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Create FunSLUDP client stack. At the moment it's only a copy of the LindenUDP
client stack.
This commit is contained in:
545
OpenSim/Region/ClientStack/FunSLUDP/LLUDPServer.cs
Normal file
545
OpenSim/Region/ClientStack/FunSLUDP/LLUDPServer.cs
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@@ -0,0 +1,545 @@
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/*
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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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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 System.Reflection;
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using libsecondlife.Packets;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Region.ClientStack.LindenUDP;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public class LLUDPServer : LLClientStackNetworkHandler, IClientNetworkServer
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
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//public Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
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public Hashtable clientCircuits_reverse = Hashtable.Synchronized(new Hashtable());
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protected Dictionary<uint, EndPoint> proxyCircuits = new Dictionary<uint, EndPoint>();
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private Socket m_socket;
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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 EndPoint epProxy;
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protected int proxyPortOffset;
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protected AsyncCallback ReceivedData;
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protected LLPacketServer m_packetServer;
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protected Location m_location;
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protected uint listenPort;
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protected bool Allow_Alternate_Port;
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protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
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protected IScene m_localScene;
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protected AssetCache m_assetCache;
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protected AgentCircuitManager m_authenticateSessionsClass;
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public LLPacketServer 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_location = new Location(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_location.RegionHandle; }
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}
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Socket IClientNetworkServer.Server
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{
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get { return m_socket; }
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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 AddScene(Scene x)
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{
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LocalScene = x;
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}
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public void Start()
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{
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ServerListener();
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}
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public void Stop()
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{
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m_socket.Close();
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}
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public LLUDPServer()
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{
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}
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public LLUDPServer(IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
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{
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Initialise(_listenIP, ref port, proxyPortOffset, allow_alternate_port, assetCache, authenticateClass);
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}
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public void Initialise(IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
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{
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this.proxyPortOffset = proxyPortOffset;
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listenPort = (uint) (port + proxyPortOffset);
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listenIP = _listenIP;
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Allow_Alternate_Port = allow_alternate_port;
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m_assetCache = assetCache;
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m_authenticateSessionsClass = authenticateClass;
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CreatePacketServer();
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// Return new port
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// This because in Grid mode it is not really important what port the region listens to as long as it is correctly registered.
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// So the option allow_alternate_ports="true" was added to default.xml
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port = (uint)(listenPort - proxyPortOffset);
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}
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protected virtual void CreatePacketServer()
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{
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new LLPacketServer(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(listenIP, 0);
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epSender = (EndPoint) ipeSender;
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Packet packet = null;
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int numBytes = 1;
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try
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{
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numBytes = m_socket.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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//m_log.Error("[UDPSERVER]: Connection Error! - " + e.ToString());
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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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m_log.Info("[UDPSERVER]: " + a.ToString());
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}
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try
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{
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m_socket.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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//m_log.Info("[UDPSERVER]" + a.ToString());
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}
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try
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{
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m_socket.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 e2)
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{
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m_log.Error("[UDPSERVER]: " + e2.ToString());
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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 e)
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{
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m_log.Debug("[UDPSERVER]: " + e.ToString());
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try
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{
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m_socket.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 e2)
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{
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m_log.Error("[UDPSERVER]: " + e2.ToString());
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}
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catch (ObjectDisposedException)
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{
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}
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//return;
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}
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//System.Console.WriteLine("UDPServer : recieved message from {0}", epSender.ToString());
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epProxy = epSender;
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if (proxyPortOffset != 0)
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{
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epSender = PacketPool.DecodeProxyMessage(RecvBuffer, ref numBytes);
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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 e)
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{
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m_log.Debug("[UDPSERVER]: " + e.ToString());
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}
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try
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{
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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}
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catch (SocketException)
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{
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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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m_log.Info("[UDPSERVER]: " + a.ToString());
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}
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try
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{
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m_socket.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 e5)
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{
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m_log.Error("[UDPSERVER]: " + e5.ToString());
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}
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}
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catch (ObjectDisposedException)
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{
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}
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if (packet != null)
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{
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try
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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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bool ret = false;
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lock (clientCircuits)
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{
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ret = clientCircuits.TryGetValue(epSender, out circuit);
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}
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if (ret)
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{
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//if so then send packet to the packetserver
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//m_log.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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m_log.Debug("[UDPSERVER]: Adding New Client");
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AddNewClient(packet);
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UseCircuitCodePacket p = (UseCircuitCodePacket)packet;
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// Ack the first UseCircuitCode packet
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PacketAckPacket ack_it = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
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// TODO: don't create new blocks if recycling an old packet
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ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
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ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
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ack_it.Packets[0].ID = packet.Header.Sequence;
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ack_it.Header.Reliable = false;
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SendPacketTo(ack_it.ToBytes(),ack_it.ToBytes().Length,SocketFlags.None,p.CircuitCode.Code);
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}
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}
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catch (Exception)
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{
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m_log.Error("[UDPSERVER]: Exception in processing packet.");
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m_log.Debug("[UDPSERVER]: Adding New Client");
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try
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{
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AddNewClient(packet);
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}
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catch (Exception e3)
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{
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m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString());
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m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
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ReceivedData, null);
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}
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}
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}
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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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lock (clientCircuits)
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{
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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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}
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protected virtual void AddNewClient(Packet packet)
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{
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//Slave regions don't accept new clients
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if (m_localScene.Region_Status != RegionStatus.SlaveScene)
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{
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if (!(packet is UseCircuitCodePacket))
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return;
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UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
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lock (clientCircuits)
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{
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if (!clientCircuits.ContainsKey(epSender))
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clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
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else
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m_log.Error("[UDPSERVER]: clientCircuits already contans entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
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}
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// This doesn't need locking as it's synchronized data
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if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
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clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
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else
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m_log.Error("[UDPSERVER]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
|
||||
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||||
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||||
lock (proxyCircuits)
|
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{
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if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
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proxyCircuits.Add(useCircuit.CircuitCode.Code, epProxy);
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else
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m_log.Error("[UDPSERVER]: proxyCircuits already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
|
||||
}
|
||||
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||||
PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass, epProxy);
|
||||
}
|
||||
PacketPool.Instance.ReturnPacket(packet);
|
||||
}
|
||||
|
||||
public void ServerListener()
|
||||
{
|
||||
uint newPort = listenPort;
|
||||
m_log.Info("[SERVER]: Opening UDP socket on " + listenIP.ToString() + " " + newPort + ".");
|
||||
|
||||
ServerIncoming = new IPEndPoint(listenIP, (int)newPort);
|
||||
m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
|
||||
m_socket.Bind(ServerIncoming);
|
||||
// Add flags to the UDP socket to prevent "Socket forcibly closed by host"
|
||||
// uint IOC_IN = 0x80000000;
|
||||
// uint IOC_VENDOR = 0x18000000;
|
||||
// uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
|
||||
// TODO: this apparently works in .NET but not in Mono, need to sort out the right flags here.
|
||||
// m_socket.IOControl((int)SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
|
||||
|
||||
listenPort = newPort;
|
||||
|
||||
m_log.Info("[SERVER]: UDP socket bound, getting ready to listen");
|
||||
|
||||
ipeSender = new IPEndPoint(listenIP, 0);
|
||||
epSender = (EndPoint)ipeSender;
|
||||
ReceivedData = new AsyncCallback(OnReceivedData);
|
||||
m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
|
||||
|
||||
m_log.Info("[SERVER]: Listening on port " + newPort);
|
||||
}
|
||||
|
||||
public virtual void RegisterPacketServer(LLPacketServer 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;
|
||||
try {
|
||||
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
|
||||
} catch {
|
||||
// Exceptions here mean there is no circuit
|
||||
m_log.Warn("Circuit not found, not sending packet");
|
||||
return;
|
||||
}
|
||||
|
||||
if (sendto != null)
|
||||
{
|
||||
//we found the endpoint so send the packet to it
|
||||
if (proxyPortOffset != 0)
|
||||
{
|
||||
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo proxy " + proxyCircuits[circuitcode].ToString() + ": client " + sendto.ToString());
|
||||
PacketPool.EncodeProxyMessage(buffer, ref size, sendto);
|
||||
m_socket.SendTo(buffer, size, flags, proxyCircuits[circuitcode]);
|
||||
}
|
||||
else
|
||||
{
|
||||
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo : client " + sendto.ToString());
|
||||
m_socket.SendTo(buffer, size, flags, sendto);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void RemoveClientCircuit(uint circuitcode)
|
||||
{
|
||||
EndPoint sendto = null;
|
||||
if (clientCircuits_reverse.Contains(circuitcode))
|
||||
{
|
||||
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
|
||||
|
||||
clientCircuits_reverse.Remove(circuitcode);
|
||||
|
||||
lock (clientCircuits)
|
||||
{
|
||||
if (sendto != null)
|
||||
{
|
||||
clientCircuits.Remove(sendto);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[UDPSERVER]: endpoint for circuit code {0} in RemoveClientCircuit() was unexpectedly null!", circuitcode);
|
||||
}
|
||||
}
|
||||
lock (proxyCircuits)
|
||||
{
|
||||
proxyCircuits.Remove(circuitcode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RestoreClient(AgentCircuitData circuit, EndPoint userEP, EndPoint proxyEP)
|
||||
{
|
||||
//MainLog.Instance.Verbose("UDPSERVER", "RestoreClient");
|
||||
|
||||
UseCircuitCodePacket useCircuit = new UseCircuitCodePacket();
|
||||
useCircuit.CircuitCode.Code = circuit.circuitcode;
|
||||
useCircuit.CircuitCode.ID = circuit.AgentID;
|
||||
useCircuit.CircuitCode.SessionID = circuit.SessionID;
|
||||
|
||||
lock (clientCircuits)
|
||||
{
|
||||
if (!clientCircuits.ContainsKey(userEP))
|
||||
clientCircuits.Add(userEP, useCircuit.CircuitCode.Code);
|
||||
else
|
||||
m_log.Error("[UDPSERVER]: clientCircuits already contans entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
|
||||
}
|
||||
|
||||
// This data structure is synchronized, so we don't need the lock
|
||||
if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
|
||||
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, userEP);
|
||||
else
|
||||
m_log.Error("[UDPSERVER]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
|
||||
|
||||
lock (proxyCircuits)
|
||||
{
|
||||
if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
|
||||
{
|
||||
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
|
||||
}
|
||||
else
|
||||
{
|
||||
// re-set proxy endpoint
|
||||
proxyCircuits.Remove(useCircuit.CircuitCode.Code);
|
||||
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
|
||||
}
|
||||
}
|
||||
|
||||
PacketServer.AddNewClient(userEP, useCircuit, m_assetCache, m_authenticateSessionsClass, proxyEP);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user