OpenSimMirror/ViewerServer.cs

680 lines
20 KiB
C#

/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 libsecondlife;
using System.Collections;
using libsecondlife.Packets;
using libsecondlife.AssetSystem;
using System.Net;
using System.Net.Sockets;
using System.Timers;
namespace OpenSim
{
/// <summary>
/// Manages Viewer connections
/// </summary>
/*public class ViewerServer
{
public ViewerServer()
{
}
}
public class ViewerNetInfo
{
public ViewerNetInfo()
{
}
}*/
//for now though, we will use a adapted version of the server
// class from version 0.1
public class Server
{
/// <summary>A public reference to the client that this Simulator object
/// is attached to</summary>
//public SecondLife Client;
/// <summary>The Region class that this Simulator wraps</summary>
// public Region Region;
private object _sendPacketSync = new object();
/// <summary>
/// Used internally to track sim disconnections, do not modify this
/// variable
/// </summary>
public bool DisconnectCandidate = false;
/// <summary>
/// The ID number associated with this particular connection to the
/// simulator, used to emulate TCP connections. This is used
/// internally for packets that have a CircuitCode field
/// </summary>
public uint CircuitCode
{
get { return circuitCode; }
set { circuitCode = value; }
}
/// <summary>
/// The IP address and port of the server
/// </summary>
public IPEndPoint IPEndPoint
{
get { return ipEndPoint; }
}
/// <summary>
/// A boolean representing whether there is a working connection to the
/// simulator or not
/// </summary>
public bool Connected
{
get { return connected; }
}
private uint Sequence = 0;
private object SequenceLock = new object();
private byte[] RecvBuffer = new byte[4096];
private byte[] ZeroBuffer = new byte[8192];
private byte[] ZeroOutBuffer = new byte[4096];
private Socket Connection = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
private AsyncCallback ReceivedData;
private bool connected = false;
private uint circuitCode;
private IPEndPoint ipEndPoint;
private EndPoint endPoint;
private IPEndPoint ipeSender;
private EndPoint epSender;
private System.Timers.Timer AckTimer;
private Server_Settings Settings=new Server_Settings();
public ArrayList User_agents=new ArrayList();
//private IUserServer _userServer;
/// <summary>
///
/// </summary>
public Server(IUserServer userServer)
{
//this._userServer = userServer;
}
/// <summary>
///
/// </summary>
public void Startup()
{
AckTimer = new System.Timers.Timer(Settings.NETWORK_TICK_LENGTH);
AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
// Initialize the callback for receiving a new packet
ReceivedData = new AsyncCallback(this.OnReceivedData);
// Client.Log("Connecting to " + ip.ToString() + ":" + port, Helpers.LogLevel.Info);
try
{
// Create an endpoint that we will be communicating with (need it in two
// types due to .NET weirdness)
// ipEndPoint = new IPEndPoint(ip, port);
ipEndPoint = new IPEndPoint(IPAddress.Any, Globals.Instance.SimPort);
endPoint = (EndPoint)ipEndPoint;
// Associate this simulator's socket with the given ip/port and start listening
Connection.Bind(endPoint);
ipeSender = new IPEndPoint(IPAddress.Any, 0);
//The epSender identifies the incoming clients
epSender = (EndPoint) ipeSender;
Connection.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
// Start the ACK timer
AckTimer.Start();
}
catch (Exception e)
{
System.Console.WriteLine(e.Message);
}
}
/// <summary>
/// Disconnect a Simulator
/// </summary>
public void Disconnect()
{
if (connected)
{
connected = false;
AckTimer.Stop();
// Send the CloseCircuit notice
CloseCircuitPacket close = new CloseCircuitPacket();
if (Connection.Connected)
{
try
{
// Connection.Send(close.ToBytes());
}
catch (SocketException)
{
// There's a high probability of this failing if the network is
// disconnecting, so don't even bother logging the error
}
}
try
{
// Shut the socket communication down
// Connection.Shutdown(SocketShutdown.Both);
}
catch (SocketException)
{
}
}
}
/// <summary>
/// Sends a packet
/// </summary>
/// <param name="packet">Packet to be sent</param>
/// <param name="incrementSequence">Increment sequence number?</param>
public void SendPacket(Packet packet, bool incrementSequence, NetworkInfo User_info)
{
lock(this._sendPacketSync)
{
byte[] buffer;
int bytes;
if (!connected && packet.Type != PacketType.UseCircuitCode)
{
// Client.Log("Trying to send a " + packet.Type.ToString() + " packet when the socket is closed",
// Helpers.LogLevel.Info);
return;
}
if (packet.Header.AckList.Length > 0)
{
// Scrub any appended ACKs since all of the ACK handling is done here
packet.Header.AckList = new uint[0];
}
packet.Header.AppendedAcks = false;
// Keep track of when this packet was sent out
packet.TickCount = Environment.TickCount;
if (incrementSequence)
{
// Set the sequence number
lock (SequenceLock)
{
if (Sequence > Settings.MAX_SEQUENCE)
Sequence = 1;
else
Sequence++;
packet.Header.Sequence = Sequence;
}
if (packet.Header.Reliable)
{
lock (User_info.NeedAck)
{
if (!User_info.NeedAck.ContainsKey(packet.Header.Sequence))
{
User_info.NeedAck.Add(packet.Header.Sequence, packet);
}
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 (!packet.Header.Resent)
{
// Append any ACKs that need to be sent out to this packet
lock (User_info.PendingAcks)
{
if (User_info.PendingAcks.Count > 0 && User_info.PendingAcks.Count < Settings.MAX_APPENDED_ACKS &&
packet.Type != PacketType.PacketAck &&
packet.Type != PacketType.LogoutRequest)
{
packet.Header.AckList = new uint[User_info.PendingAcks.Count];
int i = 0;
foreach (uint ack in User_info.PendingAcks.Values)
{
packet.Header.AckList[i] = ack;
i++;
}
User_info.PendingAcks.Clear();
packet.Header.AppendedAcks = true;
}
}
}
}
}
// Serialize the packet
buffer = packet.ToBytes();
bytes = buffer.Length;
try
{
// Zerocode if needed
if (packet.Header.Zerocoded)
{
lock (ZeroOutBuffer)
{
bytes = Helpers.ZeroEncode(buffer, bytes, ZeroOutBuffer);
Connection.SendTo(ZeroOutBuffer, bytes, SocketFlags.None,User_info.endpoint);
}
}
else
{
Connection.SendTo(buffer, bytes, SocketFlags.None,User_info.endpoint);
}
}
catch (SocketException)
{
//Client.Log("Tried to send a " + packet.Type.ToString() + " on a closed socket",
// Helpers.LogLevel.Warning);
Disconnect();
}
}
}
/// <summary>
/// Send a raw byte array payload as a packet
/// </summary>
/// <param name="payload">The packet payload</param>
/// <param name="setSequence">Whether the second, third, and fourth bytes
/// should be modified to the current stream sequence number</param>
/// <summary>
/// Returns Simulator Name as a String
/// </summary>
/// <returns></returns>
public override string ToString()
{
return( " (" + ipEndPoint.ToString() + ")");
}
/// <summary>
/// Sends out pending acknowledgements
/// </summary>
private void SendAcks(NetworkInfo User_info)
{
lock (User_info.PendingAcks)
{
if (connected && User_info.PendingAcks.Count > 0)
{
if (User_info.PendingAcks.Count > 250)
{
// FIXME: Handle the odd case where we have too many pending ACKs queued up
//Client.Log("Too many ACKs queued up!", Helpers.LogLevel.Error);
return;
}
int i = 0;
PacketAckPacket acks = new PacketAckPacket();
acks.Packets = new PacketAckPacket.PacketsBlock[User_info.PendingAcks.Count];
foreach (uint ack in User_info.PendingAcks.Values)
{
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
acks.Packets[i].ID = ack;
i++;
}
acks.Header.Reliable = false;
SendPacket(acks, true,User_info);
User_info.PendingAcks.Clear();
}
}
}
/// <summary>
/// Resend unacknowledged packets
/// </summary>
private void ResendUnacked(NetworkInfo User_info)
{
if (connected)
{
int now = Environment.TickCount;
lock (User_info.NeedAck)
{
foreach (Packet packet in User_info.NeedAck.Values)
{
if (now - packet.TickCount > Settings.RESEND_TIMEOUT)
{
// Client.Log("Resending " + packet.Type.ToString() + " packet, " +
// (now - packet.TickCount) + "ms have passed", Helpers.LogLevel.Info);
packet.Header.Resent = true;
SendPacket(packet, false,User_info);
}
}
}
}
}
/// <summary>
/// Callback handler for incomming data
/// </summary>
/// <param name="result"></param>
private void OnReceivedData(IAsyncResult result)
{
ipeSender = new IPEndPoint(IPAddress.Any, 0);
epSender = (EndPoint)ipeSender;
Packet packet = null;
int numBytes;
// If we're receiving data the sim connection is open
connected = true;
// Update the disconnect flag so this sim doesn't time out
DisconnectCandidate = false;
NetworkInfo User_info=null;
lock (RecvBuffer)
{
// Retrieve the incoming packet
try
{
numBytes = Connection.EndReceiveFrom(result, ref epSender);
//find user_agent_info
int packetEnd = numBytes - 1;
packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
//should check if login/useconnection packet first
if (packet.Type == PacketType.UseCircuitCode)
{
//new connection
//for now it isn't authorised but we will let the clientconnection thread deal with that
UseCircuitCodePacket cir_pack=(UseCircuitCodePacket)packet;
NetworkInfo new_user=new NetworkInfo();
new_user.CircuitCode=cir_pack.CircuitCode.Code;
new_user.User.AgentID=cir_pack.CircuitCode.ID;
new_user.User.SessionID=cir_pack.CircuitCode.SessionID;
new_user.endpoint=epSender;
new_user.Inbox = new Queue<uint>(Settings.INBOX_SIZE);
new_user.Connection = new ClientConnection();
new_user.Connection.NetInfo = new_user;
new_user.Connection.Start();
//this.CallbackObject.NewUserCallback(new_user);
lock(this.User_agents)
{
this.User_agents.Add(new_user);
}
}
NetworkInfo temp_agent=null;
IPEndPoint send_ip=(IPEndPoint)epSender;
// this.callback_object.error("incoming: address is "+send_ip.Address +"port number is: "+send_ip.Port.ToString());
lock(this.User_agents)
{
for(int ii=0; ii<this.User_agents.Count ; ii++)
{
temp_agent=(NetworkInfo)this.User_agents[ii];
IPEndPoint ag_ip=(IPEndPoint)temp_agent.endpoint;
if((ag_ip.Address.ToString()==send_ip.Address.ToString()) && (ag_ip.Port.ToString()==send_ip.Port.ToString()))
{
//this.callback_object.error("found user");
User_info=temp_agent;
break;
}
}
}
Connection.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
}
catch (SocketException)
{
// Client.Log(endPoint.ToString() + " socket is closed, shutting down " + this.Region.Name,
// Helpers.LogLevel.Info);
connected = false;
//Network.DisconnectSim(this);
return;
}
}
if(User_info==null)
{
//error finding agent
return;
}
// Fail-safe check
if (packet == null)
{
// Client.Log("Couldn't build a message from the incoming data", Helpers.LogLevel.Warning);
return;
}
//this.callback_object.error("past tests");
// Track the sequence number for this packet if it's marked as reliable
if (packet.Header.Reliable)
{
if (User_info.PendingAcks.Count > Settings.MAX_PENDING_ACKS)
{
SendAcks(User_info);
}
// Check if we already received this packet
if (User_info.Inbox.Contains(packet.Header.Sequence))
{
//Client.Log("Received a duplicate " + packet.Type.ToString() + ", sequence=" +
// packet.Header.Sequence + ", resent=" + ((packet.Header.Resent) ? "Yes" : "No") +
// ", Inbox.Count=" + Inbox.Count + ", NeedAck.Count=" + NeedAck.Count,
// Helpers.LogLevel.Info);
// Send an ACK for this packet immediately
//SendAck(packet.Header.Sequence);
// TESTING: Try just queuing up ACKs for resent packets instead of immediately triggering an ACK
lock (User_info.PendingAcks)
{
uint sequence = (uint)packet.Header.Sequence;
if (!User_info.PendingAcks.ContainsKey(sequence)) { User_info.PendingAcks[sequence] = sequence; }
}
// Avoid firing a callback twice for the same packet
return;
}
else
{
lock (User_info.PendingAcks)
{
uint sequence = (uint)packet.Header.Sequence;
if (!User_info.PendingAcks.ContainsKey(sequence)) { User_info.PendingAcks[sequence] = sequence; }
}
}
}
// Add this packet to our inbox
lock (User_info.Inbox)
{
while (User_info.Inbox.Count >= Settings.INBOX_SIZE)
{
User_info.Inbox.Dequeue();
}
User_info.Inbox.Enqueue(packet.Header.Sequence);
}
// Handle appended ACKs
if (packet.Header.AppendedAcks)
{
lock (User_info.NeedAck)
{
foreach (uint ack in packet.Header.AckList)
{
User_info.NeedAck.Remove(ack);
}
}
}
// Handle PacketAck packets
if (packet.Type == PacketType.PacketAck)
{
PacketAckPacket ackPacket = (PacketAckPacket)packet;
lock (User_info.NeedAck)
{
foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets)
{
User_info.NeedAck.Remove(block.ID);
}
}
}
//if it is a ping check send return
if( ( packet.Type == PacketType.StartPingCheck ) ) {
//reply to pingcheck
libsecondlife.Packets.StartPingCheckPacket startPing = (libsecondlife.Packets.StartPingCheckPacket)packet;
libsecondlife.Packets.CompletePingCheckPacket endPing = new CompletePingCheckPacket();
endPing.PingID.PingID = startPing.PingID.PingID;
SendPacket(endPing, true, User_info );
}
else if(packet.Type != PacketType.PacketAck)
{
User_info.Connection.InQueue.Enqueue(packet);
}
}
private void AckTimer_Elapsed(object sender, ElapsedEventArgs ea)
{
if (connected)
{
//TODO for each user_agent_info
for(int i=0; i<this.User_agents.Count; i++)
{
NetworkInfo user=(NetworkInfo)this.User_agents[i];
SendAcks(user);
ResendUnacked(user);
}
}
}
}
public class Server_Settings
{
/// <summary>Millisecond interval between ticks, where all ACKs are
/// sent out and the age of unACKed packets is checked</summary>
public readonly int NETWORK_TICK_LENGTH = 500;
/// <summary>The maximum value of a packet sequence number. After that
/// we assume the sequence number just rolls over? Or maybe the
/// protocol isn't able to sustain a connection past that</summary>
public readonly int MAX_SEQUENCE = 0xFFFFFF;
/// <summary>Number of milliseconds before a teleport attempt will time
/// out</summary>
public readonly int TELEPORT_TIMEOUT = 18 * 1000;
/// <summary>Number of milliseconds before NetworkManager.Logout() will time out</summary>
public int LOGOUT_TIMEOUT = 5 * 1000;
/// <summary>Number of milliseconds for xml-rpc to timeout</summary>
public int LOGIN_TIMEOUT = 30 * 1000;
/// <summary>The maximum size of the sequence number inbox, used to
/// check for resent and/or duplicate packets</summary>
public int INBOX_SIZE = 100;
/// <summary>Milliseconds before a packet is assumed lost and resent</summary>
public int RESEND_TIMEOUT = 4000;
/// <summary>Milliseconds before the connection to a simulator is
/// assumed lost</summary>
public int SIMULATOR_TIMEOUT = 15000;
/// <summary>Maximum number of queued ACKs to be sent before SendAcks()
/// is forced</summary>
public int MAX_PENDING_ACKS = 10;
/// <summary>Maximum number of ACKs to append to a packet</summary>
public int MAX_APPENDED_ACKS = 10;
/// <summary>Cost of uploading an asset</summary>
public Server_Settings()
{
}
}
public class NetworkInfo
{
public EndPoint endpoint;
public uint CircuitCode;
public CircuitConnection Connection; //should be taken out?
public UserInfo User;
public Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
// Sequence numbers of packets we've received from the simulator
public Queue<uint> Inbox;
// ACKs that are queued up to be sent to the simulator
public Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
public NetworkInfo()
{
this.User = new UserInfo();
}
}
public class UserInfo
{
public LLUUID AgentID;
public LLUUID SessionID;
public string FullName;
public uint AvatarLocalID;
public string FirstName;
public string LastName;
public UserInfo()
{
}
}
}