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266 lines
10 KiB
C#
266 lines
10 KiB
C#
/*
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* Copyright (c) Contributors, http://www.openmetaverse.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.Text;
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using System.IO;
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using System.Threading;
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using System.Net;
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using System.Net.Sockets;
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using System.Timers;
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using System.Reflection;
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using System.Collections;
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using System.Collections.Generic;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Terrain;
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using OpenSim.Framework.Interfaces;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Console;
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using OpenSim.UserServer;
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using OpenSim.RegionServer.Simulator;
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using OpenSim.RegionServer.Assets;
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using OpenSim.RegionServer.CAPS;
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using OpenSim.RegionServer.Client;
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using Nwc.XmlRpc;
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using OpenSim.Servers;
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using OpenSim.GenericConfig;
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namespace OpenSim.RegionServer
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{
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public delegate AuthenticateResponse AuthenticateSessionHandler(LLUUID sessionID, LLUUID agentID, uint circuitCode);
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public class UDPServer : OpenSimNetworkHandler
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{
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protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
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private 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 _packetServer;
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protected int listenPort;
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protected Grid m_gridServers;
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protected World m_localWorld;
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protected AssetCache m_assetCache;
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protected InventoryCache m_inventoryCache;
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protected RegionInfo m_regionData;
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protected bool m_sandbox = false;
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protected bool user_accounts = false;
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protected ConsoleBase m_console;
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protected AuthenticateSessionsBase m_authenticateSessionsClass;
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public AuthenticateSessionHandler AuthenticateHandler;
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public PacketServer PacketServer
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{
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get
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{
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return _packetServer;
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}
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set
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{
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_packetServer = value;
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}
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}
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public World LocalWorld
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{
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set
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{
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this.m_localWorld = value;
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this._packetServer.LocalWorld = this.m_localWorld;
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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(int port, Grid gridServers, AssetCache assetCache, InventoryCache inventoryCache, RegionInfo _regionData, bool sandbox, bool accounts, ConsoleBase console, AuthenticateSessionsBase authenticateClass)
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{
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listenPort = port;
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this.m_gridServers = gridServers;
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this.m_assetCache = assetCache;
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this.m_inventoryCache = inventoryCache;
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this.m_regionData = _regionData;
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this.m_sandbox = sandbox;
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this.user_accounts = accounts;
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this.m_console = console;
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this.m_authenticateSessionsClass = authenticateClass;
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this.CreatePacketServer();
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//set up delegate for authenticate sessions
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this.AuthenticateHandler = new AuthenticateSessionHandler(this.m_authenticateSessionsClass.AuthenticateSession);
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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.Any, 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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switch( e.SocketErrorCode )
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{
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case SocketError.NotConnected:
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case SocketError.ConnectionReset:
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// At this point, we should clear the client connection altogether.
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// The app should hook a disconnect event into the UDPServer.
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// But for now, just ignore it.
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return;
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default:
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throw;
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}
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}
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int packetEnd = numBytes - 1;
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packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
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// do we already have a circuit for this endpoint
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if (this.clientCircuits.ContainsKey(epSender))
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{
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//if so then send packet to the packetserver
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this._packetServer.ClientInPacket(this.clientCircuits[epSender], 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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this.AddNewClient(packet);
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}
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else
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{ // invalid client
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Console.Error.WriteLine("UDPServer.cs:OnReceivedData() - WARNING: 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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protected virtual void AddNewClient(Packet packet)
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{
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UseCircuitCodePacket useCircuit = (UseCircuitCodePacket)packet;
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this.clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
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bool isChildAgent = false;
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ClientView newuser = new ClientView(epSender, useCircuit, m_localWorld, _packetServer.ClientThreads, m_assetCache, m_gridServers.GridServer, this, m_inventoryCache, m_sandbox, isChildAgent, this.m_regionData, m_authenticateSessionsClass);
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if ((this.m_gridServers.UserServer != null) && (user_accounts))
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{
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newuser.UserServer = this.m_gridServers.UserServer;
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}
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//OpenSimRoot.Instance.ClientThreads.Add(epSender, newuser);
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this._packetServer.ClientThreads.Add(useCircuit.CircuitCode.Code, newuser);
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}
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public void ServerListener()
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{
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m_console.Notice("UDPServer.cs:ServerListener() - Opening UDP socket on " + listenPort);
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ServerIncoming = new IPEndPoint(IPAddress.Any, listenPort);
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Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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/// Add this new socket to the list of sockets that was opened by the application. When the application
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/// closes, either gracefully or not, all sockets can be cleaned up. Right now I am not aware of any method
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/// to get all of the sockets for a process within .NET, but if so, this process can be refactored, as
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/// socket registration would not be neccessary.
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SocketRegistry.Register(Server);
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Server.Bind(ServerIncoming);
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m_console.Notice("UDPServer.cs:ServerListener() - UDP socket bound, getting ready to listen");
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ipeSender = new IPEndPoint(IPAddress.Any, 0);
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epSender = (EndPoint)ipeSender;
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ReceivedData = new AsyncCallback(this.OnReceivedData);
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Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
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m_console.Notice("UDPServer.cs:ServerListener() - Listening...");
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}
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public virtual void RegisterPacketServer(PacketServer server)
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{
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this._packetServer = server;
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}
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public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)//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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foreach (KeyValuePair<EndPoint, uint> p in this.clientCircuits)
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{
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if (p.Value == circuitcode)
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{
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sendto = p.Key;
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break;
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}
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}
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if (sendto != null)
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{
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//we found the endpoint so send the packet to it
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this.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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foreach (KeyValuePair<EndPoint, uint> p in this.clientCircuits)
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{
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if (p.Value == circuitcode)
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{
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this.clientCircuits.Remove(p.Key);
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break;
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}
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}
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}
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public virtual AuthenticateResponse AuthenticateSession(LLUUID sessionID, LLUUID agentID, uint circuitCode)
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{
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return this.AuthenticateHandler(sessionID, agentID, circuitCode);
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}
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}
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}
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