389 lines
14 KiB
C#
389 lines
14 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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namespace OpenSim.Region.ClientStack
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{
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public sealed class PacketPool
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{
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// Set up a thread-safe singleton pattern
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static PacketPool()
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{
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}
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private static readonly PacketPool instance = new PacketPool();
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public static PacketPool Instance
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{
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get { return instance; }
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}
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private Hashtable pool = new Hashtable();
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public Packet GetPacket(PacketType type)
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{
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Packet packet = null;
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lock (pool)
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{
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if (pool[type] == null || ((Stack) pool[type]).Count == 0)
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{
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// Creating a new packet if we cannot reuse an old package
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packet = Packet.BuildPacket(type);
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}
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else
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{
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// Recycle old packages
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packet = (Packet) ((Stack) pool[type]).Pop();
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}
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}
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return packet;
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}
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public Packet GetPacket(byte[] bytes, ref int packetEnd, byte[] zeroBuffer)
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{
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Packet packet = GetPacket(GetType(bytes, packetEnd, zeroBuffer));
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int i = 0;
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packet.FromBytes(bytes, ref i, ref packetEnd, zeroBuffer);
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return packet;
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}
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public PacketType GetType(byte[] bytes, int packetEnd, byte[] zeroBuffer)
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{
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//Function removed from LibSL revision 1540
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// We're using it.. so Built it into UDP server for now..
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ushort id;
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PacketFrequency freq;
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int i = 0, end = packetEnd;
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Header header = Header.BuildHeader(bytes, ref i, ref end);
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if (header.Zerocoded)
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{
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end = Helpers.ZeroDecode(bytes, end + 1, zeroBuffer) - 1;
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bytes = zeroBuffer;
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}
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if (bytes[6] == 0xFF)
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{
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if (bytes[7] == 0xFF)
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{
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id = (ushort) ((bytes[8] << 8) + bytes[9]);
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freq = PacketFrequency.Low;
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}
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else
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{
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id = (ushort) bytes[7];
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freq = PacketFrequency.Medium;
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}
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}
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else
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{
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id = (ushort) bytes[6];
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freq = PacketFrequency.High;
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}
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return Packet.GetType(id, freq);
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}
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public void ReturnPacket(Packet packet)
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{
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lock (pool)
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{
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PacketType type = packet.Type;
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if (pool[type] == null)
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{
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pool[type] = new Stack();
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}
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((Stack) pool[type]).Push(packet);
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}
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}
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}
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public class UDPServer : ClientStackNetworkHandler
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{
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protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
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protected Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
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public Socket Server;
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protected IPEndPoint ServerIncoming;
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protected byte[] RecvBuffer = new byte[4096];
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protected byte[] ZeroBuffer = new byte[8192];
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protected IPEndPoint ipeSender;
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protected EndPoint epSender;
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protected AsyncCallback ReceivedData;
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protected PacketServer m_packetServer;
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protected ulong m_regionHandle;
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protected uint listenPort;
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protected IScene m_localScene;
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protected AssetCache m_assetCache;
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protected LogBase m_log;
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protected AgentCircuitManager m_authenticateSessionsClass;
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public PacketServer PacketServer
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{
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get { return m_packetServer; }
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set { m_packetServer = value; }
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}
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public IScene LocalScene
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{
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set
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{
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m_localScene = value;
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m_packetServer.LocalScene = m_localScene;
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m_regionHandle = m_localScene.RegionInfo.RegionHandle;
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}
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}
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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}
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public UDPServer()
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{
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}
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public UDPServer(uint port, AssetCache assetCache, LogBase console, AgentCircuitManager authenticateClass)
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{
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listenPort = port;
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m_assetCache = assetCache;
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m_log = console;
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m_authenticateSessionsClass = authenticateClass;
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CreatePacketServer();
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}
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protected virtual void CreatePacketServer()
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{
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PacketServer packetServer = new PacketServer(this);
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}
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protected virtual void OnReceivedData(IAsyncResult result)
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{
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ipeSender = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0);
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epSender = (EndPoint) ipeSender;
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Packet packet = null;
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int numBytes;
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try
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{
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numBytes = Server.EndReceiveFrom(result, ref epSender);
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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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switch (e.SocketErrorCode)
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{
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case SocketError.AlreadyInProgress:
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case SocketError.NetworkReset:
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case SocketError.ConnectionReset:
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception a)
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{
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MainLog.Instance.Verbose("UDPSERVER", a.ToString());
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException)
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{
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}
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break;
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default:
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try
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{
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CloseEndPoint(epSender);
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}
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catch (Exception)
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{
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//MainLog.Instance.Verbose("UDPSERVER", a.ToString());
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}
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try
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{
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
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// so therefore.. we've got to tell the server to BeginReceiveFrom again.
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// This will happen over and over until we've gone through all packets
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// sent to and from this particular user.
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// Stupid I know..
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// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
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}
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catch (SocketException)
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{
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}
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// Here's some reference code! :D
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// Shutdown and restart the UDP listener! hehe
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// Shiny
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//Server.Shutdown(SocketShutdown.Both);
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//CloseEndPoint(epSender);
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//ServerListener();
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break;
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}
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return;
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}
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catch (ObjectDisposedException)
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{
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//MainLog.Instance.Debug("UDPSERVER", e.ToString());
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return;
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}
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int packetEnd = numBytes - 1;
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try
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{
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packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
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}
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catch (Exception)
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{
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//MainLog.Instance.Debug("UDPSERVER", e.ToString());
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}
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if (packet != null)
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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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if (clientCircuits.TryGetValue(epSender, out circuit))
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{
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//if so then send packet to the packetserver
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//MainLog.Instance.Warn("UDPSERVER", "ALREADY HAVE Circuit!");
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m_packetServer.InPacket(circuit, packet);
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}
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else if (packet.Type == PacketType.UseCircuitCode)
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{
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// new client
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MainLog.Instance.Debug("UDPSERVER", "Adding New Client");
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AddNewClient(packet);
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}
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else
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{
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// invalid client
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//CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now
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//m_log.Warn("client", "Got a packet from an invalid client - " + epSender.ToString());
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}
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}
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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}
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private void CloseEndPoint(EndPoint sender)
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{
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uint circuit;
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if (clientCircuits.TryGetValue(sender, out circuit))
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{
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m_packetServer.CloseCircuit(circuit);
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}
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}
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protected virtual void AddNewClient(Packet packet)
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{
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UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
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clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
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clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
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PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass);
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}
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public void ServerListener()
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{
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m_log.Verbose("SERVER", "Opening UDP socket on " + listenPort.ToString());
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ServerIncoming = new IPEndPoint(IPAddress.Parse("0.0.0.0"), (int) listenPort);
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Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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Server.Bind(ServerIncoming);
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m_log.Verbose("SERVER", "UDP socket bound, getting ready to listen");
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ipeSender = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0);
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epSender = (EndPoint) ipeSender;
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ReceivedData = new AsyncCallback(OnReceivedData);
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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m_log.Status("SERVER", "Listening...");
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}
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public virtual void RegisterPacketServer(PacketServer server)
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{
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m_packetServer = server;
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}
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public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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//EndPoint packetSender)
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{
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// find the endpoint for this circuit
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EndPoint sendto = null;
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if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
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{
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//we found the endpoint so send the packet to it
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Server.SendTo(buffer, size, flags, sendto);
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}
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}
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public virtual void RemoveClientCircuit(uint circuitcode)
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{
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EndPoint sendto = null;
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if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
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{
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clientCircuits.Remove(sendto);
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clientCircuits_reverse.Remove(circuitcode);
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}
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}
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}
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} |