642 lines
26 KiB
C#
642 lines
26 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 OpenSimulator 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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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 System.Reflection;
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using log4net;
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using Nini.Config;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// This class handles the initial UDP circuit setup with a client and passes on subsequent packets to the LLPacketServer
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/// </summary>
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public class LLUDPServer : ILLClientStackNetworkHandler, IClientNetworkServer
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <value>
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/// The client circuits established with this UDP server. If a client exists here we can also assume that
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/// it is populated in clientCircuits_reverse and proxyCircuits (if relevant)
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/// </value>
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protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
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public Hashtable clientCircuits_reverse = Hashtable.Synchronized(new Hashtable());
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protected Dictionary<uint, EndPoint> proxyCircuits = new Dictionary<uint, EndPoint>();
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private Socket m_socket;
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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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/// <value>
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/// This is an endpoint that is reused where we don't need to protect the information from potentially
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/// being stomped on by other threads.
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/// </value>
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protected EndPoint reusedEpSender = new IPEndPoint(IPAddress.Any, 0);
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protected int proxyPortOffset;
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protected AsyncCallback ReceivedData;
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protected LLPacketServer m_packetServer;
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protected Location m_location;
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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 int m_clientSocketReceiveBuffer = 0;
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/// <value>
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/// Manages authentication for agent circuits
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/// </value>
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protected AgentCircuitManager m_circuitManager;
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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_location = new Location(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_location.RegionHandle; }
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}
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Socket IClientNetworkServer.Server
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{
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get { return m_socket; }
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}
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public bool HandlesRegion(Location x)
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{
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//return x.RegionHandle == m_location.RegionHandle;
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return x == m_location;
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}
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public void AddScene(IScene x)
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{
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LocalScene = x;
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}
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public void Start()
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{
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ServerListener();
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}
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public void Stop()
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{
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m_socket.Close();
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}
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public LLUDPServer()
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{
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}
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public LLUDPServer(
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IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, IConfigSource configSource,
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AgentCircuitManager authenticateClass)
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{
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Initialise(_listenIP, ref port, proxyPortOffset, allow_alternate_port, configSource, authenticateClass);
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}
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/// <summary>
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/// Initialize the server
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/// </summary>
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/// <param name="_listenIP"></param>
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/// <param name="port"></param>
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/// <param name="proxyPortOffsetParm"></param>
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/// <param name="allow_alternate_port"></param>
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/// <param name="configSource"></param>
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/// <param name="assetCache"></param>
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/// <param name="circuitManager"></param>
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public void Initialise(
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IPAddress _listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource,
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AgentCircuitManager circuitManager)
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{
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ClientStackUserSettings userSettings = new ClientStackUserSettings();
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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if (config != null)
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{
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if (config.Contains("client_throttle_max_bps"))
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{
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int maxBPS = config.GetInt("client_throttle_max_bps", 1500000);
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userSettings.TotalThrottleSettings = new ThrottleSettings(0, maxBPS,
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maxBPS > 28000 ? maxBPS : 28000);
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}
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if (config.Contains("client_throttle_multiplier"))
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userSettings.ClientThrottleMultipler = config.GetFloat("client_throttle_multiplier");
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if (config.Contains("client_socket_rcvbuf_size"))
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m_clientSocketReceiveBuffer = config.GetInt("client_socket_rcvbuf_size");
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}
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m_log.DebugFormat("[CLIENT]: client_throttle_multiplier = {0}", userSettings.ClientThrottleMultipler);
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m_log.DebugFormat("[CLIENT]: client_socket_rcvbuf_size = {0}", (m_clientSocketReceiveBuffer != 0 ?
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m_clientSocketReceiveBuffer.ToString() : "OS default"));
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proxyPortOffset = proxyPortOffsetParm;
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listenPort = (uint) (port + proxyPortOffsetParm);
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listenIP = _listenIP;
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Allow_Alternate_Port = allow_alternate_port;
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m_circuitManager = circuitManager;
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CreatePacketServer(userSettings);
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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 = (uint)(listenPort - proxyPortOffsetParm);
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}
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protected virtual void CreatePacketServer(ClientStackUserSettings userSettings)
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{
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new LLPacketServer(this, userSettings);
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}
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/// <summary>
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/// This method is called every time that we receive new UDP data.
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/// </summary>
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/// <param name="result"></param>
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protected virtual void OnReceivedData(IAsyncResult result)
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{
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Packet packet = null;
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int numBytes = 1;
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EndPoint epSender = new IPEndPoint(IPAddress.Any, 0);
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EndPoint epProxy = null;
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try
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{
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if (EndReceive(out numBytes, result, ref epSender))
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{
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// Make sure we are getting zeroes when running off the
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// end of grab / degrab packets from old clients
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Array.Clear(RecvBuffer, numBytes, RecvBuffer.Length - numBytes);
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int packetEnd = numBytes - 1;
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if (proxyPortOffset != 0) packetEnd -= 6;
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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 (MalformedDataException e)
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{
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m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to MalformedDataException: {0}", e.StackTrace);
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}
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catch (IndexOutOfRangeException e)
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{
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m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to IndexOutOfRangeException: {0}", e.StackTrace);
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}
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catch (Exception e)
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{
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m_log.Debug("[CLIENT]: " + e);
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}
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}
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if (proxyPortOffset != 0)
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{
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// If we've received a use circuit packet, then we need to decode an endpoint proxy, if one exists,
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// before allowing the RecvBuffer to be overwritten by the next packet.
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if (packet != null && packet.Type == PacketType.UseCircuitCode)
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{
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epProxy = epSender;
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}
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// Now decode the message from the proxy server
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epSender = ProxyCodec.DecodeProxyMessage(RecvBuffer, ref numBytes);
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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.ErrorFormat("[CLIENT]: Exception thrown during EndReceive(): {0}", ex);
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}
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BeginRobustReceive();
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if (packet != null)
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{
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if (packet.Type == PacketType.UseCircuitCode)
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AddNewClient((UseCircuitCodePacket)packet, epSender, epProxy);
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else
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ProcessInPacket(packet, epSender);
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}
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}
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/// <summary>
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/// Process a successfully received packet.
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/// </summary>
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/// <param name="packet"></param>
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/// <param name="epSender"></param>
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protected virtual void ProcessInPacket(Packet packet, EndPoint epSender)
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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;
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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.DebugFormat(
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// "[UDPSERVER]: For circuit {0} {1} got packet {2}", circuit, epSender, packet.Type);
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m_packetServer.InPacket(circuit, packet);
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}
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}
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catch (Exception e)
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{
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m_log.Error("[CLIENT]: Exception in processing packet - ignoring: ", e);
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}
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}
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/// <summary>
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/// Begin an asynchronous receive of the next bit of raw data
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/// </summary>
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protected virtual void BeginReceive()
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{
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m_socket.BeginReceiveFrom(
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RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
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}
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/// <summary>
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/// Begin a robust asynchronous receive of the next bit of raw data. Robust means that SocketExceptions are
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/// automatically dealt with until the next set of valid UDP data is received.
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/// </summary>
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private void BeginRobustReceive()
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{
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bool done = false;
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while (!done)
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{
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try
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{
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BeginReceive();
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done = true;
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}
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catch (SocketException e)
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{
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// ENDLESS LOOP ON PURPOSE!
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// Reset connection and get next UDP packet off the buffer
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// If the UDP packet is part of the same stream, this will happen several hundreds of times before
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// the next set of UDP data is for a valid client.
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try
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{
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CloseCircuit(e);
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}
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catch (Exception e2)
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{
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m_log.ErrorFormat(
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"[CLIENT]: Exception thrown when trying to close the circuit for {0} - {1}", reusedEpSender,
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e2);
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}
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}
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catch (ObjectDisposedException)
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{
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m_log.Info(
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"[UDPSERVER]: UDP Object disposed. No need to worry about this if you're restarting the simulator.");
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done = true;
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}
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catch (Exception ex)
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{
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m_log.ErrorFormat("[CLIENT]: Exception thrown during BeginReceive(): {0}", ex);
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}
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}
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}
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/// <summary>
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/// Close a client circuit. This is done in response to an exception on receive, and should not be called
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/// normally.
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/// </summary>
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/// <param name="e">The exception that caused the close. Can be null if there was no exception</param>
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private void CloseCircuit(Exception e)
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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(reusedEpSender, out circuit))
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{
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m_packetServer.CloseCircuit(circuit);
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if (e != null)
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m_log.ErrorFormat(
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"[CLIENT]: Closed circuit {0} {1} due to exception {2}", circuit, reusedEpSender, e);
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}
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}
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}
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/// <summary>
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/// Finish the process of asynchronously receiving the next bit of raw data
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/// </summary>
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/// <param name="numBytes">The number of bytes received. Will return 0 if no bytes were recieved
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/// <param name="result"></param>
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/// <param name="epSender">The sender of the data</param>
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/// <returns></returns>
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protected virtual bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
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{
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bool hasReceivedOkay = false;
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numBytes = 0;
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try
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{
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numBytes = m_socket.EndReceiveFrom(result, ref epSender);
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hasReceivedOkay = true;
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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("[CLIENT]: 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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return hasReceivedOkay;
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case SocketError.NetworkReset:
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case SocketError.ConnectionReset:
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case SocketError.OperationAborted:
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break;
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default:
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throw;
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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.DebugFormat("[CLIENT]: ObjectDisposedException: Object {0} disposed.", e.ObjectName);
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// Uhh, what object, and why? this needs better handling.
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}
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return hasReceivedOkay;
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}
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/// <summary>
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/// Add a new client circuit.
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/// </summary>
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/// <param name="packet"></param>
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/// <param name="epSender"></param>
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/// <param name="epProxy"></param>
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protected virtual void AddNewClient(UseCircuitCodePacket useCircuit, EndPoint epSender, EndPoint epProxy)
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{
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//Slave regions don't accept new clients
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if (m_localScene.RegionStatus != RegionStatus.SlaveScene)
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{
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AuthenticateResponse sessionInfo;
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bool isNewCircuit = false;
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if (!m_packetServer.IsClientAuthorized(useCircuit, m_circuitManager, out sessionInfo))
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{
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m_log.WarnFormat(
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"[CONNECTION FAILURE]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code, epSender);
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return;
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}
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lock (clientCircuits)
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{
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if (!clientCircuits.ContainsKey(epSender))
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{
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clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
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isNewCircuit = true;
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}
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}
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if (isNewCircuit)
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{
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// This doesn't need locking as it's synchronized data
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clientCircuits_reverse[useCircuit.CircuitCode.Code] = epSender;
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lock (proxyCircuits)
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{
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proxyCircuits[useCircuit.CircuitCode.Code] = epProxy;
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}
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m_packetServer.AddNewClient(epSender, useCircuit, sessionInfo, epProxy);
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//m_log.DebugFormat(
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// "[CONNECTION SUCCESS]: Incoming client {0} (circuit code {1}) received and authenticated for {2}",
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// useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code, m_localScene.RegionInfo.RegionName);
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}
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}
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// Ack the UseCircuitCode packet
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PacketAckPacket ack_it = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
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// TODO: don't create new blocks if recycling an old packet
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ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
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ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
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ack_it.Packets[0].ID = useCircuit.Header.Sequence;
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// ((useCircuit.Header.Sequence < uint.MaxValue) ? useCircuit.Header.Sequence : 0) is just a failsafe to ensure that we don't overflow.
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ack_it.Header.Sequence = ((useCircuit.Header.Sequence < uint.MaxValue) ? useCircuit.Header.Sequence : 0) + 1;
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ack_it.Header.Reliable = false;
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byte[] ackmsg = ack_it.ToBytes();
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// Need some extra space in case we need to add proxy
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// information to the message later
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byte[] msg = new byte[4096];
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Buffer.BlockCopy(ackmsg, 0, msg, 0, ackmsg.Length);
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SendPacketTo(msg, ackmsg.Length, SocketFlags.None, useCircuit.CircuitCode.Code);
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PacketPool.Instance.ReturnPacket(useCircuit);
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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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m_log.Info("[UDPSERVER]: Opening UDP socket on " + listenIP + " " + newPort + ".");
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ServerIncoming = new IPEndPoint(listenIP, (int)newPort);
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m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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if (0 != m_clientSocketReceiveBuffer)
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m_socket.ReceiveBufferSize = m_clientSocketReceiveBuffer;
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m_socket.Bind(ServerIncoming);
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// Add flags to the UDP socket to prevent "Socket forcibly closed by host"
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// uint IOC_IN = 0x80000000;
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// uint IOC_VENDOR = 0x18000000;
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// uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
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// TODO: this apparently works in .NET but not in Mono, need to sort out the right flags here.
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// m_socket.IOControl((int)SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
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listenPort = newPort;
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m_log.Info("[UDPSERVER]: UDP socket bound, getting ready to listen");
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ReceivedData = OnReceivedData;
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BeginReceive();
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m_log.Info("[UDPSERVER]: Listening on port " + newPort);
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}
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public virtual void RegisterPacketServer(LLPacketServer 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
|
|
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, sessionInfo, proxyEP);
|
|
}
|
|
}
|
|
}
|