505 lines
20 KiB
C#
505 lines
20 KiB
C#
/*
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* Copyright (c) 2006, Clutch, Inc.
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* Original Author: Jeff Cesnik
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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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 log4net;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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namespace OpenMetaverse
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{
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/// <summary>
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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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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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public abstract void PacketReceived(UDPPacketBuffer buffer);
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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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/// <summary>Local IP address to bind to in server mode</summary>
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protected IPAddress m_localBindAddress;
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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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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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/// <summary>
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/// Are we to use object pool(s) to reduce memory churn when receiving data?
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/// </summary>
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public bool UsePools { get; protected set; }
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/// <summary>
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/// Pool to use for handling data. May be null if UsePools = false;
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/// </summary>
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protected OpenSim.Framework.Pool<UDPPacketBuffer> Pool { get; private set; }
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/// <summary>Returns true if the server is currently listening for inbound packets, otherwise false</summary>
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public bool IsRunningInbound { get; private set; }
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/// <summary>Returns true if the server is currently sending outbound packets, otherwise false</summary>
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/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
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public bool IsRunningOutbound { get; private set; }
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/// <summary>
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/// Number of UDP receives.
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/// </summary>
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public int UdpReceives { get; private set; }
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/// <summary>
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/// Number of UDP sends
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/// </summary>
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public int UdpSends { get; private set; }
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/// <summary>
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/// Number of receives over which to establish a receive time average.
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/// </summary>
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private readonly static int s_receiveTimeSamples = 500;
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/// <summary>
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/// Current number of samples taken to establish a receive time average.
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/// </summary>
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private int m_currentReceiveTimeSamples;
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/// <summary>
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/// Cumulative receive time for the sample so far.
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/// </summary>
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private int m_receiveTicksInCurrentSamplePeriod;
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/// <summary>
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/// The average time taken for each require receive in the last sample.
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/// </summary>
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public float AverageReceiveTicksForLastSamplePeriod { get; private set; }
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#region PacketDropDebugging
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/// <summary>
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/// For debugging purposes only... random number generator for dropping
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/// outbound packets.
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/// </summary>
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private Random m_dropRandomGenerator = new Random();
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/// <summary>
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/// For debugging purposes only... parameters for a simplified
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/// model of packet loss with bursts, overall drop rate should
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/// be roughly 1 - m_dropLengthProbability / (m_dropProbabiliy + m_dropLengthProbability)
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/// which is about 1% for parameters 0.0015 and 0.15
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/// </summary>
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private double m_dropProbability = 0.0030;
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private double m_dropLengthProbability = 0.15;
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private bool m_dropState = false;
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/// <summary>
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/// For debugging purposes only... parameters to control the time
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/// duration over which packet loss bursts can occur, if no packets
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/// have been sent for m_dropResetTicks milliseconds, then reset the
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/// state of the packet dropper to its default.
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/// </summary>
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private int m_dropLastTick = 0;
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private int m_dropResetTicks = 500;
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/// <summary>
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/// Debugging code used to simulate dropped packets with bursts
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/// </summary>
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private bool DropOutgoingPacket()
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{
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double rnum = m_dropRandomGenerator.NextDouble();
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// if the connection has been idle for awhile (more than m_dropResetTicks) then
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// reset the state to the default state, don't continue a burst
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int curtick = Util.EnvironmentTickCount();
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if (Util.EnvironmentTickCountSubtract(curtick, m_dropLastTick) > m_dropResetTicks)
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m_dropState = false;
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m_dropLastTick = curtick;
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// if we are dropping packets, then the probability of dropping
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// this packet is the probability that we stay in the burst
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if (m_dropState)
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{
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m_dropState = (rnum < (1.0 - m_dropLengthProbability)) ? true : false;
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}
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else
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{
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m_dropState = (rnum < m_dropProbability) ? true : false;
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}
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return m_dropState;
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}
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#endregion PacketDropDebugging
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/// <summary>
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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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/// /// <param name="usePool">Are we to use an object pool to get objects for handing inbound data?</param>
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public OpenSimUDPBase(IPAddress bindAddress, int port)
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{
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m_localBindAddress = bindAddress;
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m_udpPort = port;
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// for debugging purposes only, initializes the random number generator
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// used for simulating packet loss
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// m_dropRandomGenerator = new Random();
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}
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/// <summary>
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/// Start inbound UDP packet handling.
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/// </summary>
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/// <param name="recvBufferSize">The size of the receive buffer for
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/// the UDP socket. This value is passed up to the operating system
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/// and used in the system networking stack. Use zero to leave this
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/// value as the default</param>
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/// <param name="asyncPacketHandling">Set this to true to start
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/// receiving more packets while current packet handler callbacks are
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/// still running. Setting this to false will complete each packet
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/// callback before the next packet is processed</param>
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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 virtual void StartInbound(int recvBufferSize, bool asyncPacketHandling)
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{
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m_asyncPacketHandling = asyncPacketHandling;
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if (!IsRunningInbound)
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{
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m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop");
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const int SIO_UDP_CONNRESET = -1744830452;
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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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// OpenSim may need this but in AVN, this messes up automated
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// sim restarts badly
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//m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false);
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try
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{
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if (m_udpSocket.Ttl < 128)
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{
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m_udpSocket.Ttl = 128;
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}
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}
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catch (SocketException)
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{
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m_log.Debug("[UDPBASE]: Failed to increase default TTL");
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}
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try
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{
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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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// On at least Mono 3.2.8, multiple UDP sockets can bind to the same port by default. At the moment
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// we never want two regions to listen on the same port as they cannot demultiplex each other's messages,
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// leading to a confusing bug.
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// By default, Windows does not allow two sockets to bind to the same port.
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m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false);
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if (recvBufferSize != 0)
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m_udpSocket.ReceiveBufferSize = recvBufferSize;
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m_udpSocket.Bind(ipep);
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IsRunningInbound = true;
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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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// AsyncEndRecieve().
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AsyncBeginReceive();
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}
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}
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/// <summary>
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/// Start outbound UDP packet handling.
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/// </summary>
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public virtual void StartOutbound()
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{
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m_log.DebugFormat("[UDPBASE]: Starting outbound UDP loop");
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IsRunningOutbound = true;
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}
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public virtual void StopInbound()
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{
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if (IsRunningInbound)
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{
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m_log.DebugFormat("[UDPBASE]: Stopping inbound UDP loop");
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IsRunningInbound = false;
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m_udpSocket.Close();
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}
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}
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public virtual void StopOutbound()
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{
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m_log.DebugFormat("[UDPBASE]: Stopping outbound UDP loop");
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IsRunningOutbound = false;
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}
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public virtual bool EnablePools()
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{
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if (!UsePools)
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{
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Pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
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UsePools = true;
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return true;
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}
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return false;
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}
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public virtual bool DisablePools()
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{
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if (UsePools)
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{
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UsePools = false;
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// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
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return true;
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}
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return false;
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}
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private void AsyncBeginReceive()
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{
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UDPPacketBuffer buf;
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// FIXME: Disabled for now as this causes issues with reused packet objects interfering with each other
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// on Windows with m_asyncPacketHandling = true, though this has not been seen on Linux.
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// Possibly some unexpected issue with fetching UDP data concurrently with multiple threads. Requires more investigation.
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// if (UsePools)
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// buf = Pool.GetObject();
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// else
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buf = new UDPPacketBuffer();
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if (IsRunningInbound)
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{
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try
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{
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// kick off an async read
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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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}
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catch (SocketException e)
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{
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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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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 e)
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{
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m_log.Error(
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string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e);
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}
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catch (Exception e)
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{
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m_log.Error(
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string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e);
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}
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}
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}
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private void AsyncEndReceive(IAsyncResult iar)
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{
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// Asynchronous receive operations will complete here through the call
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// to AsyncBeginReceive
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if (IsRunningInbound)
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{
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UdpReceives++;
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// Asynchronous mode will start another receive before the
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// callback for this packet is even fired. Very parallel :-)
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if (m_asyncPacketHandling)
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AsyncBeginReceive();
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try
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{
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// get the buffer that was created in AsyncBeginReceive
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// this is the received data
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UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
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int startTick = Util.EnvironmentTickCount();
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// get the length of data actually read from the socket, store it with the
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// buffer
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buffer.DataLength = m_udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
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// call the abstract method PacketReceived(), passing the buffer that
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// has just been filled from the socket read.
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PacketReceived(buffer);
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// If more than one thread can be calling AsyncEndReceive() at once (e.g. if m_asyncPacketHandler)
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// then a particular stat may be inaccurate due to a race condition. We won't worry about this
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// since this should be rare and won't cause a runtime problem.
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if (m_currentReceiveTimeSamples >= s_receiveTimeSamples)
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{
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AverageReceiveTicksForLastSamplePeriod
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= (float)m_receiveTicksInCurrentSamplePeriod / s_receiveTimeSamples;
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m_receiveTicksInCurrentSamplePeriod = 0;
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m_currentReceiveTimeSamples = 0;
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}
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else
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{
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m_receiveTicksInCurrentSamplePeriod += Util.EnvironmentTickCountSubtract(startTick);
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m_currentReceiveTimeSamples++;
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}
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}
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catch (SocketException se)
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{
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m_log.Error(
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string.Format(
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"[UDPBASE]: Error processing UDP end receive {0}, socket error code {1}. Exception ",
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UdpReceives, se.ErrorCode),
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se);
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}
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catch (ObjectDisposedException e)
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{
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m_log.Error(
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string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e);
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}
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catch (Exception e)
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{
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m_log.Error(
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string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e);
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}
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finally
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{
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// if (UsePools)
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// Pool.ReturnObject(buffer);
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// Synchronous mode waits until the packet callback completes
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// before starting the receive to fetch another packet
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if (!m_asyncPacketHandling)
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AsyncBeginReceive();
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}
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}
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}
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public void AsyncBeginSend(UDPPacketBuffer buf)
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{
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// if (IsRunningOutbound)
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// {
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// This is strictly for debugging purposes to simulate dropped
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// packets when testing throttles & retransmission code
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// if (DropOutgoingPacket())
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// return;
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try
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{
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m_udpSocket.BeginSendTo(
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buf.Data,
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0,
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buf.DataLength,
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SocketFlags.None,
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buf.RemoteEndPoint,
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AsyncEndSend,
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buf);
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}
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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// }
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}
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void AsyncEndSend(IAsyncResult result)
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{
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try
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{
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// UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
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m_udpSocket.EndSendTo(result);
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UdpSends++;
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}
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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}
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}
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}
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