Files
opensim/OpenSim/Region/ClientStack/ClientViewBase.cs
MW c29df824c2 Converted the LSL scripting engine into a IRegionModule, so now all "modules" share a common base interface and are loaded from the single loader. (It seems to work fine, but I have left the old scriptengine loader, incase we have to change back).
Removed the reference to OpenJpeg in the DynamicTextureModule, to see if that was causing the build problem someone is having. 
Added a Temporary fix for the "existing connection was forcibly closed by the remote host" exception on windows when a user logs out of a multiregion instance. 
Some early work to prepare for improving the way clients are updated (about prims etc).
2007-09-08 07:50:31 +00:00

336 lines
11 KiB
C#

/*
* 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.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Timers;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework.Console;
using OpenSim.Framework.Utilities;
using OpenSim.Region.Environment;
namespace OpenSim.Region.ClientStack
{
public class ClientViewBase
{
protected BlockingQueue<QueItem> PacketQueue;
protected Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
protected Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
protected Timer AckTimer;
protected uint Sequence = 0;
protected object SequenceLock = new object();
protected const int MAX_APPENDED_ACKS = 10;
protected const int RESEND_TIMEOUT = 4000;
protected const int MAX_SEQUENCE = 0xFFFFFF;
public uint CircuitCode;
public EndPoint userEP;
protected PacketServer m_networkServer;
public ClientViewBase()
{
}
protected virtual void ProcessInPacket(Packet Pack)
{
}
protected virtual void ProcessOutPacket(Packet Pack)
{
// Keep track of when this packet was sent out
Pack.TickCount = System.Environment.TickCount;
// Console.WriteLine(CircuitCode + ":OUT: " + Pack.Type.ToString());
if (!Pack.Header.Resent)
{
// Set the sequence number
lock (SequenceLock)
{
if (Sequence >= MAX_SEQUENCE)
{
Sequence = 1;
}
else
{
Sequence++;
}
Pack.Header.Sequence = Sequence;
}
if (Pack.Header.Reliable) //DIRTY HACK
{
lock (NeedAck)
{
if (!NeedAck.ContainsKey(Pack.Header.Sequence))
{
try
{
NeedAck.Add(Pack.Header.Sequence, Pack);
}
catch (Exception e) // HACKY
{
e.ToString();
// Ignore
// Seems to throw a exception here occasionally
// of 'duplicate key' despite being locked.
// !?!?!?
}
}
else
{
// Client.Log("Attempted to add a duplicate sequence number (" +
// packet.Header.Sequence + ") to the NeedAck dictionary for packet type " +
// packet.Type.ToString(), Helpers.LogLevel.Warning);
}
}
// Don't append ACKs to resent packets, in case that's what was causing the
// delivery to fail
if (!Pack.Header.Resent)
{
// Append any ACKs that need to be sent out to this packet
lock (PendingAcks)
{
if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS &&
Pack.Type != PacketType.PacketAck &&
Pack.Type != PacketType.LogoutRequest)
{
Pack.Header.AckList = new uint[PendingAcks.Count];
int i = 0;
foreach (uint ack in PendingAcks.Values)
{
Pack.Header.AckList[i] = ack;
i++;
}
PendingAcks.Clear();
Pack.Header.AppendedAcks = true;
}
}
}
}
}
byte[] ZeroOutBuffer = new byte[4096];
byte[] sendbuffer;
sendbuffer = Pack.ToBytes();
try
{
if (Pack.Header.Zerocoded)
{
int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, CircuitCode);//userEP);
}
else
{
m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, CircuitCode); //userEP);
}
}
catch (Exception)
{
MainLog.Instance.Warn("client", "OpenSimClient.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " + userEP.ToString() + " - killing thread");
this.KillThread();
}
}
public virtual void InPacket(Packet NewPack)
{
// Handle appended ACKs
if (NewPack.Header.AppendedAcks)
{
lock (NeedAck)
{
foreach (uint ack in NewPack.Header.AckList)
{
NeedAck.Remove(ack);
}
}
}
// Handle PacketAck packets
if (NewPack.Type == PacketType.PacketAck)
{
PacketAckPacket ackPacket = (PacketAckPacket)NewPack;
lock (NeedAck)
{
foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets)
{
NeedAck.Remove(block.ID);
}
}
}
else if ((NewPack.Type == PacketType.StartPingCheck))
{
//reply to pingcheck
StartPingCheckPacket startPing = (StartPingCheckPacket)NewPack;
CompletePingCheckPacket endPing = new CompletePingCheckPacket();
endPing.PingID.PingID = startPing.PingID.PingID;
OutPacket(endPing);
}
else
{
QueItem item = new QueItem();
item.Packet = NewPack;
item.Incoming = true;
this.PacketQueue.Enqueue(item);
}
}
public virtual void OutPacket(Packet NewPack)
{
QueItem item = new QueItem();
item.Packet = NewPack;
item.Incoming = false;
this.PacketQueue.Enqueue(item);
}
# region Low Level Packet Methods
protected void ack_pack(Packet Pack)
{
if (Pack.Header.Reliable)
{
PacketAckPacket ack_it = new PacketAckPacket();
ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
ack_it.Packets[0].ID = Pack.Header.Sequence;
ack_it.Header.Reliable = false;
OutPacket(ack_it);
}
/*
if (Pack.Header.Reliable)
{
lock (PendingAcks)
{
uint sequence = (uint)Pack.Header.Sequence;
if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; }
}
}*/
}
protected void ResendUnacked()
{
int now = System.Environment.TickCount;
lock (NeedAck)
{
foreach (Packet packet in NeedAck.Values)
{
if ((now - packet.TickCount > RESEND_TIMEOUT) && (!packet.Header.Resent))
{
MainLog.Instance.Verbose( "Resending " + packet.Type.ToString() + " packet, " +
(now - packet.TickCount) + "ms have passed");
packet.Header.Resent = true;
OutPacket(packet);
}
}
}
}
protected void SendAcks()
{
lock (PendingAcks)
{
if (PendingAcks.Count > 0)
{
if (PendingAcks.Count > 250)
{
// FIXME: Handle the odd case where we have too many pending ACKs queued up
MainLog.Instance.Verbose( "Too many ACKs queued up!");
return;
}
//OpenSim.Framework.Console.MainLog.Instance.WriteLine("Sending PacketAck");
int i = 0;
PacketAckPacket acks = new PacketAckPacket();
acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count];
foreach (uint ack in PendingAcks.Values)
{
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
acks.Packets[i].ID = ack;
i++;
}
acks.Header.Reliable = false;
OutPacket(acks);
PendingAcks.Clear();
}
}
}
protected void AckTimer_Elapsed(object sender, ElapsedEventArgs ea)
{
SendAcks();
ResendUnacked();
}
#endregion
protected virtual void KillThread()
{
}
public virtual void ConnectionClosed()
{
}
#region Nested Classes
public class QueItem
{
public QueItem()
{
}
public Packet Packet;
public bool Incoming;
}
#endregion
}
}