OpenSimMirror/OpenSim/Region/ClientStack/UDPServer.cs

389 lines
14 KiB
C#

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