OpenSimMirror/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs

614 lines
24 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Reflection;
using OpenMetaverse.Packets;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.ClientStack.LindenUDP
{
/// <summary>
/// This class handles the initial UDP circuit setup with a client and passes on subsequent packets to the LLPacketServer
/// </summary>
public class LLUDPServer : ILLClientStackNetworkHandler, IClientNetworkServer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <value>
/// The client circuits established with this UDP server. If a client exists here we can also assume that
/// it is populated in clientCircuits_reverse and proxyCircuits (if relevant)
/// </value>
protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
public Hashtable clientCircuits_reverse = Hashtable.Synchronized(new Hashtable());
protected Dictionary<uint, EndPoint> proxyCircuits = new Dictionary<uint, EndPoint>();
private Socket m_socket;
protected IPEndPoint ServerIncoming;
protected byte[] RecvBuffer = new byte[4096];
protected byte[] ZeroBuffer = new byte[8192];
/// <value>
/// This is an endpoint that is reused where we don't need to protect the information from potentially
/// being stomped on by other threads.
/// </value>
protected EndPoint reusedEpSender = new IPEndPoint(IPAddress.Any, 0);
protected int proxyPortOffset;
protected AsyncCallback ReceivedData;
protected LLPacketServer m_packetServer;
protected Location m_location;
protected uint listenPort;
protected bool Allow_Alternate_Port;
protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
protected IScene m_localScene;
protected AssetCache m_assetCache;
/// <value>
/// Manages authentication for agent circuits
/// </value>
protected AgentCircuitManager m_circuitManager;
public IScene LocalScene
{
set
{
m_localScene = value;
m_packetServer.LocalScene = m_localScene;
m_location = new Location(m_localScene.RegionInfo.RegionHandle);
}
}
public ulong RegionHandle
{
get { return m_location.RegionHandle; }
}
Socket IClientNetworkServer.Server
{
get { return m_socket; }
}
public bool HandlesRegion(Location x)
{
return x == m_location;
}
public void AddScene(Scene x)
{
LocalScene = x;
}
public void Start()
{
ServerListener();
}
public void Stop()
{
m_socket.Close();
}
public LLUDPServer()
{
}
public LLUDPServer(
IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, IConfigSource configSource,
AssetCache assetCache, AgentCircuitManager authenticateClass)
{
Initialise(_listenIP, ref port, proxyPortOffset, allow_alternate_port, configSource, assetCache, authenticateClass);
}
/// <summary>
/// Initialize the server
/// </summary>
/// <param name="_listenIP"></param>
/// <param name="port"></param>
/// <param name="proxyPortOffsetParm"></param>
/// <param name="allow_alternate_port"></param>
/// <param name="configSource"></param>
/// <param name="assetCache"></param>
/// <param name="circuitManager"></param>
public void Initialise(
IPAddress _listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource,
AssetCache assetCache, AgentCircuitManager circuitManager)
{
ClientStackUserSettings userSettings = new ClientStackUserSettings();
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
if (config != null)
{
if (config.Contains("client_throttle_multiplier"))
userSettings.ClientThrottleMultipler = config.GetFloat("client_throttle_multiplier");
}
m_log.DebugFormat("[CLIENT]: client_throttle_multiplier = {0}", userSettings.ClientThrottleMultipler);
proxyPortOffset = proxyPortOffsetParm;
listenPort = (uint) (port + proxyPortOffsetParm);
listenIP = _listenIP;
Allow_Alternate_Port = allow_alternate_port;
m_assetCache = assetCache;
m_circuitManager = circuitManager;
CreatePacketServer(userSettings);
// Return new port
// This because in Grid mode it is not really important what port the region listens to as long as it is correctly registered.
// So the option allow_alternate_ports="true" was added to default.xml
port = (uint)(listenPort - proxyPortOffsetParm);
}
protected virtual void CreatePacketServer(ClientStackUserSettings userSettings)
{
new LLPacketServer(this, userSettings);
}
/// <summary>
/// This method is called every time that we receive new UDP data.
/// </summary>
/// <param name="result"></param>
protected virtual void OnReceivedData(IAsyncResult result)
{
Packet packet = null;
int numBytes = 1;
EndPoint epSender = new IPEndPoint(IPAddress.Any, 0);
if (EndReceive(out numBytes, result, ref epSender))
{
// Make sure we are getting zeroes when running off the
// end of grab / degrab packets from old clients
//
int z;
for (z = numBytes ; z < RecvBuffer.Length ; z++)
RecvBuffer[z] = 0;
int packetEnd = numBytes - 1;
try
{
packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
}
catch (MalformedDataException e)
{
m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to MalformedDataException: {0}", e.StackTrace);
}
catch (IndexOutOfRangeException e)
{
m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to IndexOutOfRangeException: {0}", e.StackTrace);
}
catch (Exception e)
{
m_log.Debug("[CLIENT]: " + e);
}
}
EndPoint epProxy = null;
// If we've received a use circuit packet, then we need to decode an endpoint proxy, if one exists, before
// allowing the RecvBuffer to be overwritten by the next packet.
if (packet != null && packet.Type == PacketType.UseCircuitCode)
{
epProxy = epSender;
if (proxyPortOffset != 0)
{
epSender = ProxyCodec.DecodeProxyMessage(RecvBuffer, ref numBytes);
}
}
BeginRobustReceive();
if (packet != null)
{
if (packet.Type == PacketType.UseCircuitCode)
AddNewClient((UseCircuitCodePacket)packet, epSender, epProxy);
else
ProcessInPacket(packet, epSender);
}
}
/// <summary>
/// Process a successfully received packet.
/// </summary>
/// <param name="packet"></param>
/// <param name="epSender"></param>
protected virtual void ProcessInPacket(Packet packet, EndPoint epSender)
{
try
{
// do we already have a circuit for this endpoint
uint circuit;
bool ret;
lock (clientCircuits)
{
ret = clientCircuits.TryGetValue(epSender, out circuit);
}
if (ret)
{
//if so then send packet to the packetserver
//m_log.DebugFormat(
// "[UDPSERVER]: For circuit {0} {1} got packet {2}", circuit, epSender, packet.Type);
m_packetServer.InPacket(circuit, packet);
}
}
catch (Exception e)
{
m_log.Error("[CLIENT]: Exception in processing packet - ignoring: ", e);
}
}
/// <summary>
/// Begin an asynchronous receive of the next bit of raw data
/// </summary>
protected virtual void BeginReceive()
{
m_socket.BeginReceiveFrom(
RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
}
/// <summary>
/// Begin a robust asynchronous receive of the next bit of raw data. Robust means that SocketExceptions are
/// automatically dealt with until the next set of valid UDP data is received.
/// </summary>
private void BeginRobustReceive()
{
try
{
BeginReceive();
}
catch (SocketException e)
{
// ENDLESS LOOP ON PURPOSE!
// Reset connection and get next UDP packet off the buffer
// If the UDP packet is part of the same stream, this will happen several hundreds of times before
// the next set of UDP data is for a valid client.
ResetServerEndPoint(e);
}
}
/// <summary>
/// Reset the server endpoint
/// </summary>
/// <param name="e">
/// The exception that has triggered the reset. Can be null if there was no exception.
/// </param>
private void ResetServerEndPoint(Exception e)
{
try
{
CloseCircuit(e);
}
catch (Exception e2)
{
m_log.ErrorFormat(
"[CLIENT]: Exception thrown when trying to close the circuit for {0} - {1}", reusedEpSender, e2);
}
// ENDLESS LOOP ON PURPOSE!
// We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
// The only way to do that is to BeginRobustReceive again!
BeginRobustReceive();
}
/// <summary>
/// Close a client circuit. This is done in response to an exception on receive, and should not be called
/// normally.
/// </summary>
/// <param name="e">The exception that caused the close. Can be null if there was no exception</param>
private void CloseCircuit(Exception e)
{
uint circuit;
lock (clientCircuits)
{
if (clientCircuits.TryGetValue(reusedEpSender, out circuit))
{
m_packetServer.CloseCircuit(circuit);
if (e != null)
m_log.ErrorFormat(
"[CLIENT]: Closed circuit {0} {1} due to exception {2}", circuit, reusedEpSender, e);
}
}
}
/// <summary>
/// Finish the process of asynchronously receiving the next bit of raw data
/// </summary>
/// <param name="numBytes">The number of bytes received. Will return 0 if no bytes were recieved
/// <param name="result"></param>
/// <param name="epSender">The sender of the data</param>
/// <returns></returns>
protected virtual bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
{
bool hasReceivedOkay = false;
numBytes = 0;
try
{
numBytes = m_socket.EndReceiveFrom(result, ref epSender);
hasReceivedOkay = true;
}
catch (SocketException e)
{
// TODO : Actually only handle those states that we have control over, re-throw everything else,
// TODO: implement cases as we encounter them.
//m_log.Error("[[CLIENT]: ]: Connection Error! - " + e.ToString());
switch (e.SocketErrorCode)
{
case SocketError.AlreadyInProgress:
return hasReceivedOkay;
case SocketError.NetworkReset:
case SocketError.ConnectionReset:
break;
default:
throw;
}
}
catch (ObjectDisposedException e)
{
m_log.DebugFormat("[CLIENT]: ObjectDisposedException: Object {0} disposed.", e.ObjectName);
// Uhh, what object, and why? this needs better handling.
}
return hasReceivedOkay;
}
/// <summary>
/// Add a new client circuit.
/// </summary>
/// <param name="packet"></param>
/// <param name="epSender"></param>
/// <param name="epProxy"></param>
protected virtual void AddNewClient(UseCircuitCodePacket useCircuit, EndPoint epSender, EndPoint epProxy)
{
//Slave regions don't accept new clients
if (m_localScene.Region_Status != RegionStatus.SlaveScene)
{
AuthenticateResponse sessionInfo;
bool isNewCircuit = false;
if (!m_packetServer.IsClientAuthorized(useCircuit, m_circuitManager, out sessionInfo))
{
m_log.WarnFormat(
"[CLIENT]: New user request denied to avatar {0} connecting with unauthorized circuit code {1} from {2}",
useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code, epSender);
return;
}
else
{
m_log.Info("[CLIENT]: Got authenticated connection from " + epSender);
}
lock (clientCircuits)
{
if (!clientCircuits.ContainsKey(epSender))
{
m_log.DebugFormat(
"[CLIENT]: Adding new circuit for agent {0}, circuit code {1}",
useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code);
clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
isNewCircuit = true;
}
}
if (isNewCircuit)
{
// This doesn't need locking as it's synchronized data
clientCircuits_reverse[useCircuit.CircuitCode.Code] = epSender;
lock (proxyCircuits)
{
proxyCircuits[useCircuit.CircuitCode.Code] = epProxy;
}
m_packetServer.AddNewClient(epSender, useCircuit, m_assetCache, sessionInfo, epProxy);
}
}
// Ack the UseCircuitCode packet
PacketAckPacket ack_it = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// TODO: don't create new blocks if recycling an old packet
ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
ack_it.Packets[0].ID = useCircuit.Header.Sequence;
// ((useCircuit.Header.Sequence < uint.MaxValue) ? useCircuit.Header.Sequence : 0) is just a failsafe to ensure that we don't overflow.
ack_it.Header.Sequence = ((useCircuit.Header.Sequence < uint.MaxValue) ? useCircuit.Header.Sequence : 0) + 1;
ack_it.Header.Reliable = false;
SendPacketTo(ack_it.ToBytes(), ack_it.ToBytes().Length, SocketFlags.None, useCircuit.CircuitCode.Code);
PacketPool.Instance.ReturnPacket(useCircuit);
}
public void ServerListener()
{
uint newPort = listenPort;
m_log.Info("[UDPSERVER]: Opening UDP socket on " + listenIP + " " + newPort + ".");
ServerIncoming = new IPEndPoint(listenIP, (int)newPort);
m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
m_socket.Bind(ServerIncoming);
// Add flags to the UDP socket to prevent "Socket forcibly closed by host"
// uint IOC_IN = 0x80000000;
// uint IOC_VENDOR = 0x18000000;
// uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
// TODO: this apparently works in .NET but not in Mono, need to sort out the right flags here.
// m_socket.IOControl((int)SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
listenPort = newPort;
m_log.Info("[UDPSERVER]: UDP socket bound, getting ready to listen");
ReceivedData = OnReceivedData;
BeginReceive();
m_log.Info("[UDPSERVER]: Listening on port " + newPort);
}
public virtual void RegisterPacketServer(LLPacketServer server)
{
m_packetServer = server;
}
public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
//EndPoint packetSender)
{
// find the endpoint for this circuit
EndPoint sendto;
try
{
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
}
catch
{
// Exceptions here mean there is no circuit
m_log.Warn("[CLIENT]: Circuit not found, not sending packet");
return;
}
if (sendto != null)
{
//we found the endpoint so send the packet to it
if (proxyPortOffset != 0)
{
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo proxy " + proxyCircuits[circuitcode].ToString() + ": client " + sendto.ToString());
ProxyCodec.EncodeProxyMessage(buffer, ref size, sendto);
m_socket.SendTo(buffer, size, flags, proxyCircuits[circuitcode]);
}
else
{
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo : client " + sendto.ToString());
try
{
m_socket.SendTo(buffer, size, flags, sendto);
}
catch (SocketException SockE)
{
m_log.ErrorFormat("[UDPSERVER]: Caught Socket Error in the send buffer!. {0}",SockE.ToString());
}
}
}
}
public virtual void RemoveClientCircuit(uint circuitcode)
{
EndPoint sendto;
if (clientCircuits_reverse.Contains(circuitcode))
{
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
clientCircuits_reverse.Remove(circuitcode);
lock (clientCircuits)
{
if (sendto != null)
{
clientCircuits.Remove(sendto);
}
else
{
m_log.DebugFormat(
"[CLIENT]: endpoint for circuit code {0} in RemoveClientCircuit() was unexpectedly null!", circuitcode);
}
}
lock (proxyCircuits)
{
proxyCircuits.Remove(circuitcode);
}
}
}
public void RestoreClient(AgentCircuitData circuit, EndPoint userEP, EndPoint proxyEP)
{
//MainLog.Instance.Verbose("UDPSERVER", "RestoreClient");
UseCircuitCodePacket useCircuit = new UseCircuitCodePacket();
useCircuit.CircuitCode.Code = circuit.circuitcode;
useCircuit.CircuitCode.ID = circuit.AgentID;
useCircuit.CircuitCode.SessionID = circuit.SessionID;
AuthenticateResponse sessionInfo;
if (!m_packetServer.IsClientAuthorized(useCircuit, m_circuitManager, out sessionInfo))
{
m_log.WarnFormat(
"[CLIENT]: Restore request denied to avatar {0} connecting with unauthorized circuit code {1}",
useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code);
return;
}
lock (clientCircuits)
{
if (!clientCircuits.ContainsKey(userEP))
clientCircuits.Add(userEP, useCircuit.CircuitCode.Code);
else
m_log.Error("[CLIENT]: clientCircuits already contains entry for user " + useCircuit.CircuitCode.Code + ". NOT adding.");
}
// This data structure is synchronized, so we don't need the lock
if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, userEP);
else
m_log.Error("[CLIENT]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code + ". NOT adding.");
lock (proxyCircuits)
{
if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
{
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
}
else
{
// re-set proxy endpoint
proxyCircuits.Remove(useCircuit.CircuitCode.Code);
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
}
}
m_packetServer.AddNewClient(userEP, useCircuit, m_assetCache, sessionInfo, proxyEP);
}
}
}