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

780 lines
25 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.Timers;
using System.Reflection;
using libsecondlife;
using libsecondlife.Packets;
using Timer = System.Timers.Timer;
using OpenSim.Framework;
using OpenSim.Region.ClientStack.LindenUDP;
using log4net;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
public delegate void PacketDrop(Packet pack, Object id);
public delegate bool SynchronizeClientHandler(IScene scene, Packet packet, LLUUID agentID, ThrottleOutPacketType throttlePacketType);
public interface IPacketHandler
{
event PacketStats OnPacketStats;
event PacketDrop OnPacketDrop;
SynchronizeClientHandler SynchronizeClient { set; }
int PacketsReceived { get; }
int PacketsReceivedReported { get; }
uint SilenceLimit { get; set; }
uint DiscardTimeout { get; set; }
uint ResendTimeout { get; set; }
void InPacket(Packet packet);
void ProcessInPacket(LLQueItem item);
void ProcessOutPacket(LLQueItem item);
void OutPacket(Packet NewPack,
ThrottleOutPacketType throttlePacketType);
void OutPacket(Packet NewPack,
ThrottleOutPacketType throttlePacketType, Object id);
LLPacketQueue PacketQueue { get; }
void Stop();
void Flush();
void Clear();
ClientInfo GetClientInfo();
void SetClientInfo(ClientInfo info);
void AddImportantPacket(PacketType type);
void RemoveImportantPacket(PacketType type);
}
public class LLPacketHandler : IPacketHandler
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// Packet queues
//
LLPacketQueue m_PacketQueue;
public LLPacketQueue PacketQueue
{
get { return m_PacketQueue; }
}
// Timer to run stats and acks on
//
private Timer m_AckTimer = new Timer(250);
// A list of the packets we haven't acked yet
//
private Dictionary<uint,uint> m_PendingAcks = new Dictionary<uint,uint>();
// Dictionary of the packets that need acks from the client.
//
private class AckData
{
public AckData(Packet packet, Object identifier)
{
Packet = packet;
Identifier = identifier;
}
public Packet Packet;
public Object Identifier;
}
private Dictionary<uint, AckData> m_NeedAck =
new Dictionary<uint, AckData>();
private uint m_ResendTimeout = 1000;
public uint ResendTimeout
{
get { return m_ResendTimeout; }
set { m_ResendTimeout = value; }
}
private uint m_DiscardTimeout = 8000;
public uint DiscardTimeout
{
get { return m_DiscardTimeout; }
set { m_DiscardTimeout = value; }
}
private uint m_SilenceLimit = 250;
public uint SilenceLimit
{
get { return m_SilenceLimit; }
set { m_SilenceLimit = value; }
}
private int m_LastAck = 0;
// Track duplicated packets. This uses a Dictionary. Both insertion
// and lookup are common operations and need to take advantage of
// the hashing. Expiration is less common and can be allowed the
// time for a linear scan.
//
private Dictionary<uint, int> m_DupeTracker =
new Dictionary<uint, int>();
private uint m_DupeTrackerWindow = 30;
private int m_DupeTrackerLastCheck = System.Environment.TickCount;
// Values for the SimStatsReporter
//
private int m_PacketsReceived = 0;
private int m_PacketsReceivedReported = 0;
private int m_PacketsSent = 0;
private int m_PacketsSentReported = 0;
private int m_UnackedBytes = 0;
public int PacketsReceived
{
get { return m_PacketsReceived; }
}
public int PacketsReceivedReported
{
get { return m_PacketsReceivedReported; }
}
// The client we are working for
//
private IClientAPI m_Client;
// Some events
//
public event PacketStats OnPacketStats;
public event PacketDrop OnPacketDrop;
private SynchronizeClientHandler m_SynchronizeClient = null;
public SynchronizeClientHandler SynchronizeClient
{
set { m_SynchronizeClient = value; }
}
// Packet sequencing
//
private uint m_Sequence = 0;
private object m_SequenceLock = new object();
private const int MAX_SEQUENCE = 0xFFFFFF;
List<PacketType> m_ImportantPackets = new List<PacketType>();
LLPacketServer m_PacketServer;
private byte[] m_ZeroOutBuffer = new byte[4096];
////////////////////////////////////////////////////////////////////
// Constructors
//
public LLPacketHandler(IClientAPI client, LLPacketServer server)
{
m_Client = client;
m_PacketServer = server;
m_PacketQueue = new LLPacketQueue(client.AgentId);
m_AckTimer.Elapsed += AckTimerElapsed;
m_AckTimer.Start();
}
public void Stop()
{
m_AckTimer.Stop();
m_PacketQueue.Enqueue(null);
}
// Send one packet. This actually doesn't send anything, it queues
// it. Designed to be fire-and-forget, but there is an optional
// notifier.
//
public void OutPacket(
Packet packet, ThrottleOutPacketType throttlePacketType)
{
OutPacket(packet, throttlePacketType, null);
}
public void OutPacket(
Packet packet, ThrottleOutPacketType throttlePacketType,
Object id)
{
// Call the load balancer's hook. If this is not active here
// we defer to the sim server this client is actually connected
// to. Packet drop notifies will not be triggered in this
// configuration!
//
if ((m_SynchronizeClient != null) && (!m_Client.IsActive))
{
if (m_SynchronizeClient(m_Client.Scene, packet,
m_Client.AgentId, throttlePacketType))
return;
}
packet.Header.Sequence = 0;
lock (m_NeedAck)
{
DropResend(id);
AddAcks(ref packet);
QueuePacket(packet, throttlePacketType, id);
}
}
private void AddAcks(ref Packet packet)
{
// This packet type has shown to have issues with
// acks being appended to the payload, just don't send
// any with this packet type until libsl is fixed.
//
if (packet is libsecondlife.Packets.ViewerEffectPacket)
return;
// Add acks to outgoing packets
//
if (m_PendingAcks.Count > 0)
{
int count = m_PendingAcks.Count;
if (count > 10)
count = 10;
packet.Header.AckList = new uint[count];
packet.Header.AppendedAcks = true;
int i = 0;
foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
{
packet.Header.AckList[i] = ack;
i++;
m_PendingAcks.Remove(ack);
if (i >= count) // That is how much space there is
break;
}
}
}
private void QueuePacket(
Packet packet, ThrottleOutPacketType throttlePacketType,
Object id)
{
packet.TickCount = System.Environment.TickCount;
LLQueItem item = new LLQueItem();
item.Packet = packet;
item.Incoming = false;
item.throttleType = throttlePacketType;
item.Identifier = id;
m_PacketQueue.Enqueue(item);
m_PacketsSent++;
}
private void ResendUnacked()
{
int now = System.Environment.TickCount;
int lastAck = m_LastAck;
// Unless we have received at least one ack, don't bother resending
// anything. There may not be a client there, don't clog up the
// pipes.
//
if (lastAck == 0)
return;
lock (m_NeedAck)
{
// Nothing to do
//
if (m_NeedAck.Count == 0)
return;
// If we have seen no acks in <SilenceLimit> s but are
// waiting for acks, then there may be no one listening.
// No need to resend anything. Keep it until it gets stale,
// then it will be dropped.
//
if ((((now - lastAck) > m_SilenceLimit) &&
m_NeedAck.Count > 0) || m_NeedAck.Count == 0)
{
return;
}
foreach (AckData data in new List<AckData>(m_NeedAck.Values))
{
Packet packet = data.Packet;
// Packets this old get resent
//
if ((now - packet.TickCount) > m_ResendTimeout)
{
// Resend the packet. Set the packet's tick count to
// now, and keep it marked as resent.
//
packet.Header.Resent = true;
QueuePacket(packet, ThrottleOutPacketType.Resend,
data.Identifier);
}
// The discard logic
// If the packet is in the queue for <DiscardTimeout> s
// without having been processed, then we have clogged
// pipes. Most likely, the client is gone
// Drop the packets
//
if ((now - packet.TickCount) > m_DiscardTimeout)
{
if (!m_ImportantPackets.Contains(packet.Type))
m_NeedAck.Remove(packet.Header.Sequence);
TriggerOnPacketDrop(packet, data.Identifier);
continue;
}
}
}
}
// Send the pending packet acks to the client
// Will send blocks of acks for up to 250 packets
//
private void SendAcks()
{
lock (m_NeedAck)
{
if (m_PendingAcks.Count == 0)
return;
PacketAckPacket acks = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// The case of equality is more common than one might think,
// because this function will be called unconditionally when
// the counter reaches 250. So there is a good chance another
// packet with 250 blocks exists.
//
if (acks.Packets == null ||
acks.Packets.Length != m_PendingAcks.Count)
acks.Packets = new PacketAckPacket.PacketsBlock[m_PendingAcks.Count];
int i = 0;
foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
{
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
acks.Packets[i].ID = ack;
m_PendingAcks.Remove(ack);
i++;
}
acks.Header.Reliable = false;
OutPacket(acks, ThrottleOutPacketType.Unknown);
}
}
// Queue a packet ack. It will be sent either after 250 acks are
// queued, or when the timer fires.
//
private void AckPacket(Packet packet)
{
lock (m_NeedAck)
{
if (m_PendingAcks.Count < 250)
{
if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
m_PendingAcks.Add(packet.Header.Sequence,
packet.Header.Sequence);
return;
}
}
SendAcks();
lock (m_NeedAck)
{
// If this is still full we have a truly exceptional
// condition (means, can't happen)
//
if (m_PendingAcks.Count < 250)
{
if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
m_PendingAcks.Add(packet.Header.Sequence,
packet.Header.Sequence);
return;
}
}
}
// When the timer elapses, send the pending acks, trigger resends
// and report all the stats.
//
private void AckTimerElapsed(object sender, ElapsedEventArgs ea)
{
SendAcks();
ResendUnacked();
SendPacketStats();
}
// Push out pachet counts for the sim status reporter
//
private void SendPacketStats()
{
PacketStats handlerPacketStats = OnPacketStats;
if (handlerPacketStats != null)
{
handlerPacketStats(
m_PacketsReceived - m_PacketsReceivedReported,
m_PacketsSent - m_PacketsSentReported,
m_UnackedBytes);
m_PacketsReceivedReported = m_PacketsReceived;
m_PacketsSentReported = m_PacketsSent;
}
}
// We can't keep an unlimited record of dupes. This will prune the
// dictionary by age.
//
private void PruneDupeTracker()
{
lock (m_DupeTracker)
{
if (m_DupeTracker.Count < 1024)
return;
if (System.Environment.TickCount - m_DupeTrackerLastCheck < 2000)
return;
m_DupeTrackerLastCheck = System.Environment.TickCount;
Dictionary<uint, int> packs =
new Dictionary<uint, int>(m_DupeTracker);
foreach (uint pack in packs.Keys)
{
if (Util.UnixTimeSinceEpoch() - m_DupeTracker[pack] >
m_DupeTrackerWindow)
m_DupeTracker.Remove(pack);
}
}
}
public void InPacket(Packet packet)
{
if (packet == null)
return;
// If this client is on another partial instance, no need
// to handle packets
//
if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
{
PacketPool.Instance.ReturnPacket(packet);
return;
}
// Any packet can have some packet acks in the header.
// Process them here
//
if (packet.Header.AppendedAcks)
{
foreach (uint id in packet.Header.AckList)
{
ProcessAck(id);
}
}
// When too many acks are needed to be sent, the client sends
// a packet consisting of acks only
//
if (packet.Type == PacketType.PacketAck)
{
PacketAckPacket ackPacket = (PacketAckPacket)packet;
foreach (PacketAckPacket.PacketsBlock block in
ackPacket.Packets)
{
ProcessAck(block.ID);
}
PacketPool.Instance.ReturnPacket(packet);
return;
}
else if (packet.Type == PacketType.StartPingCheck)
{
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
CompletePingCheckPacket endPing = (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);
endPing.PingID.PingID = startPing.PingID.PingID;
OutPacket(endPing, ThrottleOutPacketType.Task);
}
else
{
LLQueItem item = new LLQueItem();
item.Packet = packet;
item.Incoming = true;
m_PacketQueue.Enqueue(item);
}
}
public void ProcessInPacket(LLQueItem item)
{
Packet packet = item.Packet;
// Always ack the packet!
//
if (packet.Header.Reliable)
AckPacket(packet);
if (packet.Type != PacketType.AgentUpdate)
m_PacketsReceived++;
PruneDupeTracker();
// Check for duplicate packets.. packets that the client is
// resending because it didn't receive our ack
//
lock (m_DupeTracker)
{
if (m_DupeTracker.ContainsKey(packet.Header.Sequence))
return;
m_DupeTracker.Add(packet.Header.Sequence,
Util.UnixTimeSinceEpoch());
}
m_Client.ProcessInPacket(packet);
}
public void Flush()
{
m_PacketQueue.Flush();
}
public void Clear()
{
m_NeedAck.Clear();
m_PendingAcks.Clear();
m_Sequence += 1000000;
}
private void ProcessAck(uint id)
{
AckData data;
Packet packet;
lock (m_NeedAck)
{
if (!m_NeedAck.TryGetValue(id, out data))
return;
packet = data.Packet;
m_NeedAck.Remove(id);
m_UnackedBytes -= packet.ToBytes().Length;
m_LastAck = System.Environment.TickCount;
}
}
// Allocate packet sequence numbers in a threadsave manner
//
protected uint NextPacketSequenceNumber()
{
// Set the sequence number
uint seq = 1;
lock (m_SequenceLock)
{
if (m_Sequence >= MAX_SEQUENCE)
{
m_Sequence = 1;
}
else
{
m_Sequence++;
}
seq = m_Sequence;
}
return seq;
}
public ClientInfo GetClientInfo()
{
ClientInfo info = new ClientInfo();
info.pendingAcks = m_PendingAcks;
info.needAck = new Dictionary<uint, byte[]>();
lock (m_NeedAck)
{
foreach (uint key in m_NeedAck.Keys)
info.needAck.Add(key, m_NeedAck[key].Packet.ToBytes());
}
LLQueItem[] queitems = m_PacketQueue.GetQueueArray();
for (int i = 0; i < queitems.Length; i++)
{
if (queitems[i].Incoming == false)
info.out_packets.Add(queitems[i].Packet.ToBytes());
}
info.sequence = m_Sequence;
return info;
}
public void SetClientInfo(ClientInfo info)
{
m_PendingAcks = info.pendingAcks;
m_NeedAck = new Dictionary<uint, AckData>();
Packet packet = null;
int packetEnd = 0;
byte[] zero = new byte[3000];
foreach (uint key in info.needAck.Keys)
{
byte[] buff = info.needAck[key];
packetEnd = buff.Length - 1;
try
{
packet = PacketPool.Instance.GetPacket(buff, ref packetEnd, zero);
}
catch (Exception)
{
}
m_NeedAck.Add(key, new AckData(packet, null));
}
m_Sequence = info.sequence;
}
public void AddImportantPacket(PacketType type)
{
if (m_ImportantPackets.Contains(type))
return;
m_ImportantPackets.Add(type);
}
public void RemoveImportantPacket(PacketType type)
{
if (!m_ImportantPackets.Contains(type))
return;
m_ImportantPackets.Remove(type);
}
private void DropResend(Object id)
{
foreach (AckData data in new List<AckData>(m_NeedAck.Values))
{
if (data.Identifier != null && data.Identifier == id)
{
m_NeedAck.Remove(data.Packet.Header.Sequence);
return;
}
}
}
private void TriggerOnPacketDrop(Packet packet, Object id)
{
PacketDrop handlerPacketDrop = OnPacketDrop;
if (handlerPacketDrop == null)
return;
handlerPacketDrop(packet, id);
}
// Convert the packet to bytes and stuff it onto the send queue
//
public void ProcessOutPacket(LLQueItem item)
{
Packet packet = item.Packet;
// Keep track of when this packet was sent out
packet.TickCount = System.Environment.TickCount;
// Assign sequence number here to prevent out of order packets
if (packet.Header.Sequence == 0)
{
packet.Header.Sequence = NextPacketSequenceNumber();
lock (m_NeedAck)
{
// We want to see that packet arrive if it's reliable
if (packet.Header.Reliable)
{
m_UnackedBytes += packet.ToBytes().Length;
m_NeedAck[packet.Header.Sequence] = new AckData(packet,
item.Identifier);
}
}
}
// Actually make the byte array and send it
try
{
byte[] sendbuffer = packet.ToBytes();
if (packet.Header.Zerocoded)
{
int packetsize = Helpers.ZeroEncode(sendbuffer,
sendbuffer.Length, m_ZeroOutBuffer);
m_PacketServer.SendPacketTo(m_ZeroOutBuffer, packetsize,
SocketFlags.None, m_Client.CircuitCode);
}
else
{
// Need some extra space in case we need to add proxy
// information to the message later
Buffer.BlockCopy(sendbuffer, 0, m_ZeroOutBuffer, 0,
sendbuffer.Length);
m_PacketServer.SendPacketTo(m_ZeroOutBuffer,
sendbuffer.Length, SocketFlags.None, m_Client.CircuitCode);
}
PacketPool.Instance.ReturnPacket(packet);
}
catch (Exception e)
{
m_log.Warn("[client]: " +
"PacketHandler:ProcessOutPacket() - WARNING: Socket "+
"exception occurred - killing thread");
m_log.Error(e.ToString());
m_Client.Close(true);
}
}
}
}