/* Copyright (c) OpenSim project, http://osgrid.org/ * * 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 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 ``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 BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections; using System.Collections.Generic; using libsecondlife; using libsecondlife.Packets; using Nwc.XmlRpc; using System.Net; using System.Net.Sockets; using System.IO; using System.Threading; using System.Timers; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Assets; using OpenSim.Framework.Inventory; using OpenSim.Framework.Utilities; using OpenSim.world; using OpenSim.Assets; namespace OpenSim { public delegate bool PacketMethod(SimComms remoteSim, Packet packet); /// /// Handles sim<->sim communications /// Constructor takes a single Packet and authenticates everything /// public class SimComms { public LLUUID SimUUID; public bool m_child; public uint CircuitCode; private UseCircuitCodePacket cirpack; public Thread ClientThread; public EndPoint simEP; private BlockingQueue PacketQueue; private Dictionary PendingAcks = new Dictionary(); private Dictionary NeedAck = new Dictionary(); private System.Timers.Timer AckTimer; private uint Sequence = 0; private object SequenceLock = new object(); private const int MAX_APPENDED_ACKS = 10; private const int RESEND_TIMEOUT = 4000; private const int MAX_SEQUENCE = 0xFFFFFF; private bool debug = false; private World m_world; private Dictionary m_simThreads; private IGridServer m_gridServer; private IUserServer m_userServer = null; private OpenSimNetworkHandler m_application; //private bool m_sandboxMode; // I can think of no reason why we'd ever have this set in sandbox mode protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all sims protected Dictionary m_packetHandlers = new Dictionary(); //local handlers for this instance public IUserServer UserServer { set { this.m_userServer = value; } } public SimComms(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, World world, Dictionary simThreads, IGridServer gridServer, OpenSimNetworkHandler application) { m_world = world; m_clientThreads = clientThreads; m_gridServer = gridServer; m_application = application; OpenSim.Framework.Console.MainConsole.Instance.WriteLine("SimComms.cs - Started up new thread to handle incoming request"); cirpack = initialcirpack; simEP = remoteEP; PacketQueue = new BlockingQueue(); AckTimer = new System.Timers.Timer(500); AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed); AckTimer.Start(); this.RegisterLocalPacketHandlers(); ClientThread = new Thread(new ThreadStart(AuthUser)); ClientThread.IsBackground = true; ClientThread.Start(); } protected virtual void RegisterLocalPacketHandlers() { /* this.AddLocalPacketHandler(PacketType.LogoutRequest, this.Logout); this.AddLocalPacketHandler(PacketType.AgentCachedTexture, this.AgentTextureCached); this.AddLocalPacketHandler(PacketType.MultipleObjectUpdate, this.MultipleObjUpdate);*/ } public static bool AddPacketHandler(PacketType packetType, PacketMethod handler) { bool result = false; lock (PacketHandlers) { if (!PacketHandlers.ContainsKey(packetType)) { PacketHandlers.Add(packetType, handler); result = true; } } return result; } public bool AddLocalPacketHandler(PacketType packetType, PacketMethod handler) { bool result = false; lock (m_packetHandlers) { if (!m_packetHandlers.ContainsKey(packetType)) { m_packetHandlers.Add(packetType, handler); result = true; } } return result; } protected virtual bool ProcessPacketMethod(Packet packet) { bool result = false; bool found = false; PacketMethod method; if (m_packetHandlers.TryGetValue(packet.Type, out method)) { //there is a local handler for this packet type result = method(this, packet); } else { //there is not a local handler so see if there is a Global handler lock (PacketHandlers) { found = PacketHandlers.TryGetValue(packet.Type, out method); } if (found) { result = method(this, packet); } } return result; } private void ack_pack(Packet Pack) { if (Pack.Header.Reliable) { libsecondlife.Packets.PacketAckPacket ack_it = new PacketAckPacket(); ack_it.Packets = new PacketAckPacket.PacketsBlock[1]; ack_it.Packets[0] = new PacketAckPacket.PacketsBlock(); ack_it.Packets[0].ID = Pack.Header.Sequence; ack_it.Header.Reliable = false; OutPacket(ack_it); } /* if (Pack.Header.Reliable) { lock (PendingAcks) { uint sequence = (uint)Pack.Header.Sequence; if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; } } }*/ } protected virtual void ProcessInPacket(Packet Pack) { ack_pack(Pack); if (this.ProcessPacketMethod(Pack)) { //there is a handler registered that handled this packet type return; } else { System.Text.Encoding _enc = System.Text.Encoding.ASCII; switch (Pack.Type) { } } } private void ResendUnacked() { int now = Environment.TickCount; lock (NeedAck) { foreach (Packet packet in NeedAck.Values) { if ((now - packet.TickCount > RESEND_TIMEOUT) && (!packet.Header.Resent)) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Resending " + packet.Type.ToString() + " packet, " + (now - packet.TickCount) + "ms have passed"); packet.Header.Resent = true; OutPacket(packet); } } } } private void SendAcks() { lock (PendingAcks) { if (PendingAcks.Count > 0) { if (PendingAcks.Count > 250) { // FIXME: Handle the odd case where we have too many pending ACKs queued up OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Too many ACKs queued up!"); return; } //OpenSim.Framework.Console.MainConsole.Instance.WriteLine("Sending PacketAck"); int i = 0; PacketAckPacket acks = new PacketAckPacket(); acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count]; foreach (uint ack in PendingAcks.Values) { acks.Packets[i] = new PacketAckPacket.PacketsBlock(); acks.Packets[i].ID = ack; i++; } acks.Header.Reliable = false; OutPacket(acks); PendingAcks.Clear(); } } } private void AckTimer_Elapsed(object sender, ElapsedEventArgs ea) { SendAcks(); ResendUnacked(); } protected virtual void ProcessOutPacket(Packet Pack) { // Keep track of when this packet was sent out Pack.TickCount = Environment.TickCount; if (!Pack.Header.Resent) { // Set the sequence number lock (SequenceLock) { if (Sequence >= MAX_SEQUENCE) Sequence = 1; else Sequence++; Pack.Header.Sequence = Sequence; } if (Pack.Header.Reliable) //DIRTY HACK { lock (NeedAck) { if (!NeedAck.ContainsKey(Pack.Header.Sequence)) { NeedAck.Add(Pack.Header.Sequence, Pack); } else { // Client.Log("Attempted to add a duplicate sequence number (" + // packet.Header.Sequence + ") to the NeedAck dictionary for packet type " + // packet.Type.ToString(), Helpers.LogLevel.Warning); } } // Don't append ACKs to resent packets, in case that's what was causing the // delivery to fail if (!Pack.Header.Resent) { // Append any ACKs that need to be sent out to this packet lock (PendingAcks) { if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS && Pack.Type != PacketType.PacketAck && Pack.Type != PacketType.LogoutRequest) { Pack.Header.AckList = new uint[PendingAcks.Count]; int i = 0; foreach (uint ack in PendingAcks.Values) { Pack.Header.AckList[i] = ack; i++; } PendingAcks.Clear(); Pack.Header.AppendedAcks = true; } } } } } byte[] ZeroOutBuffer = new byte[4096]; byte[] sendbuffer; sendbuffer = Pack.ToBytes(); try { if (Pack.Header.Zerocoded) { int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer); m_application.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, CircuitCode);//userEP); } else { m_application.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, CircuitCode); //userEP); } } catch (Exception) { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("SimComms.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " + simEP.ToString() + " - killing thread"); ClientThread.Abort(); } } public virtual void InPacket(Packet NewPack) { // Handle appended ACKs if (NewPack.Header.AppendedAcks) { lock (NeedAck) { foreach (uint ack in NewPack.Header.AckList) { NeedAck.Remove(ack); } } } // Handle PacketAck packets if (NewPack.Type == PacketType.PacketAck) { PacketAckPacket ackPacket = (PacketAckPacket)NewPack; lock (NeedAck) { foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets) { NeedAck.Remove(block.ID); } } } else if ((NewPack.Type == PacketType.StartPingCheck)) { //reply to pingcheck libsecondlife.Packets.StartPingCheckPacket startPing = (libsecondlife.Packets.StartPingCheckPacket)NewPack; libsecondlife.Packets.CompletePingCheckPacket endPing = new CompletePingCheckPacket(); endPing.PingID.PingID = startPing.PingID.PingID; OutPacket(endPing); } else { QueItem item = new QueItem(); item.Packet = NewPack; item.Incoming = true; this.PacketQueue.Enqueue(item); } } public virtual void OutPacket(Packet NewPack) { QueItem item = new QueItem(); item.Packet = NewPack; item.Incoming = false; this.PacketQueue.Enqueue(item); } protected virtual void ClientLoop() { OpenSim.Framework.Console.MainConsole.Instance.WriteLine("SimComms.cs:ClientLoop() - Entered loop"); while (true) { QueItem nextPacket = PacketQueue.Dequeue(); if (nextPacket.Incoming) { //is a incoming packet ProcessInPacket(nextPacket.Packet); } else { //is a out going packet ProcessOutPacket(nextPacket.Packet); } } } } }