mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 10:15:33 +08:00
* Added a lock object for the write functions in LLUDPClientCollection (immutable != concurrent write safety)
* Allow the UDP server to bind to a user-specified port again * Updated to a newer version of OpenSimUDPBase that streamlines the code even more. This also reintroduces the highly concurrent packet handling which needs more testing
This commit is contained in:
@@ -29,101 +29,90 @@ using System;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using OpenMetaverse;
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using log4net;
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namespace OpenSim.Region.ClientStack.LindenUDP
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namespace OpenMetaverse
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{
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/// <summary>
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///
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/// Base UDP server
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/// </summary>
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public abstract class OpenSimUDPBase
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{
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// these abstract methods must be implemented in a derived class to actually do
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// something with the packets that are sent and received.
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// This method is called when an incoming packet is received
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/// </summary>
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/// <param name="buffer">Incoming packet buffer</param>
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protected abstract void PacketReceived(UDPPacketBuffer buffer);
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/// <summary>
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/// This method is called when an outgoing packet is sent
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/// </summary>
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/// <param name="buffer">Outgoing packet buffer</param>
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/// <param name="bytesSent">Number of bytes written to the wire</param>
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protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
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// the port to listen on
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internal int udpPort;
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/// <summary>UDP port to bind to in server mode</summary>
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protected int m_udpPort;
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// the UDP socket
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private Socket udpSocket;
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/// <summary>Local IP address to bind to in server mode</summary>
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protected IPAddress m_localBindAddress;
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// the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
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// since there are potentially many "reader" threads in the internal .NET IOCP
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// thread pool, this is a cheaper synchronization primitive than using
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// a Mutex object. This allows many UDP socket "reads" concurrently - when
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// Stop() is called, it attempts to obtain a writer lock which will then
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// wait until all outstanding operations are completed before shutting down.
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// this avoids the problem of closing the socket with outstanding operations
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// and trying to catch the inevitable ObjectDisposedException.
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private ReaderWriterLock rwLock = new ReaderWriterLock();
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/// <summary>UDP socket, used in either client or server mode</summary>
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private Socket m_udpSocket;
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// number of outstanding operations. This is a reference count
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// which we use to ensure that the threads exit cleanly. Note that
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// we need this because the threads will potentially still need to process
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// data even after the socket is closed.
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private int rwOperationCount = 0;
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// the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
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private volatile bool shutdownFlag = true;
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// the remote endpoint to communicate with
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protected IPEndPoint remoteEndPoint = null;
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/// <summary>The all important shutdown flag</summary>
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private volatile bool m_shutdownFlag = true;
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/// <summary>Returns true if the server is currently listening, otherwise false</summary>
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public bool IsRunning { get { return !m_shutdownFlag; } }
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/// <summary>
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/// Initialize the UDP packet handler in server mode
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/// Default constructor
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/// </summary>
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/// <param name="bindAddress">Local IP address to bind the server to</param>
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/// <param name="port">Port to listening for incoming UDP packets on</param>
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public OpenSimUDPBase(int port)
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public OpenSimUDPBase(IPAddress bindAddress, int port)
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{
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udpPort = port;
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m_localBindAddress = bindAddress;
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m_udpPort = port;
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}
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/// <summary>
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/// Initialize the UDP packet handler in client mode
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/// </summary>
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/// <param name="endPoint">Remote UDP server to connect to</param>
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public OpenSimUDPBase(IPEndPoint endPoint)
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{
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remoteEndPoint = endPoint;
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udpPort = 0;
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}
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/// <summary>
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///
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/// Start the UDP server
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/// </summary>
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/// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
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/// on the socket to get newer versions of Windows to behave in a sane
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/// manner (not throwing an exception when the remote side resets the
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/// connection). This call is ignored on Mono where the flag is not
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/// necessary</remarks>
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public void Start()
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{
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if (shutdownFlag)
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if (m_shutdownFlag)
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{
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if (remoteEndPoint == null)
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{
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// Server mode
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const int SIO_UDP_CONNRESET = -1744830452;
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// create and bind the socket
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IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
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udpSocket = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Dgram,
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ProtocolType.Udp);
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udpSocket.Bind(ipep);
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}
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else
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IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
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m_udpSocket = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Dgram,
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ProtocolType.Udp);
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try
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{
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// Client mode
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IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
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udpSocket = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Dgram,
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ProtocolType.Udp);
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udpSocket.Bind(ipep);
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//udpSocket.Connect(remoteEndPoint);
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// this udp socket flag is not supported under mono,
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// so we'll catch the exception and continue
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m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
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m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag set");
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}
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catch (SocketException)
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{
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m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
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}
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m_udpSocket.Bind(ipep);
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// we're not shutting down, we're starting up
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shutdownFlag = false;
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m_shutdownFlag = false;
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// kick off an async receive. The Start() method will return, the
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// actual receives will occur asynchronously and will be caught in
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@@ -133,104 +122,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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/// <summary>
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///
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/// Stops the UDP server
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/// </summary>
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public void Stop()
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{
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if (!shutdownFlag)
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if (!m_shutdownFlag)
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{
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// wait indefinitely for a writer lock. Once this is called, the .NET runtime
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// will deny any more reader locks, in effect blocking all other send/receive
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// threads. Once we have the lock, we set shutdownFlag to inform the other
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// threads that the socket is closed.
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rwLock.AcquireWriterLock(-1);
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shutdownFlag = true;
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udpSocket.Close();
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rwLock.ReleaseWriterLock();
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// wait for any pending operations to complete on other
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// threads before exiting.
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const int FORCE_STOP = 100;
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int i = 0;
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while (rwOperationCount > 0 && i < FORCE_STOP)
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{
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Thread.Sleep(10);
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++i;
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}
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if (i >= FORCE_STOP)
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{
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Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
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Helpers.LogLevel.Warning);
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}
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m_shutdownFlag = true;
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m_udpSocket.Close();
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}
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}
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/// <summary>
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///
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/// </summary>
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public bool IsRunning
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{
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get { return !shutdownFlag; }
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}
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private void AsyncBeginReceive()
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{
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// this method actually kicks off the async read on the socket.
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// we aquire a reader lock here to ensure that no other thread
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// is trying to set shutdownFlag and close the socket.
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rwLock.AcquireReaderLock(-1);
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// allocate a packet buffer
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//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
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UDPPacketBuffer buf = new UDPPacketBuffer();
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if (!shutdownFlag)
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if (!m_shutdownFlag)
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{
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// increment the count of pending operations
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Interlocked.Increment(ref rwOperationCount);
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// allocate a packet buffer
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//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
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UDPPacketBuffer buf = new UDPPacketBuffer();
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try
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{
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// kick off an async read
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udpSocket.BeginReceiveFrom(
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m_udpSocket.BeginReceiveFrom(
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//wrappedBuffer.Instance.Data,
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buf.Data,
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0,
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UDPPacketBuffer.BUFFER_SIZE,
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SocketFlags.None,
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//ref wrappedBuffer.Instance.RemoteEndPoint,
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ref buf.RemoteEndPoint,
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new AsyncCallback(AsyncEndReceive),
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AsyncEndReceive,
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//wrappedBuffer);
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buf);
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}
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catch (SocketException)
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catch (SocketException e)
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{
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// something bad happened
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//Logger.Log(
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// "A SocketException occurred in UDPServer.AsyncBeginReceive()",
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// Helpers.LogLevel.Error, se);
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if (e.SocketErrorCode == SocketError.ConnectionReset)
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{
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m_log.Warn("[UDPBASE]: SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + m_udpPort);
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bool salvaged = false;
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while (!salvaged)
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{
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try
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{
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m_udpSocket.BeginReceiveFrom(
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//wrappedBuffer.Instance.Data,
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buf.Data,
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0,
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UDPPacketBuffer.BUFFER_SIZE,
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SocketFlags.None,
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ref buf.RemoteEndPoint,
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AsyncEndReceive,
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//wrappedBuffer);
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buf);
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salvaged = true;
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}
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catch (SocketException) { }
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catch (ObjectDisposedException) { return; }
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}
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// an error occurred, therefore the operation is void. Decrement the reference count.
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Interlocked.Decrement(ref rwOperationCount);
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m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort);
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}
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}
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catch (ObjectDisposedException) { }
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}
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// we're done with the socket for now, release the reader lock.
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rwLock.ReleaseReaderLock();
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}
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private void AsyncEndReceive(IAsyncResult iar)
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{
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// Asynchronous receive operations will complete here through the call
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// to AsyncBeginReceive
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// aquire a reader lock
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rwLock.AcquireReaderLock(-1);
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if (!shutdownFlag)
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if (!m_shutdownFlag)
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{
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// start another receive - this keeps the server going!
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AsyncBeginReceive();
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// get the buffer that was created in AsyncBeginReceive
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// this is the received data
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//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
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@@ -241,100 +211,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// get the length of data actually read from the socket, store it with the
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// buffer
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buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
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// this operation is now complete, decrement the reference count
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Interlocked.Decrement(ref rwOperationCount);
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// we're done with the socket, release the reader lock
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rwLock.ReleaseReaderLock();
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buffer.DataLength = m_udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
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// call the abstract method PacketReceived(), passing the buffer that
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// has just been filled from the socket read.
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PacketReceived(buffer);
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}
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catch (SocketException)
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{
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// an error occurred, therefore the operation is void. Decrement the reference count.
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Interlocked.Decrement(ref rwOperationCount);
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// we're done with the socket for now, release the reader lock.
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rwLock.ReleaseReaderLock();
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}
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finally
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{
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// start another receive - this keeps the server going!
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AsyncBeginReceive();
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//wrappedBuffer.Dispose();
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}
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}
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else
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{
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// nothing bad happened, but we are done with the operation
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// decrement the reference count and release the reader lock
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Interlocked.Decrement(ref rwOperationCount);
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rwLock.ReleaseReaderLock();
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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//finally { wrappedBuffer.Dispose(); }
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}
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}
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public void AsyncBeginSend(UDPPacketBuffer buf)
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{
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rwLock.AcquireReaderLock(-1);
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if (!shutdownFlag)
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if (!m_shutdownFlag)
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{
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try
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{
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Interlocked.Increment(ref rwOperationCount);
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udpSocket.BeginSendTo(
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m_udpSocket.BeginSendTo(
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buf.Data,
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0,
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buf.DataLength,
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SocketFlags.None,
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buf.RemoteEndPoint,
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new AsyncCallback(AsyncEndSend),
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AsyncEndSend,
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buf);
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}
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catch (SocketException)
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{
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//Logger.Log(
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// "A SocketException occurred in UDPServer.AsyncBeginSend()",
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// Helpers.LogLevel.Error, se);
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}
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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}
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rwLock.ReleaseReaderLock();
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}
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private void AsyncEndSend(IAsyncResult iar)
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void AsyncEndSend(IAsyncResult result)
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{
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rwLock.AcquireReaderLock(-1);
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if (!shutdownFlag)
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try
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{
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UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
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UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
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int bytesSent = m_udpSocket.EndSendTo(result);
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try
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{
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int bytesSent = udpSocket.EndSendTo(iar);
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// note that call to the abstract PacketSent() method - we are passing the number
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// of bytes sent in a separate parameter, since we can't use buffer.DataLength which
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// is the number of bytes to send (or bytes received depending upon whether this
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// buffer was part of a send or a receive).
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PacketSent(buffer, bytesSent);
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}
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catch (SocketException)
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{
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//Logger.Log(
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// "A SocketException occurred in UDPServer.AsyncEndSend()",
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// Helpers.LogLevel.Error, se);
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}
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PacketSent(buf, bytesSent);
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}
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Interlocked.Decrement(ref rwOperationCount);
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rwLock.ReleaseReaderLock();
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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}
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}
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}
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