1122 lines
46 KiB
C#
1122 lines
46 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.Generic;
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using System.IO;
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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 System.Threading;
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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.Framework.Statistics;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// A shim around LLUDPServer that implements the IClientNetworkServer interface
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/// </summary>
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public sealed class LLUDPServerShim : IClientNetworkServer
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{
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LLUDPServer m_udpServer;
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public LLUDPServerShim()
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{
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}
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public void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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{
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m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager);
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}
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public void NetworkStop()
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{
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m_udpServer.Stop();
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}
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public void AddScene(IScene scene)
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{
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m_udpServer.AddScene(scene);
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}
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public bool HandlesRegion(Location x)
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{
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return m_udpServer.HandlesRegion(x);
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}
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public void Start()
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{
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m_udpServer.Start();
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}
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public void Stop()
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{
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m_udpServer.Stop();
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}
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}
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/// <summary>
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/// The LLUDP server for a region. This handles incoming and outgoing
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/// packets for all UDP connections to the region
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/// </summary>
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public class LLUDPServer : OpenSimUDPBase
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{
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/// <summary>Maximum transmission unit, or UDP packet size, for the LLUDP protocol</summary>
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public const int MTU = 1400;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public readonly float TickCountResolution;
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/// <summary>Number of terse prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimTerseUpdatesPerPacket;
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/// <summary>Number of terse avatar updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int AvatarTerseUpdatesPerPacket;
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/// <summary>Number of full prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimFullUpdatesPerPacket;
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/// <summary>Number of texture packets to put on the queue each time the
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/// OnQueueEmpty event is triggered for textures</summary>
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public readonly int TextureSendLimit;
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/// <summary>Handlers for incoming packets</summary>
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//PacketEventDictionary packetEvents = new PacketEventDictionary();
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/// <summary>Incoming packets that are awaiting handling</summary>
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private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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/// <summary></summary>
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//private UDPClientCollection m_clients = new UDPClientCollection();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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protected TokenBucket m_throttle;
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/// <summary>Bandwidth throttle rates for this UDP server</summary>
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protected ThrottleRates m_throttleRates;
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/// <summary>Manages authentication for agent circuits</summary>
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private AgentCircuitManager m_circuitManager;
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/// <summary>Reference to the scene this UDP server is attached to</summary>
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protected Scene m_scene;
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/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
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private Location m_location;
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/// <summary>The size of the receive buffer for the UDP socket. This value
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/// is passed up to the operating system and used in the system networking
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/// stack. Use zero to leave this value as the default</summary>
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private int m_recvBufferSize;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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/// <summary>Tracks whether or not a packet was sent each round so we know
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/// whether or not to sleep</summary>
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private bool m_packetSent;
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/// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
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private int m_elapsedMSSinceLastStatReport = 0;
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/// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
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private int m_tickLastOutgoingPacketHandler;
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/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
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private int m_elapsedMSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed100MSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed500MSOutgoingPacketHandler;
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/// <summary>Flag to signal when clients should check for resends</summary>
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private bool m_resendUnacked;
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/// <summary>Flag to signal when clients should send ACKs</summary>
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private bool m_sendAcks;
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/// <summary>Flag to signal when clients should send pings</summary>
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private bool m_sendPing;
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private int m_defaultRTO = 0;
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private int m_maxRTO = 0;
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public Socket Server { get { return null; } }
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public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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: base(listenIP, (int)port)
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{
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#region Environment.TickCount Measurement
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// Measure the resolution of Environment.TickCount
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TickCountResolution = 0f;
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for (int i = 0; i < 5; i++)
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{
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int start = Environment.TickCount;
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int now = start;
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while (now == start)
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now = Environment.TickCount;
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TickCountResolution += (float)(now - start) * 0.2f;
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}
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m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
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TickCountResolution = (float)Math.Ceiling(TickCountResolution);
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#endregion Environment.TickCount Measurement
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m_circuitManager = circuitManager;
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int sceneThrottleBps = 0;
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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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m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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PrimTerseUpdatesPerPacket = config.GetInt("PrimTerseUpdatesPerPacket", 25);
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AvatarTerseUpdatesPerPacket = config.GetInt("AvatarTerseUpdatesPerPacket", 10);
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PrimFullUpdatesPerPacket = config.GetInt("PrimFullUpdatesPerPacket", 100);
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TextureSendLimit = config.GetInt("TextureSendLimit", 20);
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m_defaultRTO = config.GetInt("DefaultRTO", 0);
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m_maxRTO = config.GetInt("MaxRTO", 0);
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}
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else
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{
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PrimTerseUpdatesPerPacket = 25;
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AvatarTerseUpdatesPerPacket = 10;
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PrimFullUpdatesPerPacket = 100;
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TextureSendLimit = 20;
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}
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#region BinaryStats
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config = configSource.Configs["Statistics.Binary"];
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m_shouldCollectStats = false;
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if (config != null)
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{
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if (config.Contains("enabled") && config.GetBoolean("enabled"))
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{
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if (config.Contains("collect_packet_headers"))
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m_shouldCollectStats = config.GetBoolean("collect_packet_headers");
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if (config.Contains("packet_headers_period_seconds"))
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{
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binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
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}
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if (config.Contains("stats_dir"))
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{
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binStatsDir = config.GetString("stats_dir");
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}
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}
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else
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{
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m_shouldCollectStats = false;
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}
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}
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#endregion BinaryStats
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m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
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m_throttleRates = new ThrottleRates(configSource);
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}
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public void Start()
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{
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if (m_scene == null)
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throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
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m_log.Info("[LLUDPSERVER]: Starting the LLUDP server in " + (m_asyncPacketHandling ? "asynchronous" : "synchronous") + " mode");
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base.Start(m_recvBufferSize, m_asyncPacketHandling);
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// Start the packet processing threads
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Watchdog.StartThread(IncomingPacketHandler, "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
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Watchdog.StartThread(OutgoingPacketHandler, "Outgoing Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
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m_elapsedMSSinceLastStatReport = Environment.TickCount;
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}
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public new void Stop()
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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base.Stop();
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}
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public void AddScene(IScene scene)
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{
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if (m_scene != null)
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{
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m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
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return;
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}
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if (!(scene is Scene))
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{
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m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
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return;
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}
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m_scene = (Scene)scene;
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m_location = new Location(m_scene.RegionInfo.RegionHandle);
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}
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public bool HandlesRegion(Location x)
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{
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return x == m_location;
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}
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public void BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting)
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{
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// CoarseLocationUpdate and AvatarGroupsReply packets cannot be split in an automated way
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if ((packet.Type == PacketType.CoarseLocationUpdate || packet.Type == PacketType.AvatarGroupsReply) && allowSplitting)
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allowSplitting = false;
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if (allowSplitting && packet.HasVariableBlocks)
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{
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byte[][] datas = packet.ToBytesMultiple();
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int packetCount = datas.Length;
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if (packetCount < 1)
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m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
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for (int i = 0; i < packetCount; i++)
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{
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byte[] data = datas[i];
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m_scene.ForEachClient(
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delegate(IClientAPI client)
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{
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if (client is LLClientView)
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SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category);
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}
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);
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}
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}
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else
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{
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byte[] data = packet.ToBytes();
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m_scene.ForEachClient(
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delegate(IClientAPI client)
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{
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if (client is LLClientView)
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SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category);
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}
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);
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}
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}
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public void SendPacket(LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting)
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{
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// CoarseLocationUpdate packets cannot be split in an automated way
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if (packet.Type == PacketType.CoarseLocationUpdate && allowSplitting)
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allowSplitting = false;
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if (allowSplitting && packet.HasVariableBlocks)
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{
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byte[][] datas = packet.ToBytesMultiple();
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int packetCount = datas.Length;
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if (packetCount < 1)
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m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
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for (int i = 0; i < packetCount; i++)
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{
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byte[] data = datas[i];
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SendPacketData(udpClient, data, packet.Type, category);
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}
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}
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else
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{
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byte[] data = packet.ToBytes();
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SendPacketData(udpClient, data, packet.Type, category);
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}
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}
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public void SendPacketData(LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category)
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{
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int dataLength = data.Length;
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bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0;
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bool doCopy = true;
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// Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum.
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// The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
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// there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
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// to accomodate for both common scenarios and provide ample room for ACK appending in both
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int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
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UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
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// Zerocode if needed
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if (doZerocode)
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{
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try
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{
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dataLength = Helpers.ZeroEncode(data, dataLength, buffer.Data);
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doCopy = false;
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}
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catch (IndexOutOfRangeException)
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{
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// The packet grew larger than the bufferSize while zerocoding.
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// Remove the MSG_ZEROCODED flag and send the unencoded data
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// instead
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m_log.Debug("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding for " + type + ". DataLength=" + dataLength +
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" and BufferLength=" + buffer.Data.Length + ". Removing MSG_ZEROCODED flag");
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data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
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}
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}
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// If the packet data wasn't already copied during zerocoding, copy it now
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if (doCopy)
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{
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if (dataLength <= buffer.Data.Length)
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{
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Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
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}
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else
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{
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bufferSize = dataLength;
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buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
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// m_log.Error("[LLUDPSERVER]: Packet exceeded buffer size! This could be an indication of packet assembly not obeying the MTU. Type=" +
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// type + ", DataLength=" + dataLength + ", BufferLength=" + buffer.Data.Length + ". Dropping packet");
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Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
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}
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}
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buffer.DataLength = dataLength;
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#region Queue or Send
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OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category);
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if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
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SendPacketFinal(outgoingPacket);
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#endregion Queue or Send
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}
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public void SendAcks(LLUDPClient udpClient)
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{
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uint ack;
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if (udpClient.PendingAcks.Dequeue(out ack))
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{
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List<PacketAckPacket.PacketsBlock> blocks = new List<PacketAckPacket.PacketsBlock>();
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PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock();
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block.ID = ack;
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blocks.Add(block);
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while (udpClient.PendingAcks.Dequeue(out ack))
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{
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block = new PacketAckPacket.PacketsBlock();
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block.ID = ack;
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blocks.Add(block);
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}
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PacketAckPacket packet = new PacketAckPacket();
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packet.Header.Reliable = false;
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packet.Packets = blocks.ToArray();
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SendPacket(udpClient, packet, ThrottleOutPacketType.Unknown, true);
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}
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}
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public void SendPing(LLUDPClient udpClient)
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{
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StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck);
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pc.Header.Reliable = false;
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pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++;
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// We *could* get OldestUnacked, but it would hurt performance and not provide any benefit
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pc.PingID.OldestUnacked = 0;
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SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false);
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}
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public void CompletePing(LLUDPClient udpClient, byte pingID)
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{
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CompletePingCheckPacket completePing = new CompletePingCheckPacket();
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completePing.PingID.PingID = pingID;
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SendPacket(udpClient, completePing, ThrottleOutPacketType.Unknown, false);
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}
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public void ResendUnacked(LLUDPClient udpClient)
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{
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if (!udpClient.IsConnected)
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return;
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// Disconnect an agent if no packets are received for some time
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//FIXME: Make 60 an .ini setting
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if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * 60)
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{
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m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
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RemoveClient(udpClient);
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return;
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}
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// Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
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List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
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if (expiredPackets != null)
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{
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//m_log.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
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// Exponential backoff of the retransmission timeout
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udpClient.BackoffRTO();
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// Resend packets
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for (int i = 0; i < expiredPackets.Count; i++)
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{
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OutgoingPacket outgoingPacket = expiredPackets[i];
|
|
|
|
//m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
|
|
// outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
|
|
|
|
// Set the resent flag
|
|
outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
|
|
outgoingPacket.Category = ThrottleOutPacketType.Resend;
|
|
|
|
// Bump up the resend count on this packet
|
|
Interlocked.Increment(ref outgoingPacket.ResendCount);
|
|
//Interlocked.Increment(ref Stats.ResentPackets);
|
|
|
|
// Requeue or resend the packet
|
|
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
|
|
SendPacketFinal(outgoingPacket);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Flush(LLUDPClient udpClient)
|
|
{
|
|
// FIXME: Implement?
|
|
}
|
|
|
|
internal void SendPacketFinal(OutgoingPacket outgoingPacket)
|
|
{
|
|
UDPPacketBuffer buffer = outgoingPacket.Buffer;
|
|
byte flags = buffer.Data[0];
|
|
bool isResend = (flags & Helpers.MSG_RESENT) != 0;
|
|
bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
|
|
LLUDPClient udpClient = outgoingPacket.Client;
|
|
|
|
if (!udpClient.IsConnected)
|
|
return;
|
|
|
|
#region ACK Appending
|
|
|
|
int dataLength = buffer.DataLength;
|
|
|
|
// Keep appending ACKs until there is no room left in the buffer or there are
|
|
// no more ACKs to append
|
|
uint ackCount = 0;
|
|
uint ack;
|
|
while (dataLength + 5 < buffer.Data.Length && udpClient.PendingAcks.Dequeue(out ack))
|
|
{
|
|
Utils.UIntToBytesBig(ack, buffer.Data, dataLength);
|
|
dataLength += 4;
|
|
++ackCount;
|
|
}
|
|
|
|
if (ackCount > 0)
|
|
{
|
|
// Set the last byte of the packet equal to the number of appended ACKs
|
|
buffer.Data[dataLength++] = (byte)ackCount;
|
|
// Set the appended ACKs flag on this packet
|
|
buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
|
|
}
|
|
|
|
buffer.DataLength = dataLength;
|
|
|
|
#endregion ACK Appending
|
|
|
|
#region Sequence Number Assignment
|
|
|
|
if (!isResend)
|
|
{
|
|
// Not a resend, assign a new sequence number
|
|
uint sequenceNumber = (uint)Interlocked.Increment(ref udpClient.CurrentSequence);
|
|
Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1);
|
|
outgoingPacket.SequenceNumber = sequenceNumber;
|
|
|
|
if (isReliable)
|
|
{
|
|
// Add this packet to the list of ACK responses we are waiting on from the server
|
|
udpClient.NeedAcks.Add(outgoingPacket);
|
|
}
|
|
}
|
|
|
|
#endregion Sequence Number Assignment
|
|
|
|
// Stats tracking
|
|
Interlocked.Increment(ref udpClient.PacketsSent);
|
|
if (isReliable)
|
|
Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength);
|
|
|
|
// Put the UDP payload on the wire
|
|
AsyncBeginSend(buffer);
|
|
|
|
// Keep track of when this packet was sent out (right now)
|
|
outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
|
|
}
|
|
|
|
protected override void PacketReceived(UDPPacketBuffer buffer)
|
|
{
|
|
// Debugging/Profiling
|
|
//try { Thread.CurrentThread.Name = "PacketReceived (" + m_scene.RegionInfo.RegionName + ")"; }
|
|
//catch (Exception) { }
|
|
|
|
LLUDPClient udpClient = null;
|
|
Packet packet = null;
|
|
int packetEnd = buffer.DataLength - 1;
|
|
IPEndPoint address = (IPEndPoint)buffer.RemoteEndPoint;
|
|
|
|
#region Decoding
|
|
|
|
try
|
|
{
|
|
packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
|
|
// Only allocate a buffer for zerodecoding if the packet is zerocoded
|
|
((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
|
|
}
|
|
catch (MalformedDataException)
|
|
{
|
|
}
|
|
|
|
// Fail-safe check
|
|
if (packet == null)
|
|
{
|
|
m_log.ErrorFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}:",
|
|
buffer.DataLength, buffer.RemoteEndPoint);
|
|
m_log.Error(Utils.BytesToHexString(buffer.Data, buffer.DataLength, null));
|
|
return;
|
|
}
|
|
|
|
#endregion Decoding
|
|
|
|
#region Packet to Client Mapping
|
|
|
|
// UseCircuitCode handling
|
|
if (packet.Type == PacketType.UseCircuitCode)
|
|
{
|
|
m_log.Debug("[LLUDPSERVER]: Handling UseCircuitCode packet from " + buffer.RemoteEndPoint);
|
|
object[] array = new object[] { buffer, packet };
|
|
|
|
if (m_asyncPacketHandling)
|
|
Util.FireAndForget(HandleUseCircuitCode, array);
|
|
else
|
|
HandleUseCircuitCode(array);
|
|
|
|
return;
|
|
}
|
|
|
|
// Determine which agent this packet came from
|
|
IClientAPI client;
|
|
if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
|
|
{
|
|
//m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
|
|
return;
|
|
}
|
|
|
|
udpClient = ((LLClientView)client).UDPClient;
|
|
|
|
if (!udpClient.IsConnected)
|
|
return;
|
|
|
|
#endregion Packet to Client Mapping
|
|
|
|
// Stats tracking
|
|
Interlocked.Increment(ref udpClient.PacketsReceived);
|
|
|
|
int now = Environment.TickCount & Int32.MaxValue;
|
|
udpClient.TickLastPacketReceived = now;
|
|
|
|
#region ACK Receiving
|
|
|
|
// Handle appended ACKs
|
|
if (packet.Header.AppendedAcks && packet.Header.AckList != null)
|
|
{
|
|
for (int i = 0; i < packet.Header.AckList.Length; i++)
|
|
udpClient.NeedAcks.Remove(packet.Header.AckList[i], now, packet.Header.Resent);
|
|
}
|
|
|
|
// Handle PacketAck packets
|
|
if (packet.Type == PacketType.PacketAck)
|
|
{
|
|
PacketAckPacket ackPacket = (PacketAckPacket)packet;
|
|
|
|
for (int i = 0; i < ackPacket.Packets.Length; i++)
|
|
udpClient.NeedAcks.Remove(ackPacket.Packets[i].ID, now, packet.Header.Resent);
|
|
|
|
// We don't need to do anything else with PacketAck packets
|
|
return;
|
|
}
|
|
|
|
#endregion ACK Receiving
|
|
|
|
#region ACK Sending
|
|
|
|
if (packet.Header.Reliable)
|
|
{
|
|
udpClient.PendingAcks.Enqueue(packet.Header.Sequence);
|
|
|
|
// This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out,
|
|
// add the current received bytes to it, test if 2*MTU bytes have been sent, if so remove
|
|
// 2*MTU bytes from the value and send ACKs, and finally add the local value back to
|
|
// client.BytesSinceLastACK. Lockless thread safety
|
|
int bytesSinceLastACK = Interlocked.Exchange(ref udpClient.BytesSinceLastACK, 0);
|
|
bytesSinceLastACK += buffer.DataLength;
|
|
if (bytesSinceLastACK > LLUDPServer.MTU * 2)
|
|
{
|
|
bytesSinceLastACK -= LLUDPServer.MTU * 2;
|
|
SendAcks(udpClient);
|
|
}
|
|
Interlocked.Add(ref udpClient.BytesSinceLastACK, bytesSinceLastACK);
|
|
}
|
|
|
|
#endregion ACK Sending
|
|
|
|
#region Incoming Packet Accounting
|
|
|
|
// Check the archive of received reliable packet IDs to see whether we already received this packet
|
|
if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
|
|
{
|
|
if (packet.Header.Resent)
|
|
m_log.Debug("[LLUDPSERVER]: Received a resend of already processed packet #" + packet.Header.Sequence + ", type: " + packet.Type);
|
|
else
|
|
m_log.Warn("[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #" + packet.Header.Sequence + ", type: " + packet.Type);
|
|
|
|
// Avoid firing a callback twice for the same packet
|
|
return;
|
|
}
|
|
|
|
#endregion Incoming Packet Accounting
|
|
|
|
#region BinaryStats
|
|
LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
|
|
#endregion BinaryStats
|
|
|
|
#region Ping Check Handling
|
|
|
|
if (packet.Type == PacketType.StartPingCheck)
|
|
{
|
|
// We don't need to do anything else with ping checks
|
|
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
|
|
CompletePing(udpClient, startPing.PingID.PingID);
|
|
|
|
if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000)
|
|
{
|
|
udpClient.SendPacketStats();
|
|
m_elapsedMSSinceLastStatReport = Environment.TickCount;
|
|
}
|
|
return;
|
|
}
|
|
else if (packet.Type == PacketType.CompletePingCheck)
|
|
{
|
|
// We don't currently track client ping times
|
|
return;
|
|
}
|
|
|
|
#endregion Ping Check Handling
|
|
|
|
// Inbox insertion
|
|
packetInbox.Enqueue(new IncomingPacket(udpClient, packet));
|
|
}
|
|
|
|
#region BinaryStats
|
|
|
|
public class PacketLogger
|
|
{
|
|
public DateTime StartTime;
|
|
public string Path = null;
|
|
public System.IO.BinaryWriter Log = null;
|
|
}
|
|
|
|
public static PacketLogger PacketLog;
|
|
|
|
protected static bool m_shouldCollectStats = false;
|
|
// Number of seconds to log for
|
|
static TimeSpan binStatsMaxFilesize = TimeSpan.FromSeconds(300);
|
|
static object binStatsLogLock = new object();
|
|
static string binStatsDir = "";
|
|
|
|
public static void LogPacketHeader(bool incoming, uint circuit, byte flags, PacketType packetType, ushort size)
|
|
{
|
|
if (!m_shouldCollectStats) return;
|
|
|
|
// Binary logging format is TTTTTTTTCCCCFPPPSS, T=Time, C=Circuit, F=Flags, P=PacketType, S=size
|
|
|
|
// Put the incoming bit into the least significant bit of the flags byte
|
|
if (incoming)
|
|
flags |= 0x01;
|
|
else
|
|
flags &= 0xFE;
|
|
|
|
// Put the flags byte into the most significant bits of the type integer
|
|
uint type = (uint)packetType;
|
|
type |= (uint)flags << 24;
|
|
|
|
// m_log.Debug("1 LogPacketHeader(): Outside lock");
|
|
lock (binStatsLogLock)
|
|
{
|
|
DateTime now = DateTime.Now;
|
|
|
|
// m_log.Debug("2 LogPacketHeader(): Inside lock. now is " + now.Ticks);
|
|
try
|
|
{
|
|
if (PacketLog == null || (now > PacketLog.StartTime + binStatsMaxFilesize))
|
|
{
|
|
if (PacketLog != null && PacketLog.Log != null)
|
|
{
|
|
PacketLog.Log.Close();
|
|
}
|
|
|
|
// First log file or time has expired, start writing to a new log file
|
|
PacketLog = new PacketLogger();
|
|
PacketLog.StartTime = now;
|
|
PacketLog.Path = (binStatsDir.Length > 0 ? binStatsDir + System.IO.Path.DirectorySeparatorChar.ToString() : "")
|
|
+ String.Format("packets-{0}.log", now.ToString("yyyyMMddHHmmss"));
|
|
PacketLog.Log = new BinaryWriter(File.Open(PacketLog.Path, FileMode.Append, FileAccess.Write));
|
|
}
|
|
|
|
// Serialize the data
|
|
byte[] output = new byte[18];
|
|
Buffer.BlockCopy(BitConverter.GetBytes(now.Ticks), 0, output, 0, 8);
|
|
Buffer.BlockCopy(BitConverter.GetBytes(circuit), 0, output, 8, 4);
|
|
Buffer.BlockCopy(BitConverter.GetBytes(type), 0, output, 12, 4);
|
|
Buffer.BlockCopy(BitConverter.GetBytes(size), 0, output, 16, 2);
|
|
|
|
// Write the serialized data to disk
|
|
if (PacketLog != null && PacketLog.Log != null)
|
|
PacketLog.Log.Write(output);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("Packet statistics gathering failed: " + ex.Message, ex);
|
|
if (PacketLog.Log != null)
|
|
{
|
|
PacketLog.Log.Close();
|
|
}
|
|
PacketLog = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion BinaryStats
|
|
|
|
private void HandleUseCircuitCode(object o)
|
|
{
|
|
object[] array = (object[])o;
|
|
UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
|
|
UseCircuitCodePacket packet = (UseCircuitCodePacket)array[1];
|
|
|
|
IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
|
|
|
|
// Begin the process of adding the client to the simulator
|
|
AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
|
|
|
|
// Acknowledge the UseCircuitCode packet
|
|
SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
|
|
}
|
|
|
|
private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
|
|
{
|
|
PacketAckPacket ack = new PacketAckPacket();
|
|
ack.Header.Reliable = false;
|
|
ack.Packets = new PacketAckPacket.PacketsBlock[1];
|
|
ack.Packets[0] = new PacketAckPacket.PacketsBlock();
|
|
ack.Packets[0].ID = sequenceNumber;
|
|
|
|
byte[] packetData = ack.ToBytes();
|
|
int length = packetData.Length;
|
|
|
|
UDPPacketBuffer buffer = new UDPPacketBuffer(remoteEndpoint, length);
|
|
buffer.DataLength = length;
|
|
|
|
Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length);
|
|
|
|
AsyncBeginSend(buffer);
|
|
}
|
|
|
|
private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)
|
|
{
|
|
UUID agentID = useCircuitCode.CircuitCode.ID;
|
|
UUID sessionID = useCircuitCode.CircuitCode.SessionID;
|
|
uint circuitCode = useCircuitCode.CircuitCode.Code;
|
|
|
|
sessionInfo = m_circuitManager.AuthenticateSession(sessionID, agentID, circuitCode);
|
|
return sessionInfo.Authorised;
|
|
}
|
|
|
|
private void AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
|
|
{
|
|
UUID agentID = useCircuitCode.CircuitCode.ID;
|
|
UUID sessionID = useCircuitCode.CircuitCode.SessionID;
|
|
uint circuitCode = useCircuitCode.CircuitCode.Code;
|
|
|
|
if (m_scene.RegionStatus != RegionStatus.SlaveScene)
|
|
{
|
|
AuthenticateResponse sessionInfo;
|
|
if (IsClientAuthorized(useCircuitCode, out sessionInfo))
|
|
{
|
|
AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
|
|
}
|
|
else
|
|
{
|
|
// Don't create circuits for unauthorized clients
|
|
m_log.WarnFormat(
|
|
"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
|
|
useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Slave regions don't accept new clients
|
|
m_log.Debug("[LLUDPSERVER]: Slave region " + m_scene.RegionInfo.RegionName + " ignoring UseCircuitCode packet");
|
|
}
|
|
}
|
|
|
|
protected virtual void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
|
|
{
|
|
// Create the LLUDPClient
|
|
LLUDPClient udpClient = new LLUDPClient(this, m_throttleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
|
|
IClientAPI existingClient;
|
|
|
|
if (!m_scene.TryGetClient(agentID, out existingClient))
|
|
{
|
|
// Create the LLClientView
|
|
LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
|
|
client.OnLogout += LogoutHandler;
|
|
|
|
// Start the IClientAPI
|
|
client.Start();
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from {0} at {1} for circuit {2}",
|
|
udpClient.AgentID, remoteEndPoint, circuitCode);
|
|
}
|
|
}
|
|
|
|
private void RemoveClient(LLUDPClient udpClient)
|
|
{
|
|
// Remove this client from the scene
|
|
IClientAPI client;
|
|
if (m_scene.TryGetClient(udpClient.AgentID, out client))
|
|
{
|
|
client.IsLoggingOut = true;
|
|
client.Close();
|
|
}
|
|
}
|
|
|
|
private void IncomingPacketHandler()
|
|
{
|
|
// Set this culture for the thread that incoming packets are received
|
|
// on to en-US to avoid number parsing issues
|
|
Culture.SetCurrentCulture();
|
|
|
|
while (base.IsRunning)
|
|
{
|
|
try
|
|
{
|
|
IncomingPacket incomingPacket = null;
|
|
|
|
// HACK: This is a test to try and rate limit packet handling on Mono.
|
|
// If it works, a more elegant solution can be devised
|
|
if (Util.FireAndForgetCount() < 2)
|
|
{
|
|
//m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping");
|
|
Thread.Sleep(30);
|
|
}
|
|
|
|
if (packetInbox.Dequeue(100, ref incomingPacket))
|
|
ProcessInPacket(incomingPacket);//, incomingPacket); Util.FireAndForget(ProcessInPacket, incomingPacket);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[LLUDPSERVER]: Error in the incoming packet handler loop: " + ex.Message, ex);
|
|
}
|
|
|
|
Watchdog.UpdateThread();
|
|
}
|
|
|
|
if (packetInbox.Count > 0)
|
|
m_log.Warn("[LLUDPSERVER]: IncomingPacketHandler is shutting down, dropping " + packetInbox.Count + " packets");
|
|
packetInbox.Clear();
|
|
|
|
Watchdog.RemoveThread();
|
|
}
|
|
|
|
private void OutgoingPacketHandler()
|
|
{
|
|
// Set this culture for the thread that outgoing packets are sent
|
|
// on to en-US to avoid number parsing issues
|
|
Culture.SetCurrentCulture();
|
|
|
|
// Typecast the function to an Action<IClientAPI> once here to avoid allocating a new
|
|
// Action generic every round
|
|
Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
|
|
|
|
while (base.IsRunning)
|
|
{
|
|
try
|
|
{
|
|
m_packetSent = false;
|
|
|
|
#region Update Timers
|
|
|
|
m_resendUnacked = false;
|
|
m_sendAcks = false;
|
|
m_sendPing = false;
|
|
|
|
// Update elapsed time
|
|
int thisTick = Environment.TickCount & Int32.MaxValue;
|
|
if (m_tickLastOutgoingPacketHandler > thisTick)
|
|
m_elapsedMSOutgoingPacketHandler += ((Int32.MaxValue - m_tickLastOutgoingPacketHandler) + thisTick);
|
|
else
|
|
m_elapsedMSOutgoingPacketHandler += (thisTick - m_tickLastOutgoingPacketHandler);
|
|
|
|
m_tickLastOutgoingPacketHandler = thisTick;
|
|
|
|
// Check for pending outgoing resends every 100ms
|
|
if (m_elapsedMSOutgoingPacketHandler >= 100)
|
|
{
|
|
m_resendUnacked = true;
|
|
m_elapsedMSOutgoingPacketHandler = 0;
|
|
m_elapsed100MSOutgoingPacketHandler += 1;
|
|
}
|
|
|
|
// Check for pending outgoing ACKs every 500ms
|
|
if (m_elapsed100MSOutgoingPacketHandler >= 5)
|
|
{
|
|
m_sendAcks = true;
|
|
m_elapsed100MSOutgoingPacketHandler = 0;
|
|
m_elapsed500MSOutgoingPacketHandler += 1;
|
|
}
|
|
|
|
// Send pings to clients every 5000ms
|
|
if (m_elapsed500MSOutgoingPacketHandler >= 10)
|
|
{
|
|
m_sendPing = true;
|
|
m_elapsed500MSOutgoingPacketHandler = 0;
|
|
}
|
|
|
|
#endregion Update Timers
|
|
|
|
// Handle outgoing packets, resends, acknowledgements, and pings for each
|
|
// client. m_packetSent will be set to true if a packet is sent
|
|
m_scene.ForEachClient(clientPacketHandler, false);
|
|
|
|
// If nothing was sent, sleep for the minimum amount of time before a
|
|
// token bucket could get more tokens
|
|
if (!m_packetSent)
|
|
Thread.Sleep((int)TickCountResolution);
|
|
|
|
Watchdog.UpdateThread();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler loop threw an exception: " + ex.Message, ex);
|
|
}
|
|
}
|
|
|
|
Watchdog.RemoveThread();
|
|
}
|
|
|
|
private void ClientOutgoingPacketHandler(IClientAPI client)
|
|
{
|
|
try
|
|
{
|
|
if (client is LLClientView)
|
|
{
|
|
LLUDPClient udpClient = ((LLClientView)client).UDPClient;
|
|
|
|
if (udpClient.IsConnected)
|
|
{
|
|
if (m_resendUnacked)
|
|
ResendUnacked(udpClient);
|
|
|
|
if (m_sendAcks)
|
|
SendAcks(udpClient);
|
|
|
|
if (m_sendPing)
|
|
SendPing(udpClient);
|
|
|
|
// Dequeue any outgoing packets that are within the throttle limits
|
|
if (udpClient.DequeueOutgoing())
|
|
m_packetSent = true;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler iteration for " + client.Name +
|
|
" threw an exception: " + ex.Message, ex);
|
|
}
|
|
}
|
|
|
|
private void ProcessInPacket(object state)
|
|
{
|
|
IncomingPacket incomingPacket = (IncomingPacket)state;
|
|
Packet packet = incomingPacket.Packet;
|
|
LLUDPClient udpClient = incomingPacket.Client;
|
|
IClientAPI client;
|
|
|
|
// Sanity check
|
|
if (packet == null || udpClient == null)
|
|
{
|
|
m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", UDPClient=\"{1}\"",
|
|
packet, udpClient);
|
|
}
|
|
|
|
// Make sure this client is still alive
|
|
if (m_scene.TryGetClient(udpClient.AgentID, out client))
|
|
{
|
|
try
|
|
{
|
|
// Process this packet
|
|
client.ProcessInPacket(packet);
|
|
}
|
|
catch (ThreadAbortException)
|
|
{
|
|
// If something is trying to abort the packet processing thread, take that as a hint that it's time to shut down
|
|
m_log.Info("[LLUDPSERVER]: Caught a thread abort, shutting down the LLUDP server");
|
|
Stop();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
// Don't let a failure in an individual client thread crash the whole sim.
|
|
m_log.ErrorFormat("[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw an exception", udpClient.AgentID, packet.Type);
|
|
m_log.Error(e.Message, e);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.DebugFormat("[LLUDPSERVER]: Dropping incoming {0} packet for dead client {1}", packet.Type, udpClient.AgentID);
|
|
}
|
|
}
|
|
|
|
protected void LogoutHandler(IClientAPI client)
|
|
{
|
|
client.SendLogoutPacket();
|
|
if (client.IsActive)
|
|
RemoveClient(((LLClientView)client).UDPClient);
|
|
}
|
|
}
|
|
}
|