420 lines
17 KiB
C#
420 lines
17 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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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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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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namespace OpenSim.Region.ClientStack
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{
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public class UDPServer : ClientStackNetworkHandler
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{
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
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public Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
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public Socket Server;
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protected IPEndPoint ServerIncoming;
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protected byte[] RecvBuffer = new byte[4096];
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protected byte[] ZeroBuffer = new byte[8192];
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protected IPEndPoint ipeSender;
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protected EndPoint epSender;
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protected AsyncCallback ReceivedData;
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protected PacketServer m_packetServer;
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protected ulong m_regionHandle;
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protected uint listenPort;
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protected bool Allow_Alternate_Port;
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protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
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protected IScene m_localScene;
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protected AssetCache m_assetCache;
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protected AgentCircuitManager m_authenticateSessionsClass;
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public PacketServer PacketServer
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{
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get { return m_packetServer; }
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set { m_packetServer = value; }
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}
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public IScene LocalScene
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{
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set
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{
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m_localScene = value;
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m_packetServer.LocalScene = m_localScene;
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m_regionHandle = m_localScene.RegionInfo.RegionHandle;
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}
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}
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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}
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public UDPServer()
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{
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}
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public UDPServer(IPAddress _listenIP, ref uint port, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
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{
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listenIP = _listenIP;
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listenPort = port;
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Allow_Alternate_Port = allow_alternate_port;
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m_assetCache = assetCache;
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m_authenticateSessionsClass = authenticateClass;
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CreatePacketServer();
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// Return new port
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// This because in Grid mode it is not really important what port the region listens to as long as it is correctly registered.
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// So the option allow_alternate_ports="true" was added to default.xml
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port = listenPort;
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}
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protected virtual void CreatePacketServer()
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{
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PacketServer packetServer = new PacketServer(this);
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}
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protected virtual void OnReceivedData(IAsyncResult result)
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{
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ipeSender = new IPEndPoint(listenIP, 0);
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epSender = (EndPoint) ipeSender;
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Packet packet = null;
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int numBytes = 1;
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try
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{
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numBytes = Server.EndReceiveFrom(result, ref epSender);
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//Report byte count to rex statuswindow
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OpenSim.Framework.ServerStatus.ServerStatus.ReportInPacketUdp(numBytes);
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}
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catch (SocketException e)
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{
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// TODO : Actually only handle those states that we have control over, re-throw everything else,
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// TODO: implement cases as we encounter them.
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//m_log.Error("[UDPSERVER]: Connection Error! - " + e.ToString());
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switch (e.SocketErrorCode)
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{
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case SocketError.AlreadyInProgress:
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case SocketError.NetworkReset:
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case SocketError.ConnectionReset:
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception a)
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{
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m_log.Info("[UDPSERVER]: " + a.ToString());
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException)
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{
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}
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break;
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default:
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception)
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{
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//m_log.Info("[UDPSERVER]" + a.ToString());
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException e2)
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{
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m_log.Error("[UDPSERVER]: " + e2.ToString());
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}
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// Here's some reference code! :D
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// Shutdown and restart the UDP listener! hehe
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// Shiny
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//Server.Shutdown(SocketShutdown.Both);
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//CloseEndPoint(epSender);
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//ServerListener();
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break;
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}
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//return;
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}
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catch (ObjectDisposedException e)
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{
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m_log.Debug("[UDPSERVER]: " + e.ToString());
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException e2)
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{
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m_log.Error("[UDPSERVER]: " + e2.ToString());
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}
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//return;
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}
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int packetEnd = numBytes - 1;
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try
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{
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packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
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}
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catch (Exception e)
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{
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m_log.Debug("[UDPSERVER]: " + e.ToString());
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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}
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catch (SocketException e4)
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{
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception a)
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{
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m_log.Info("[UDPSERVER]: " + a.ToString());
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException e5)
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{
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m_log.Error("[UDPSERVER]: " + e5.ToString());
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}
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}
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if (packet != null)
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{
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try
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{
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// do we already have a circuit for this endpoint
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uint circuit;
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bool ret = false;
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lock (clientCircuits)
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{
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ret = clientCircuits.TryGetValue(epSender, out circuit);
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}
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if (ret)
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{
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//if so then send packet to the packetserver
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//m_log.Warn("[UDPSERVER]: ALREADY HAVE Circuit!");
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m_packetServer.InPacket(circuit, packet);
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}
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else if (packet.Type == PacketType.UseCircuitCode)
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{
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// new client
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m_log.Debug("[UDPSERVER]: Adding New Client");
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AddNewClient(packet);
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}
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else
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{
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// invalid client
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//CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now
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//m_log.Warn("[UDPSERVER]: Got a packet from an invalid client - " + packet.ToString());
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}
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}
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catch (Exception ex)
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{
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m_log.Error("[UDPSERVER]: Exception in processing packet.");
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m_log.Debug("[UDPSERVER]: Adding New Client");
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try
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{
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AddNewClient(packet);
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}
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catch (Exception e3)
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{
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m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString());
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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}
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}
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}
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}
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private void CloseEndPoint(EndPoint sender)
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{
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uint circuit;
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lock (clientCircuits)
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{
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if (clientCircuits.TryGetValue(sender, out circuit))
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{
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m_packetServer.CloseCircuit(circuit);
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}
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}
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}
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protected virtual void AddNewClient(Packet packet)
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{
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UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
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lock (clientCircuits)
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{
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if (!clientCircuits.ContainsKey(epSender))
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clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
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else
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m_log.Error("[UDPSERVER]: clientCircuits already contans entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
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}
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lock (clientCircuits_reverse)
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{
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if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
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clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
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else
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m_log.Error("[UDPSERVER]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
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}
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PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass);
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}
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public void ServerListener()
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{
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uint newPort = listenPort;
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for (uint i = 0; i < 20; i++)
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{
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newPort = listenPort + i;
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m_log.Info("[SERVER]: Opening UDP socket on " + listenIP.ToString() + " " + newPort + ".");// Allow alternate ports: " + Allow_Alternate_Port.ToString());
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try
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{
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ServerIncoming = new IPEndPoint(listenIP, (int) newPort);
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Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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Server.Bind(ServerIncoming);
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listenPort = newPort;
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break;
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}
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catch (Exception ex)
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{
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// We are not looking for alternate ports?
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//if (!Allow_Alternate_Port)
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throw (ex);
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// We are looking for alternate ports!
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m_log.Info("[SERVER]: UDP socket on " + listenIP.ToString() + " " + listenPort.ToString() + " is not available, trying next.");
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}
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System.Threading.Thread.Sleep(100); // Wait before we retry socket
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}
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m_log.Info("[SERVER]: UDP socket bound, getting ready to listen");
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ipeSender = new IPEndPoint(listenIP, 0);
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epSender = (EndPoint) ipeSender;
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ReceivedData = new AsyncCallback(OnReceivedData);
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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m_log.Info("[SERVER]: Listening on port " + newPort);
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}
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public virtual void RegisterPacketServer(PacketServer server)
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{
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m_packetServer = server;
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}
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public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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//EndPoint packetSender)
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{
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// find the endpoint for this circuit
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EndPoint sendto = null;
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lock (clientCircuits_reverse)
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{
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if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
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{
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//we found the endpoint so send the packet to it
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Server.SendTo(buffer, size, flags, sendto);
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}
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}
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}
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public virtual void RemoveClientCircuit(uint circuitcode)
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{
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EndPoint sendto = null;
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lock (clientCircuits_reverse)
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{
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if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
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{
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clientCircuits.Remove(sendto);
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clientCircuits_reverse.Remove(circuitcode);
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}
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}
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}
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}
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}
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