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* I've fundamentally changed a few things, so this is experimental * The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might. * Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
274 lines
11 KiB
C#
274 lines
11 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.Generic;
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using System.Net;
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using System.Net.Sockets;
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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 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
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{
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return m_regionHandle;
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}
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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 (System.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, 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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// 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 (System.ObjectDisposedException e)
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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 = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
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}
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catch(Exception e)
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{
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MainLog.Instance.Debug("UDPSERVER", e.ToString());
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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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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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MainLog.Instance.Debug("UDPSERVER", "CloseEndPoint:ClosingCircuit");
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m_packetServer.CloseCircuit(circuit);
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MainLog.Instance.Debug("UDPSERVER", "CloseEndPoint:ClosedCircuit");
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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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MainLog.Instance.Debug("UDPSERVER", "RemovingClientCircuit");
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clientCircuits.Remove(sendto);
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MainLog.Instance.Debug("UDPSERVER", "Removed Client Circuit");
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MainLog.Instance.Debug("UDPSERVER", "Removing Reverse ClientCircuit");
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clientCircuits_reverse.Remove(circuitcode);
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MainLog.Instance.Debug("UDPSERVER", "Removed Reverse ClientCircuit");
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}
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}
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}
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}
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