/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Net; using System.Net.Sockets; using System.Reflection; using System.Threading; using log4net; using Nini.Config; using OpenMetaverse.Packets; using OpenSim.Framework; using OpenSim.Framework.Monitoring; using OpenSim.Region.Framework.Scenes; using OpenMetaverse; using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket; namespace OpenSim.Region.ClientStack.LindenUDP { /// /// A shim around LLUDPServer that implements the IClientNetworkServer interface /// public sealed class LLUDPServerShim : IClientNetworkServer { LLUDPServer m_udpServer; public LLUDPServerShim() { } public void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager) { m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager); } public void NetworkStop() { m_udpServer.Stop(); } public void AddScene(IScene scene) { m_udpServer.AddScene(scene); } public bool HandlesRegion(Location x) { return m_udpServer.HandlesRegion(x); } public void Start() { m_udpServer.Start(); } public void Stop() { m_udpServer.Stop(); } } /// /// The LLUDP server for a region. This handles incoming and outgoing /// packets for all UDP connections to the region /// public class LLUDPServer : OpenSimUDPBase { /// Maximum transmission unit, or UDP packet size, for the LLUDP protocol public const int MTU = 1400; private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// The measured resolution of Environment.TickCount public readonly float TickCountResolution; /// Number of prim updates to put on the queue each time the /// OnQueueEmpty event is triggered for updates public readonly int PrimUpdatesPerCallback; /// Number of texture packets to put on the queue each time the /// OnQueueEmpty event is triggered for textures public readonly int TextureSendLimit; /// Handlers for incoming packets //PacketEventDictionary packetEvents = new PacketEventDictionary(); /// Incoming packets that are awaiting handling private OpenMetaverse.BlockingQueue packetInbox = new OpenMetaverse.BlockingQueue(); /// //private UDPClientCollection m_clients = new UDPClientCollection(); /// Bandwidth throttle for this UDP server protected TokenBucket m_throttle; /// Bandwidth throttle rates for this UDP server public ThrottleRates ThrottleRates { get; private set; } /// Manages authentication for agent circuits private AgentCircuitManager m_circuitManager; /// Reference to the scene this UDP server is attached to protected Scene m_scene; /// The X/Y coordinates of the scene this UDP server is attached to private Location m_location; /// The size of the receive buffer for the UDP socket. This value /// is passed up to the operating system and used in the system networking /// stack. Use zero to leave this value as the default private int m_recvBufferSize; /// Flag to process packets asynchronously or synchronously private bool m_asyncPacketHandling; /// Tracks whether or not a packet was sent each round so we know /// whether or not to sleep private bool m_packetSent; /// Environment.TickCount of the last time that packet stats were reported to the scene private int m_elapsedMSSinceLastStatReport = 0; /// Environment.TickCount of the last time the outgoing packet handler executed private int m_tickLastOutgoingPacketHandler; /// Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped private int m_elapsedMSOutgoingPacketHandler; /// Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed private int m_elapsed100MSOutgoingPacketHandler; /// Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed private int m_elapsed500MSOutgoingPacketHandler; /// Flag to signal when clients should check for resends protected bool m_resendUnacked; /// Flag to signal when clients should send ACKs protected bool m_sendAcks; /// Flag to signal when clients should send pings protected bool m_sendPing; private int m_defaultRTO = 0; private int m_maxRTO = 0; private int m_ackTimeout = 0; private int m_pausedAckTimeout = 0; private bool m_disableFacelights = false; public Socket Server { get { return null; } } private int m_malformedCount = 0; // Guard against a spamming attack /// /// Record current outgoing client for monitoring purposes. /// private IClientAPI m_currentOutgoingClient; /// /// Recording current incoming client for monitoring purposes. /// private IClientAPI m_currentIncomingClient; public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager) : base(listenIP, (int)port) { #region Environment.TickCount Measurement // Measure the resolution of Environment.TickCount TickCountResolution = 0f; for (int i = 0; i < 5; i++) { int start = Environment.TickCount; int now = start; while (now == start) now = Environment.TickCount; TickCountResolution += (float)(now - start) * 0.2f; } m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms"); TickCountResolution = (float)Math.Ceiling(TickCountResolution); #endregion Environment.TickCount Measurement m_circuitManager = circuitManager; int sceneThrottleBps = 0; IConfig config = configSource.Configs["ClientStack.LindenUDP"]; if (config != null) { m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true); m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0); sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0); PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100); TextureSendLimit = config.GetInt("TextureSendLimit", 20); m_defaultRTO = config.GetInt("DefaultRTO", 0); m_maxRTO = config.GetInt("MaxRTO", 0); m_disableFacelights = config.GetBoolean("DisableFacelights", false); m_ackTimeout = 1000 * config.GetInt("AckTimeout", 60); m_pausedAckTimeout = 1000 * config.GetInt("PausedAckTimeout", 300); } else { PrimUpdatesPerCallback = 100; TextureSendLimit = 20; m_ackTimeout = 1000 * 60; // 1 minute m_pausedAckTimeout = 1000 * 300; // 5 minutes } // FIXME: This actually only needs to be done once since the PacketPool is shared across all servers. // However, there is no harm in temporarily doing it multiple times. IConfig packetConfig = configSource.Configs["PacketPool"]; if (packetConfig != null) { PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); } #region BinaryStats config = configSource.Configs["Statistics.Binary"]; m_shouldCollectStats = false; if (config != null) { if (config.Contains("enabled") && config.GetBoolean("enabled")) { if (config.Contains("collect_packet_headers")) m_shouldCollectStats = config.GetBoolean("collect_packet_headers"); if (config.Contains("packet_headers_period_seconds")) { binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds")); } if (config.Contains("stats_dir")) { binStatsDir = config.GetString("stats_dir"); } } else { m_shouldCollectStats = false; } } #endregion BinaryStats m_throttle = new TokenBucket(null, sceneThrottleBps); ThrottleRates = new ThrottleRates(configSource); } public void Start() { if (m_scene == null) throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference"); m_log.InfoFormat( "[LLUDPSERVER]: Starting the LLUDP server in {0} mode", m_asyncPacketHandling ? "asynchronous" : "synchronous"); base.Start(m_recvBufferSize, m_asyncPacketHandling); // Start the packet processing threads Watchdog.StartThread( IncomingPacketHandler, string.Format("Incoming Packets ({0})", m_scene.RegionInfo.RegionName), ThreadPriority.Normal, false, true, GetWatchdogIncomingAlarmData, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS); Watchdog.StartThread( OutgoingPacketHandler, string.Format("Outgoing Packets ({0})", m_scene.RegionInfo.RegionName), ThreadPriority.Normal, false, true, GetWatchdogOutgoingAlarmData, Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS); m_elapsedMSSinceLastStatReport = Environment.TickCount; } /// /// If the outgoing UDP thread times out, then return client that was being processed to help with debugging. /// /// private string GetWatchdogIncomingAlarmData() { return string.Format( "Client is {0}", m_currentIncomingClient != null ? m_currentIncomingClient.Name : "none"); } /// /// If the outgoing UDP thread times out, then return client that was being processed to help with debugging. /// /// private string GetWatchdogOutgoingAlarmData() { return string.Format( "Client is {0}", m_currentOutgoingClient != null ? m_currentOutgoingClient.Name : "none"); } public new void Stop() { m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName); base.Stop(); } public void AddScene(IScene scene) { if (m_scene != null) { m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene"); return; } if (!(scene is Scene)) { m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType()); return; } m_scene = (Scene)scene; m_location = new Location(m_scene.RegionInfo.RegionHandle); } public bool HandlesRegion(Location x) { return x == m_location; } public void BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting) { // CoarseLocationUpdate and AvatarGroupsReply packets cannot be split in an automated way if ((packet.Type == PacketType.CoarseLocationUpdate || packet.Type == PacketType.AvatarGroupsReply) && allowSplitting) allowSplitting = false; if (allowSplitting && packet.HasVariableBlocks) { byte[][] datas = packet.ToBytesMultiple(); int packetCount = datas.Length; if (packetCount < 1) m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length); for (int i = 0; i < packetCount; i++) { byte[] data = datas[i]; m_scene.ForEachClient( delegate(IClientAPI client) { if (client is LLClientView) SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category, null); } ); } } else { byte[] data = packet.ToBytes(); m_scene.ForEachClient( delegate(IClientAPI client) { if (client is LLClientView) SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category, null); } ); } } /// /// Start the process of sending a packet to the client. /// /// /// /// /// /// /// The method to call if the packet is not acked by the client. If null, then a standard /// resend of the packet is done. /// public virtual void SendPacket( LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method) { // CoarseLocationUpdate packets cannot be split in an automated way if (packet.Type == PacketType.CoarseLocationUpdate && allowSplitting) allowSplitting = false; if (allowSplitting && packet.HasVariableBlocks) { byte[][] datas = packet.ToBytesMultiple(); int packetCount = datas.Length; if (packetCount < 1) m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length); for (int i = 0; i < packetCount; i++) { byte[] data = datas[i]; SendPacketData(udpClient, data, packet.Type, category, method); } } else { byte[] data = packet.ToBytes(); SendPacketData(udpClient, data, packet.Type, category, method); } PacketPool.Instance.ReturnPacket(packet); } /// /// Start the process of sending a packet to the client. /// /// /// /// /// /// /// The method to call if the packet is not acked by the client. If null, then a standard /// resend of the packet is done. /// public void SendPacketData( LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category, UnackedPacketMethod method) { int dataLength = data.Length; bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0; bool doCopy = true; // Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum. // The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting // there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here // to accomodate for both common scenarios and provide ample room for ACK appending in both int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200; UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize); // Zerocode if needed if (doZerocode) { try { dataLength = Helpers.ZeroEncode(data, dataLength, buffer.Data); doCopy = false; } catch (IndexOutOfRangeException) { // The packet grew larger than the bufferSize while zerocoding. // Remove the MSG_ZEROCODED flag and send the unencoded data // instead m_log.Debug("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding for " + type + ". DataLength=" + dataLength + " and BufferLength=" + buffer.Data.Length + ". Removing MSG_ZEROCODED flag"); data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED); } } // If the packet data wasn't already copied during zerocoding, copy it now if (doCopy) { if (dataLength <= buffer.Data.Length) { Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength); } else { bufferSize = dataLength; buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize); // m_log.Error("[LLUDPSERVER]: Packet exceeded buffer size! This could be an indication of packet assembly not obeying the MTU. Type=" + // type + ", DataLength=" + dataLength + ", BufferLength=" + buffer.Data.Length + ". Dropping packet"); Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength); } } buffer.DataLength = dataLength; #region Queue or Send OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null); // If we were not provided a method for handling unacked, use the UDPServer default method outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method); // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will // continue to display the deleted object until relog. Therefore, we need to always queue a kill object // packet so that it isn't sent before a queued update packet. bool requestQueue = type == PacketType.KillObject; if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, requestQueue)) SendPacketFinal(outgoingPacket); #endregion Queue or Send } public void SendAcks(LLUDPClient udpClient) { uint ack; if (udpClient.PendingAcks.Dequeue(out ack)) { List blocks = new List(); PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock(); block.ID = ack; blocks.Add(block); while (udpClient.PendingAcks.Dequeue(out ack)) { block = new PacketAckPacket.PacketsBlock(); block.ID = ack; blocks.Add(block); } PacketAckPacket packet = new PacketAckPacket(); packet.Header.Reliable = false; packet.Packets = blocks.ToArray(); SendPacket(udpClient, packet, ThrottleOutPacketType.Unknown, true, null); } } public void SendPing(LLUDPClient udpClient) { StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck); pc.Header.Reliable = false; pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++; // We *could* get OldestUnacked, but it would hurt performance and not provide any benefit pc.PingID.OldestUnacked = 0; SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false, null); } public void CompletePing(LLUDPClient udpClient, byte pingID) { CompletePingCheckPacket completePing = new CompletePingCheckPacket(); completePing.PingID.PingID = pingID; SendPacket(udpClient, completePing, ThrottleOutPacketType.Unknown, false, null); } public void HandleUnacked(LLClientView client) { LLUDPClient udpClient = client.UDPClient; if (!udpClient.IsConnected) return; // Disconnect an agent if no packets are received for some time int timeoutTicks = m_ackTimeout; // Allow more slack if the client is "paused" eg file upload dialogue is open // Some sort of limit is needed in case the client crashes, loses its network connection // or some other disaster prevents it from sendung the AgentResume if (udpClient.IsPaused) timeoutTicks = m_pausedAckTimeout; if (client.IsActive && (Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks) { // We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even // though it's set later on by LLClientView.Close() client.IsActive = false; // Fire this out on a different thread so that we don't hold up outgoing packet processing for // everybody else if this is being called due to an ack timeout. // This is the same as processing as the async process of a logout request. Util.FireAndForget(o => DeactivateClientDueToTimeout(client)); return; } // Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO List expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO); if (expiredPackets != null) { //m_log.Debug("[LLUDPSERVER]: Handling " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO); // Exponential backoff of the retransmission timeout udpClient.BackoffRTO(); for (int i = 0; i < expiredPackets.Count; ++i) expiredPackets[i].UnackedMethod(expiredPackets[i]); } } public void ResendUnacked(OutgoingPacket outgoingPacket) { //m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed", // outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount); // Set the resent flag outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT); outgoingPacket.Category = ThrottleOutPacketType.Resend; // Bump up the resend count on this packet Interlocked.Increment(ref outgoingPacket.ResendCount); // Requeue or resend the packet if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, false)) SendPacketFinal(outgoingPacket); } public void Flush(LLUDPClient udpClient) { // FIXME: Implement? } /// /// Actually send a packet to a client. /// /// internal void SendPacketFinal(OutgoingPacket outgoingPacket) { UDPPacketBuffer buffer = outgoingPacket.Buffer; byte flags = buffer.Data[0]; bool isResend = (flags & Helpers.MSG_RESENT) != 0; bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0; bool isZerocoded = (flags & Helpers.MSG_ZEROCODED) != 0; LLUDPClient udpClient = outgoingPacket.Client; if (!udpClient.IsConnected) return; #region ACK Appending int dataLength = buffer.DataLength; // NOTE: I'm seeing problems with some viewers when ACKs are appended to zerocoded packets so I've disabled that here if (!isZerocoded) { // Keep appending ACKs until there is no room left in the buffer or there are // no more ACKs to append uint ackCount = 0; uint ack; while (dataLength + 5 < buffer.Data.Length && udpClient.PendingAcks.Dequeue(out ack)) { Utils.UIntToBytesBig(ack, buffer.Data, dataLength); dataLength += 4; ++ackCount; } if (ackCount > 0) { // Set the last byte of the packet equal to the number of appended ACKs buffer.Data[dataLength++] = (byte)ackCount; // Set the appended ACKs flag on this packet buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS); } } buffer.DataLength = dataLength; #endregion ACK Appending #region Sequence Number Assignment if (!isResend) { // Not a resend, assign a new sequence number uint sequenceNumber = (uint)Interlocked.Increment(ref udpClient.CurrentSequence); Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1); outgoingPacket.SequenceNumber = sequenceNumber; if (isReliable) { // Add this packet to the list of ACK responses we are waiting on from the server udpClient.NeedAcks.Add(outgoingPacket); } } else { Interlocked.Increment(ref udpClient.PacketsResent); } #endregion Sequence Number Assignment // Stats tracking Interlocked.Increment(ref udpClient.PacketsSent); // Put the UDP payload on the wire AsyncBeginSend(buffer); // Keep track of when this packet was sent out (right now) outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue; } public override void PacketReceived(UDPPacketBuffer buffer) { // Debugging/Profiling //try { Thread.CurrentThread.Name = "PacketReceived (" + m_scene.RegionInfo.RegionName + ")"; } //catch (Exception) { } // m_log.DebugFormat( // "[LLUDPSERVER]: Packet received from {0} in {1}", buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName); LLUDPClient udpClient = null; Packet packet = null; int packetEnd = buffer.DataLength - 1; IPEndPoint address = (IPEndPoint)buffer.RemoteEndPoint; #region Decoding if (buffer.DataLength < 7) { // m_log.WarnFormat( // "[LLUDPSERVER]: Dropping undersized packet with {0} bytes received from {1} in {2}", // buffer.DataLength, buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName); return; // Drop undersizd packet } int headerLen = 7; if (buffer.Data[6] == 0xFF) { if (buffer.Data[7] == 0xFF) headerLen = 10; else headerLen = 8; } if (buffer.DataLength < headerLen) { // m_log.WarnFormat( // "[LLUDPSERVER]: Dropping packet with malformed header received from {0} in {1}", // buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName); return; // Malformed header } try { // packet = Packet.BuildPacket(buffer.Data, ref packetEnd, // // Only allocate a buffer for zerodecoding if the packet is zerocoded // ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null); packet = PacketPool.Instance.GetPacket(buffer.Data, ref packetEnd, // Only allocate a buffer for zerodecoding if the packet is zerocoded ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null); } catch (MalformedDataException) { } catch (IndexOutOfRangeException) { // m_log.WarnFormat( // "[LLUDPSERVER]: Dropping short packet received from {0} in {1}", // buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName); return; // Drop short packet } catch (Exception e) { if (m_malformedCount < 100) m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString()); m_malformedCount++; if ((m_malformedCount % 100000) == 0) m_log.DebugFormat("[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack.", m_malformedCount); } // Fail-safe check if (packet == null) { m_log.ErrorFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}:", buffer.DataLength, buffer.RemoteEndPoint); m_log.Error(Utils.BytesToHexString(buffer.Data, buffer.DataLength, null)); return; } #endregion Decoding #region Packet to Client Mapping // UseCircuitCode handling if (packet.Type == PacketType.UseCircuitCode) { object[] array = new object[] { buffer, packet }; Util.FireAndForget(HandleUseCircuitCode, array); return; } // Determine which agent this packet came from IClientAPI client; if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView)) { //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); return; } udpClient = ((LLClientView)client).UDPClient; if (!udpClient.IsConnected) return; #endregion Packet to Client Mapping // Stats tracking Interlocked.Increment(ref udpClient.PacketsReceived); int now = Environment.TickCount & Int32.MaxValue; udpClient.TickLastPacketReceived = now; #region ACK Receiving // Handle appended ACKs if (packet.Header.AppendedAcks && packet.Header.AckList != null) { for (int i = 0; i < packet.Header.AckList.Length; i++) udpClient.NeedAcks.Acknowledge(packet.Header.AckList[i], now, packet.Header.Resent); } // Handle PacketAck packets if (packet.Type == PacketType.PacketAck) { PacketAckPacket ackPacket = (PacketAckPacket)packet; for (int i = 0; i < ackPacket.Packets.Length; i++) udpClient.NeedAcks.Acknowledge(ackPacket.Packets[i].ID, now, packet.Header.Resent); // We don't need to do anything else with PacketAck packets return; } #endregion ACK Receiving #region ACK Sending if (packet.Header.Reliable) { udpClient.PendingAcks.Enqueue(packet.Header.Sequence); // This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out, // add the current received bytes to it, test if 2*MTU bytes have been sent, if so remove // 2*MTU bytes from the value and send ACKs, and finally add the local value back to // client.BytesSinceLastACK. Lockless thread safety int bytesSinceLastACK = Interlocked.Exchange(ref udpClient.BytesSinceLastACK, 0); bytesSinceLastACK += buffer.DataLength; if (bytesSinceLastACK > LLUDPServer.MTU * 2) { bytesSinceLastACK -= LLUDPServer.MTU * 2; SendAcks(udpClient); } Interlocked.Add(ref udpClient.BytesSinceLastACK, bytesSinceLastACK); } #endregion ACK Sending #region Incoming Packet Accounting // Check the archive of received reliable packet IDs to see whether we already received this packet if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence)) { if (packet.Header.Resent) m_log.DebugFormat( "[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}", packet.Header.Sequence, packet.Type, client.Name); else m_log.WarnFormat( "[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #{0}, type {1} from {2}", packet.Header.Sequence, packet.Type, client.Name); // Avoid firing a callback twice for the same packet return; } #endregion Incoming Packet Accounting #region BinaryStats LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length); #endregion BinaryStats #region Ping Check Handling if (packet.Type == PacketType.StartPingCheck) { // We don't need to do anything else with ping checks StartPingCheckPacket startPing = (StartPingCheckPacket)packet; CompletePing(udpClient, startPing.PingID.PingID); if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000) { udpClient.SendPacketStats(); m_elapsedMSSinceLastStatReport = Environment.TickCount; } return; } else if (packet.Type == PacketType.CompletePingCheck) { // We don't currently track client ping times return; } #endregion Ping Check Handling // Inbox insertion packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet)); } #region BinaryStats public class PacketLogger { public DateTime StartTime; public string Path = null; public System.IO.BinaryWriter Log = null; } public static PacketLogger PacketLog; protected static bool m_shouldCollectStats = false; // Number of seconds to log for static TimeSpan binStatsMaxFilesize = TimeSpan.FromSeconds(300); static object binStatsLogLock = new object(); static string binStatsDir = ""; public static void LogPacketHeader(bool incoming, uint circuit, byte flags, PacketType packetType, ushort size) { if (!m_shouldCollectStats) return; // Binary logging format is TTTTTTTTCCCCFPPPSS, T=Time, C=Circuit, F=Flags, P=PacketType, S=size // Put the incoming bit into the least significant bit of the flags byte if (incoming) flags |= 0x01; else flags &= 0xFE; // Put the flags byte into the most significant bits of the type integer uint type = (uint)packetType; type |= (uint)flags << 24; // m_log.Debug("1 LogPacketHeader(): Outside lock"); lock (binStatsLogLock) { DateTime now = DateTime.Now; // m_log.Debug("2 LogPacketHeader(): Inside lock. now is " + now.Ticks); try { if (PacketLog == null || (now > PacketLog.StartTime + binStatsMaxFilesize)) { if (PacketLog != null && PacketLog.Log != null) { PacketLog.Log.Close(); } // First log file or time has expired, start writing to a new log file PacketLog = new PacketLogger(); PacketLog.StartTime = now; PacketLog.Path = (binStatsDir.Length > 0 ? binStatsDir + System.IO.Path.DirectorySeparatorChar.ToString() : "") + String.Format("packets-{0}.log", now.ToString("yyyyMMddHHmmss")); PacketLog.Log = new BinaryWriter(File.Open(PacketLog.Path, FileMode.Append, FileAccess.Write)); } // Serialize the data byte[] output = new byte[18]; Buffer.BlockCopy(BitConverter.GetBytes(now.Ticks), 0, output, 0, 8); Buffer.BlockCopy(BitConverter.GetBytes(circuit), 0, output, 8, 4); Buffer.BlockCopy(BitConverter.GetBytes(type), 0, output, 12, 4); Buffer.BlockCopy(BitConverter.GetBytes(size), 0, output, 16, 2); // Write the serialized data to disk if (PacketLog != null && PacketLog.Log != null) PacketLog.Log.Write(output); } catch (Exception ex) { m_log.Error("Packet statistics gathering failed: " + ex.Message, ex); if (PacketLog.Log != null) { PacketLog.Log.Close(); } PacketLog = null; } } } #endregion BinaryStats private void HandleUseCircuitCode(object o) { IPEndPoint remoteEndPoint = null; IClientAPI client = null; try { // DateTime startTime = DateTime.Now; object[] array = (object[])o; UDPPacketBuffer buffer = (UDPPacketBuffer)array[0]; UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1]; m_log.DebugFormat( "[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} to {1} from IP {2}", uccp.CircuitCode.Code, m_scene.RegionInfo.RegionName, buffer.RemoteEndPoint); remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint; AuthenticateResponse sessionInfo; if (IsClientAuthorized(uccp, out sessionInfo)) { // Begin the process of adding the client to the simulator client = AddClient( uccp.CircuitCode.Code, uccp.CircuitCode.ID, uccp.CircuitCode.SessionID, remoteEndPoint, sessionInfo); // Send ack straight away to let the viewer know that the connection is active. // The client will be null if it already exists (e.g. if on a region crossing the client sends a use // circuit code to the existing child agent. This is not particularly obvious. SendAckImmediate(remoteEndPoint, uccp.Header.Sequence); // We only want to send initial data to new clients, not ones which are being converted from child to root. if (client != null) client.SceneAgent.SendInitialDataToMe(); } else { // Don't create clients for unauthorized requesters. m_log.WarnFormat( "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}", uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, remoteEndPoint); } // m_log.DebugFormat( // "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms", // buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds); } catch (Exception e) { m_log.ErrorFormat( "[LLUDPSERVER]: UseCircuitCode handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}", remoteEndPoint != null ? remoteEndPoint.ToString() : "n/a", client != null ? client.Name : "unknown", client != null ? client.AgentId.ToString() : "unknown", e.Message, e.StackTrace); } } /// /// Send an ack immediately to the given endpoint. /// /// /// FIXME: Might be possible to use SendPacketData() like everything else, but this will require refactoring so /// that we can obtain the UDPClient easily at this point. /// /// /// private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber) { PacketAckPacket ack = new PacketAckPacket(); ack.Header.Reliable = false; ack.Packets = new PacketAckPacket.PacketsBlock[1]; ack.Packets[0] = new PacketAckPacket.PacketsBlock(); ack.Packets[0].ID = sequenceNumber; SendAckImmediate(remoteEndpoint, ack); } public virtual void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack) { byte[] packetData = ack.ToBytes(); int length = packetData.Length; UDPPacketBuffer buffer = new UDPPacketBuffer(remoteEndpoint, length); buffer.DataLength = length; Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length); AsyncBeginSend(buffer); } private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo) { UUID agentID = useCircuitCode.CircuitCode.ID; UUID sessionID = useCircuitCode.CircuitCode.SessionID; uint circuitCode = useCircuitCode.CircuitCode.Code; sessionInfo = m_circuitManager.AuthenticateSession(sessionID, agentID, circuitCode); return sessionInfo.Authorised; } /// /// Add a client. /// /// /// /// /// /// /// The client if it was added. Null if the client already existed. protected virtual IClientAPI AddClient( uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo) { IClientAPI client = null; // We currently synchronize this code across the whole scene to avoid issues such as // http://opensimulator.org/mantis/view.php?id=5365 However, once locking per agent circuit can be done // consistently, this lock could probably be removed. lock (this) { if (!m_scene.TryGetClient(agentID, out client)) { LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO); client = new LLClientView(m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode); client.OnLogout += LogoutHandler; ((LLClientView)client).DisableFacelights = m_disableFacelights; client.Start(); } } return client; } /// /// Deactivates the client if we don't receive any packets within a certain amount of time (default 60 seconds). /// /// /// If a connection is active then we will always receive packets even if nothing else is happening, due to /// regular client pings. /// /// private void DeactivateClientDueToTimeout(LLClientView client) { lock (client.CloseSyncLock) { m_log.WarnFormat( "[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}", client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName); StatsManager.SimExtraStats.AddAbnormalClientThreadTermination(); if (!client.SceneAgent.IsChildAgent) client.Kick("Simulator logged you out due to connection timeout"); client.CloseWithoutChecks(); } } private void IncomingPacketHandler() { // Set this culture for the thread that incoming packets are received // on to en-US to avoid number parsing issues Culture.SetCurrentCulture(); while (base.IsRunning) { try { IncomingPacket incomingPacket = null; // HACK: This is a test to try and rate limit packet handling on Mono. // If it works, a more elegant solution can be devised if (Util.FireAndForgetCount() < 2) { //m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping"); Thread.Sleep(30); } if (packetInbox.Dequeue(100, ref incomingPacket)) ProcessInPacket(incomingPacket);//, incomingPacket); Util.FireAndForget(ProcessInPacket, incomingPacket); } catch (Exception ex) { m_log.Error("[LLUDPSERVER]: Error in the incoming packet handler loop: " + ex.Message, ex); } Watchdog.UpdateThread(); } if (packetInbox.Count > 0) m_log.Warn("[LLUDPSERVER]: IncomingPacketHandler is shutting down, dropping " + packetInbox.Count + " packets"); packetInbox.Clear(); Watchdog.RemoveThread(); } private void OutgoingPacketHandler() { // Set this culture for the thread that outgoing packets are sent // on to en-US to avoid number parsing issues Culture.SetCurrentCulture(); // Typecast the function to an Action once here to avoid allocating a new // Action generic every round Action clientPacketHandler = ClientOutgoingPacketHandler; while (base.IsRunning) { try { m_packetSent = false; #region Update Timers m_resendUnacked = false; m_sendAcks = false; m_sendPing = false; // Update elapsed time int thisTick = Environment.TickCount & Int32.MaxValue; if (m_tickLastOutgoingPacketHandler > thisTick) m_elapsedMSOutgoingPacketHandler += ((Int32.MaxValue - m_tickLastOutgoingPacketHandler) + thisTick); else m_elapsedMSOutgoingPacketHandler += (thisTick - m_tickLastOutgoingPacketHandler); m_tickLastOutgoingPacketHandler = thisTick; // Check for pending outgoing resends every 100ms if (m_elapsedMSOutgoingPacketHandler >= 100) { m_resendUnacked = true; m_elapsedMSOutgoingPacketHandler = 0; m_elapsed100MSOutgoingPacketHandler += 1; } // Check for pending outgoing ACKs every 500ms if (m_elapsed100MSOutgoingPacketHandler >= 5) { m_sendAcks = true; m_elapsed100MSOutgoingPacketHandler = 0; m_elapsed500MSOutgoingPacketHandler += 1; } // Send pings to clients every 5000ms if (m_elapsed500MSOutgoingPacketHandler >= 10) { m_sendPing = true; m_elapsed500MSOutgoingPacketHandler = 0; } #endregion Update Timers // Use this for emergency monitoring -- bug hunting //if (m_scene.EmergencyMonitoring) // clientPacketHandler = MonitoredClientOutgoingPacketHandler; //else // clientPacketHandler = ClientOutgoingPacketHandler; // Handle outgoing packets, resends, acknowledgements, and pings for each // client. m_packetSent will be set to true if a packet is sent m_scene.ForEachClient(clientPacketHandler); m_currentOutgoingClient = null; // If nothing was sent, sleep for the minimum amount of time before a // token bucket could get more tokens if (!m_packetSent) Thread.Sleep((int)TickCountResolution); Watchdog.UpdateThread(); } catch (Exception ex) { m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler loop threw an exception: " + ex.Message, ex); } } Watchdog.RemoveThread(); } protected void ClientOutgoingPacketHandler(IClientAPI client) { m_currentOutgoingClient = client; try { if (client is LLClientView) { LLClientView llClient = (LLClientView)client; LLUDPClient udpClient = llClient.UDPClient; if (udpClient.IsConnected) { if (m_resendUnacked) HandleUnacked(llClient); if (m_sendAcks) SendAcks(udpClient); if (m_sendPing) SendPing(udpClient); // Dequeue any outgoing packets that are within the throttle limits if (udpClient.DequeueOutgoing()) m_packetSent = true; } } } catch (Exception ex) { m_log.Error( string.Format("[LLUDPSERVER]: OutgoingPacketHandler iteration for {0} threw ", client.Name), ex); } } #region Emergency Monitoring // Alternative packet handler fuull of instrumentation // Handy for hunting bugs private Stopwatch watch1 = new Stopwatch(); private Stopwatch watch2 = new Stopwatch(); private float avgProcessingTicks = 0; private float avgResendUnackedTicks = 0; private float avgSendAcksTicks = 0; private float avgSendPingTicks = 0; private float avgDequeueTicks = 0; private long nticks = 0; private long nticksUnack = 0; private long nticksAck = 0; private long nticksPing = 0; private int npacksSent = 0; private int npackNotSent = 0; private void MonitoredClientOutgoingPacketHandler(IClientAPI client) { nticks++; watch1.Start(); m_currentOutgoingClient = client; try { if (client is LLClientView) { LLClientView llClient = (LLClientView)client; LLUDPClient udpClient = llClient.UDPClient; if (udpClient.IsConnected) { if (m_resendUnacked) { nticksUnack++; watch2.Start(); HandleUnacked(llClient); watch2.Stop(); avgResendUnackedTicks = (nticksUnack - 1)/(float)nticksUnack * avgResendUnackedTicks + (watch2.ElapsedTicks / (float)nticksUnack); watch2.Reset(); } if (m_sendAcks) { nticksAck++; watch2.Start(); SendAcks(udpClient); watch2.Stop(); avgSendAcksTicks = (nticksAck - 1) / (float)nticksAck * avgSendAcksTicks + (watch2.ElapsedTicks / (float)nticksAck); watch2.Reset(); } if (m_sendPing) { nticksPing++; watch2.Start(); SendPing(udpClient); watch2.Stop(); avgSendPingTicks = (nticksPing - 1) / (float)nticksPing * avgSendPingTicks + (watch2.ElapsedTicks / (float)nticksPing); watch2.Reset(); } watch2.Start(); // Dequeue any outgoing packets that are within the throttle limits if (udpClient.DequeueOutgoing()) { m_packetSent = true; npacksSent++; } else npackNotSent++; watch2.Stop(); avgDequeueTicks = (nticks - 1) / (float)nticks * avgDequeueTicks + (watch2.ElapsedTicks / (float)nticks); watch2.Reset(); } else m_log.WarnFormat("[LLUDPSERVER]: Client is not connected"); } } catch (Exception ex) { m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler iteration for " + client.Name + " threw an exception: " + ex.Message, ex); } watch1.Stop(); avgProcessingTicks = (nticks - 1) / (float)nticks * avgProcessingTicks + (watch1.ElapsedTicks / (float)nticks); watch1.Reset(); // reuse this -- it's every ~100ms if (m_scene.EmergencyMonitoring && nticks % 100 == 0) { m_log.InfoFormat("[LLUDPSERVER]: avg processing ticks: {0} avg unacked: {1} avg acks: {2} avg ping: {3} avg dequeue: {4} (TickCountRes: {5} sent: {6} notsent: {7})", avgProcessingTicks, avgResendUnackedTicks, avgSendAcksTicks, avgSendPingTicks, avgDequeueTicks, TickCountResolution, npacksSent, npackNotSent); npackNotSent = npacksSent = 0; } } #endregion private void ProcessInPacket(IncomingPacket incomingPacket) { Packet packet = incomingPacket.Packet; LLClientView client = incomingPacket.Client; if (client.IsActive) { m_currentIncomingClient = client; try { // Process this packet client.ProcessInPacket(packet); } catch (ThreadAbortException) { // If something is trying to abort the packet processing thread, take that as a hint that it's time to shut down m_log.Info("[LLUDPSERVER]: Caught a thread abort, shutting down the LLUDP server"); Stop(); } catch (Exception e) { // Don't let a failure in an individual client thread crash the whole sim. m_log.Error( string.Format( "[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw ", client.Name, packet.Type), e); } finally { m_currentIncomingClient = null; } } else { m_log.DebugFormat( "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}", packet.Type, client.Name, m_scene.RegionInfo.RegionName); } } protected void LogoutHandler(IClientAPI client) { client.SendLogoutPacket(); if (!client.IsLoggingOut) { client.IsLoggingOut = true; client.Close(); } } } }