Some work on restructuring the namespaces / project names. Note this doesn't compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.

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MW
2007-06-27 15:28:52 +00:00
commit 646bbbc84b
1413 changed files with 62000 additions and 0 deletions

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/*
* Copyright (c) Contributors, http://www.openmetaverse.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.Text;
using System.IO;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using System.Timers;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Terrain;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Assets;
using OpenSim.Caches;
using OpenSim.Framework.Console;
using OpenSim.Framework;
using Nwc.XmlRpc;
using OpenSim.Servers;
using OpenSim.GenericConfig;
namespace OpenSim
{
public class UDPServer : ClientStackNetworkHandler
{
protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
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 _packetServer;
protected int listenPort;
protected IWorld m_localWorld;
protected AssetCache m_assetCache;
protected InventoryCache m_inventoryCache;
protected LogBase m_log;
protected AuthenticateSessionsBase m_authenticateSessionsClass;
public PacketServer PacketServer
{
get
{
return _packetServer;
}
set
{
_packetServer = value;
}
}
public IWorld LocalWorld
{
set
{
this.m_localWorld = value;
this._packetServer.LocalWorld = this.m_localWorld;
}
}
public UDPServer()
{
}
public UDPServer(int port, AssetCache assetCache, InventoryCache inventoryCache, LogBase console, AuthenticateSessionsBase authenticateClass)
{
listenPort = port;
this.m_assetCache = assetCache;
this.m_inventoryCache = inventoryCache;
this.m_log = console;
this.m_authenticateSessionsClass = authenticateClass;
this.CreatePacketServer();
}
protected virtual void CreatePacketServer()
{
PacketServer packetServer = new PacketServer(this, (uint) listenPort);
}
protected virtual void OnReceivedData(IAsyncResult result)
{
ipeSender = new IPEndPoint(IPAddress.Any, 0);
epSender = (EndPoint)ipeSender;
Packet packet = null;
int numBytes = Server.EndReceiveFrom(result, ref epSender);
int packetEnd = numBytes - 1;
packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
// do we already have a circuit for this endpoint
if (this.clientCircuits.ContainsKey(epSender))
{
//if so then send packet to the packetserver
this._packetServer.ClientInPacket(this.clientCircuits[epSender], packet);
}
else if (packet.Type == PacketType.UseCircuitCode)
{
// new client
this.AddNewClient(packet);
}
else
{ // invalid client
m_log.Warn("UDPServer.cs:OnReceivedData() - WARNING: Got a packet from an invalid client - " + epSender.ToString());
}
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
}
protected virtual void AddNewClient(Packet packet)
{
UseCircuitCodePacket useCircuit = (UseCircuitCodePacket)packet;
this.clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
this.PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_inventoryCache, m_authenticateSessionsClass);
}
public void ServerListener()
{
m_log.Status("UDPServer.cs:ServerListener() - Opening UDP socket on " + listenPort);
ServerIncoming = new IPEndPoint(IPAddress.Any, listenPort);
Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
Server.Bind(ServerIncoming);
m_log.Verbose("UDPServer.cs:ServerListener() - UDP socket bound, getting ready to listen");
ipeSender = new IPEndPoint(IPAddress.Any, 0);
epSender = (EndPoint)ipeSender;
ReceivedData = new AsyncCallback(this.OnReceivedData);
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
m_log.Verbose("UDPServer.cs:ServerListener() - Listening...");
}
public virtual void RegisterPacketServer(PacketServer server)
{
this._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;
foreach (KeyValuePair<EndPoint, uint> p in this.clientCircuits)
{
if (p.Value == circuitcode)
{
sendto = p.Key;
break;
}
}
if (sendto != null)
{
//we found the endpoint so send the packet to it
this.Server.SendTo(buffer, size, flags, sendto);
}
}
public virtual void RemoveClientCircuit(uint circuitcode)
{
foreach (KeyValuePair<EndPoint, uint> p in this.clientCircuits)
{
if (p.Value == circuitcode)
{
this.clientCircuits.Remove(p.Key);
break;
}
}
}
}
}