (!shutdownFlag)
|
||||
if (!m_shutdownFlag)
|
||||
{
|
||||
// start another receive - this keeps the server going!
|
||||
AsyncBeginReceive();
|
||||
|
||||
// get the buffer that was created in AsyncBeginReceive
|
||||
// this is the received data
|
||||
//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
|
||||
|
@ -241,100 +211,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
{
|
||||
// get the length of data actually read from the socket, store it with the
|
||||
// buffer
|
||||
buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
|
||||
|
||||
// this operation is now complete, decrement the reference count
|
||||
Interlocked.Decrement(ref rwOperationCount);
|
||||
|
||||
// we're done with the socket, release the reader lock
|
||||
rwLock.ReleaseReaderLock();
|
||||
buffer.DataLength = m_udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
|
||||
|
||||
// call the abstract method PacketReceived(), passing the buffer that
|
||||
// has just been filled from the socket read.
|
||||
PacketReceived(buffer);
|
||||
}
|
||||
catch (SocketException)
|
||||
{
|
||||
// an error occurred, therefore the operation is void. Decrement the reference count.
|
||||
Interlocked.Decrement(ref rwOperationCount);
|
||||
|
||||
// we're done with the socket for now, release the reader lock.
|
||||
rwLock.ReleaseReaderLock();
|
||||
}
|
||||
finally
|
||||
{
|
||||
// start another receive - this keeps the server going!
|
||||
AsyncBeginReceive();
|
||||
|
||||
//wrappedBuffer.Dispose();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// nothing bad happened, but we are done with the operation
|
||||
// decrement the reference count and release the reader lock
|
||||
Interlocked.Decrement(ref rwOperationCount);
|
||||
rwLock.ReleaseReaderLock();
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
//finally { wrappedBuffer.Dispose(); }
|
||||
}
|
||||
}
|
||||
|
||||
public void AsyncBeginSend(UDPPacketBuffer buf)
|
||||
{
|
||||
rwLock.AcquireReaderLock(-1);
|
||||
|
||||
if (!shutdownFlag)
|
||||
if (!m_shutdownFlag)
|
||||
{
|
||||
try
|
||||
{
|
||||
Interlocked.Increment(ref rwOperationCount);
|
||||
udpSocket.BeginSendTo(
|
||||
m_udpSocket.BeginSendTo(
|
||||
buf.Data,
|
||||
0,
|
||||
buf.DataLength,
|
||||
SocketFlags.None,
|
||||
buf.RemoteEndPoint,
|
||||
new AsyncCallback(AsyncEndSend),
|
||||
AsyncEndSend,
|
||||
buf);
|
||||
}
|
||||
catch (SocketException)
|
||||
{
|
||||
//Logger.Log(
|
||||
// "A SocketException occurred in UDPServer.AsyncBeginSend()",
|
||||
// Helpers.LogLevel.Error, se);
|
||||
}
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
}
|
||||
|
||||
rwLock.ReleaseReaderLock();
|
||||
}
|
||||
|
||||
private void AsyncEndSend(IAsyncResult iar)
|
||||
void AsyncEndSend(IAsyncResult result)
|
||||
{
|
||||
rwLock.AcquireReaderLock(-1);
|
||||
|
||||
if (!shutdownFlag)
|
||||
try
|
||||
{
|
||||
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
|
||||
int bytesSent = m_udpSocket.EndSendTo(result);
|
||||
|
||||
try
|
||||
{
|
||||
int bytesSent = udpSocket.EndSendTo(iar);
|
||||
|
||||
// note that call to the abstract PacketSent() method - we are passing the number
|
||||
// of bytes sent in a separate parameter, since we can't use buffer.DataLength which
|
||||
// is the number of bytes to send (or bytes received depending upon whether this
|
||||
// buffer was part of a send or a receive).
|
||||
PacketSent(buffer, bytesSent);
|
||||
}
|
||||
catch (SocketException)
|
||||
{
|
||||
//Logger.Log(
|
||||
// "A SocketException occurred in UDPServer.AsyncEndSend()",
|
||||
// Helpers.LogLevel.Error, se);
|
||||
}
|
||||
PacketSent(buf, bytesSent);
|
||||
}
|
||||
|
||||
Interlocked.Decrement(ref rwOperationCount);
|
||||
rwLock.ReleaseReaderLock();
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue