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Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
1130 lines
46 KiB
C#
1130 lines
46 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 OpenSimulator 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.Generic;
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using System.IO;
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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 System.Threading;
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using log4net;
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using Nini.Config;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Statistics;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// A shim around LLUDPServer that implements the IClientNetworkServer interface
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/// </summary>
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public sealed class LLUDPServerShim : IClientNetworkServer
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{
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LLUDPServer m_udpServer;
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public LLUDPServerShim()
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{
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}
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public void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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{
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m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager);
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}
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public void NetworkStop()
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{
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m_udpServer.Stop();
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}
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public void AddScene(IScene scene)
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{
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m_udpServer.AddScene(scene);
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}
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public bool HandlesRegion(Location x)
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{
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return m_udpServer.HandlesRegion(x);
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}
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public void Start()
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{
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m_udpServer.Start();
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}
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public void Stop()
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{
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m_udpServer.Stop();
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}
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}
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/// <summary>
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/// The LLUDP server for a region. This handles incoming and outgoing
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/// packets for all UDP connections to the region
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/// </summary>
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public class LLUDPServer : OpenSimUDPBase
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{
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/// <summary>Maximum transmission unit, or UDP packet size, for the LLUDP protocol</summary>
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public const int MTU = 1400;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public readonly float TickCountResolution;
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/// <summary>Number of prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimUpdatesPerCallback;
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/// <summary>Number of texture packets to put on the queue each time the
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/// OnQueueEmpty event is triggered for textures</summary>
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public readonly int TextureSendLimit;
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/// <summary>Handlers for incoming packets</summary>
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//PacketEventDictionary packetEvents = new PacketEventDictionary();
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/// <summary>Incoming packets that are awaiting handling</summary>
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private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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/// <summary></summary>
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//private UDPClientCollection m_clients = new UDPClientCollection();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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protected TokenBucket m_throttle;
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/// <summary>Bandwidth throttle rates for this UDP server</summary>
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protected ThrottleRates m_throttleRates;
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/// <summary>Manages authentication for agent circuits</summary>
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private AgentCircuitManager m_circuitManager;
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/// <summary>Reference to the scene this UDP server is attached to</summary>
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protected Scene m_scene;
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/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
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private Location m_location;
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/// <summary>The size of the receive buffer for the UDP socket. This value
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/// is passed up to the operating system and used in the system networking
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/// stack. Use zero to leave this value as the default</summary>
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private int m_recvBufferSize;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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/// <summary>Tracks whether or not a packet was sent each round so we know
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/// whether or not to sleep</summary>
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private bool m_packetSent;
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/// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
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private int m_elapsedMSSinceLastStatReport = 0;
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/// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
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private int m_tickLastOutgoingPacketHandler;
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/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
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private int m_elapsedMSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed100MSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed500MSOutgoingPacketHandler;
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/// <summary>Flag to signal when clients should check for resends</summary>
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private bool m_resendUnacked;
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/// <summary>Flag to signal when clients should send ACKs</summary>
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private bool m_sendAcks;
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/// <summary>Flag to signal when clients should send pings</summary>
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private bool m_sendPing;
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private int m_defaultRTO = 0;
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private int m_maxRTO = 0;
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private bool m_disableFacelights = false;
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public Socket Server { get { return null; } }
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public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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: base(listenIP, (int)port)
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{
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#region Environment.TickCount Measurement
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// Measure the resolution of Environment.TickCount
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TickCountResolution = 0f;
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for (int i = 0; i < 5; i++)
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{
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int start = Environment.TickCount;
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int now = start;
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while (now == start)
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now = Environment.TickCount;
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TickCountResolution += (float)(now - start) * 0.2f;
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}
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m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
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TickCountResolution = (float)Math.Ceiling(TickCountResolution);
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#endregion Environment.TickCount Measurement
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m_circuitManager = circuitManager;
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int sceneThrottleBps = 0;
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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if (config != null)
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{
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m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
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TextureSendLimit = config.GetInt("TextureSendLimit", 20);
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m_defaultRTO = config.GetInt("DefaultRTO", 0);
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m_maxRTO = config.GetInt("MaxRTO", 0);
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m_disableFacelights = config.GetBoolean("DisableFacelights", false);
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}
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else
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{
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PrimUpdatesPerCallback = 100;
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TextureSendLimit = 20;
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}
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#region BinaryStats
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config = configSource.Configs["Statistics.Binary"];
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m_shouldCollectStats = false;
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if (config != null)
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{
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if (config.Contains("enabled") && config.GetBoolean("enabled"))
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{
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if (config.Contains("collect_packet_headers"))
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m_shouldCollectStats = config.GetBoolean("collect_packet_headers");
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if (config.Contains("packet_headers_period_seconds"))
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{
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binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
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}
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if (config.Contains("stats_dir"))
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{
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binStatsDir = config.GetString("stats_dir");
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}
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}
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else
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{
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m_shouldCollectStats = false;
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}
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}
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#endregion BinaryStats
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m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
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m_throttleRates = new ThrottleRates(configSource);
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}
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public void Start()
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{
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if (m_scene == null)
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throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
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m_log.Info("[LLUDPSERVER]: Starting the LLUDP server in " + (m_asyncPacketHandling ? "asynchronous" : "synchronous") + " mode");
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base.Start(m_recvBufferSize, m_asyncPacketHandling);
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// Start the packet processing threads
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Watchdog.StartThread(IncomingPacketHandler, "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
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Watchdog.StartThread(OutgoingPacketHandler, "Outgoing Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
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m_elapsedMSSinceLastStatReport = Environment.TickCount;
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}
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public new void Stop()
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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base.Stop();
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}
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public void AddScene(IScene scene)
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{
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if (m_scene != null)
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{
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m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
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return;
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}
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if (!(scene is Scene))
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{
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m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
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return;
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}
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m_scene = (Scene)scene;
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m_location = new Location(m_scene.RegionInfo.RegionHandle);
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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 BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting)
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{
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// CoarseLocationUpdate and AvatarGroupsReply packets cannot be split in an automated way
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if ((packet.Type == PacketType.CoarseLocationUpdate || packet.Type == PacketType.AvatarGroupsReply) && allowSplitting)
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allowSplitting = false;
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if (allowSplitting && packet.HasVariableBlocks)
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{
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byte[][] datas = packet.ToBytesMultiple();
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int packetCount = datas.Length;
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if (packetCount < 1)
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m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
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for (int i = 0; i < packetCount; i++)
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{
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byte[] data = datas[i];
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m_scene.ForEachClient(
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delegate(IClientAPI client)
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{
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if (client is LLClientView)
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SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category);
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}
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);
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}
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}
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else
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{
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byte[] data = packet.ToBytes();
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m_scene.ForEachClient(
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delegate(IClientAPI client)
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{
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if (client is LLClientView)
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SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category);
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}
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);
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}
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}
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public void SendPacket(LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting)
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{
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// CoarseLocationUpdate packets cannot be split in an automated way
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if (packet.Type == PacketType.CoarseLocationUpdate && allowSplitting)
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allowSplitting = false;
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if (allowSplitting && packet.HasVariableBlocks)
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{
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byte[][] datas = packet.ToBytesMultiple();
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int packetCount = datas.Length;
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if (packetCount < 1)
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m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
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for (int i = 0; i < packetCount; i++)
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{
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byte[] data = datas[i];
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SendPacketData(udpClient, data, packet.Type, category);
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}
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}
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else
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{
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byte[] data = packet.ToBytes();
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SendPacketData(udpClient, data, packet.Type, category);
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}
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}
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public void SendPacketData(LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category)
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{
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int dataLength = data.Length;
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bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0;
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bool doCopy = true;
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// Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum.
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// The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
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// there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
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// to accomodate for both common scenarios and provide ample room for ACK appending in both
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int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
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UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
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// Zerocode if needed
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if (doZerocode)
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{
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try
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{
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dataLength = Helpers.ZeroEncode(data, dataLength, buffer.Data);
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doCopy = false;
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}
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catch (IndexOutOfRangeException)
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{
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// The packet grew larger than the bufferSize while zerocoding.
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// Remove the MSG_ZEROCODED flag and send the unencoded data
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// instead
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m_log.Debug("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding for " + type + ". DataLength=" + dataLength +
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" and BufferLength=" + buffer.Data.Length + ". Removing MSG_ZEROCODED flag");
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data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
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}
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}
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// If the packet data wasn't already copied during zerocoding, copy it now
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if (doCopy)
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{
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if (dataLength <= buffer.Data.Length)
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{
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Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
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}
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else
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{
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bufferSize = dataLength;
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buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
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// m_log.Error("[LLUDPSERVER]: Packet exceeded buffer size! This could be an indication of packet assembly not obeying the MTU. Type=" +
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// type + ", DataLength=" + dataLength + ", BufferLength=" + buffer.Data.Length + ". Dropping packet");
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Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
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}
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}
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buffer.DataLength = dataLength;
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#region Queue or Send
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OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category);
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if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
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SendPacketFinal(outgoingPacket);
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#endregion Queue or Send
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}
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public void SendAcks(LLUDPClient udpClient)
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{
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uint ack;
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if (udpClient.PendingAcks.Dequeue(out ack))
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{
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List<PacketAckPacket.PacketsBlock> blocks = new List<PacketAckPacket.PacketsBlock>();
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PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock();
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block.ID = ack;
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blocks.Add(block);
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while (udpClient.PendingAcks.Dequeue(out ack))
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{
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block = new PacketAckPacket.PacketsBlock();
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block.ID = ack;
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blocks.Add(block);
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}
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PacketAckPacket packet = new PacketAckPacket();
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packet.Header.Reliable = false;
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packet.Packets = blocks.ToArray();
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SendPacket(udpClient, packet, ThrottleOutPacketType.Unknown, true);
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}
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}
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public void SendPing(LLUDPClient udpClient)
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{
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StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck);
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pc.Header.Reliable = false;
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pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++;
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// We *could* get OldestUnacked, but it would hurt performance and not provide any benefit
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pc.PingID.OldestUnacked = 0;
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SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false);
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}
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public void CompletePing(LLUDPClient udpClient, byte pingID)
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{
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CompletePingCheckPacket completePing = new CompletePingCheckPacket();
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completePing.PingID.PingID = pingID;
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SendPacket(udpClient, completePing, ThrottleOutPacketType.Unknown, false);
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}
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public void ResendUnacked(LLUDPClient udpClient)
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{
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if (!udpClient.IsConnected)
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return;
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// Disconnect an agent if no packets are received for some time
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//FIXME: Make 60 an .ini setting
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if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * 60)
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{
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m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
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RemoveClient(udpClient);
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return;
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}
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// Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
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List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
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if (expiredPackets != null)
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{
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//m_log.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
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// Exponential backoff of the retransmission timeout
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udpClient.BackoffRTO();
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// Resend packets
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for (int i = 0; i < expiredPackets.Count; i++)
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{
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OutgoingPacket outgoingPacket = expiredPackets[i];
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|
|
//m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
|
|
// outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
|
|
|
|
// Set the resent flag
|
|
outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
|
|
outgoingPacket.Category = ThrottleOutPacketType.Resend;
|
|
|
|
// Bump up the resend count on this packet
|
|
Interlocked.Increment(ref outgoingPacket.ResendCount);
|
|
//Interlocked.Increment(ref Stats.ResentPackets);
|
|
|
|
// Requeue or resend the packet
|
|
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
|
|
SendPacketFinal(outgoingPacket);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void Flush(LLUDPClient udpClient)
|
|
{
|
|
// FIXME: Implement?
|
|
}
|
|
|
|
/// <summary>
|
|
/// Actually send a packet to a client.
|
|
/// </summary>
|
|
/// <param name="outgoingPacket"></param>
|
|
internal void SendPacketFinal(OutgoingPacket outgoingPacket)
|
|
{
|
|
UDPPacketBuffer buffer = outgoingPacket.Buffer;
|
|
byte flags = buffer.Data[0];
|
|
bool isResend = (flags & Helpers.MSG_RESENT) != 0;
|
|
bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
|
|
bool isZerocoded = (flags & Helpers.MSG_ZEROCODED) != 0;
|
|
LLUDPClient udpClient = outgoingPacket.Client;
|
|
|
|
if (!udpClient.IsConnected)
|
|
return;
|
|
|
|
#region ACK Appending
|
|
|
|
int dataLength = buffer.DataLength;
|
|
|
|
// NOTE: I'm seeing problems with some viewers when ACKs are appended to zerocoded packets so I've disabled that here
|
|
if (!isZerocoded)
|
|
{
|
|
// Keep appending ACKs until there is no room left in the buffer or there are
|
|
// no more ACKs to append
|
|
uint ackCount = 0;
|
|
uint ack;
|
|
while (dataLength + 5 < buffer.Data.Length && udpClient.PendingAcks.Dequeue(out ack))
|
|
{
|
|
Utils.UIntToBytesBig(ack, buffer.Data, dataLength);
|
|
dataLength += 4;
|
|
++ackCount;
|
|
}
|
|
|
|
if (ackCount > 0)
|
|
{
|
|
// Set the last byte of the packet equal to the number of appended ACKs
|
|
buffer.Data[dataLength++] = (byte)ackCount;
|
|
// Set the appended ACKs flag on this packet
|
|
buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
|
|
}
|
|
}
|
|
|
|
buffer.DataLength = dataLength;
|
|
|
|
#endregion ACK Appending
|
|
|
|
#region Sequence Number Assignment
|
|
|
|
if (!isResend)
|
|
{
|
|
// Not a resend, assign a new sequence number
|
|
uint sequenceNumber = (uint)Interlocked.Increment(ref udpClient.CurrentSequence);
|
|
Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1);
|
|
outgoingPacket.SequenceNumber = sequenceNumber;
|
|
|
|
if (isReliable)
|
|
{
|
|
// Add this packet to the list of ACK responses we are waiting on from the server
|
|
udpClient.NeedAcks.Add(outgoingPacket);
|
|
}
|
|
}
|
|
|
|
#endregion Sequence Number Assignment
|
|
|
|
// Stats tracking
|
|
Interlocked.Increment(ref udpClient.PacketsSent);
|
|
if (isReliable)
|
|
Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength);
|
|
|
|
// Put the UDP payload on the wire
|
|
AsyncBeginSend(buffer);
|
|
|
|
// Keep track of when this packet was sent out (right now)
|
|
outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
|
|
}
|
|
|
|
protected override void PacketReceived(UDPPacketBuffer buffer)
|
|
{
|
|
// Debugging/Profiling
|
|
//try { Thread.CurrentThread.Name = "PacketReceived (" + m_scene.RegionInfo.RegionName + ")"; }
|
|
//catch (Exception) { }
|
|
|
|
LLUDPClient udpClient = null;
|
|
Packet packet = null;
|
|
int packetEnd = buffer.DataLength - 1;
|
|
IPEndPoint address = (IPEndPoint)buffer.RemoteEndPoint;
|
|
|
|
#region Decoding
|
|
|
|
try
|
|
{
|
|
packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
|
|
// Only allocate a buffer for zerodecoding if the packet is zerocoded
|
|
((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
|
|
}
|
|
catch (MalformedDataException)
|
|
{
|
|
}
|
|
|
|
// Fail-safe check
|
|
if (packet == null)
|
|
{
|
|
m_log.ErrorFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}:",
|
|
buffer.DataLength, buffer.RemoteEndPoint);
|
|
m_log.Error(Utils.BytesToHexString(buffer.Data, buffer.DataLength, null));
|
|
return;
|
|
}
|
|
|
|
#endregion Decoding
|
|
|
|
#region Packet to Client Mapping
|
|
|
|
// UseCircuitCode handling
|
|
if (packet.Type == PacketType.UseCircuitCode)
|
|
{
|
|
m_log.Debug("[LLUDPSERVER]: Handling UseCircuitCode packet from " + buffer.RemoteEndPoint);
|
|
object[] array = new object[] { buffer, packet };
|
|
|
|
if (m_asyncPacketHandling)
|
|
Util.FireAndForget(HandleUseCircuitCode, array);
|
|
else
|
|
HandleUseCircuitCode(array);
|
|
|
|
return;
|
|
}
|
|
|
|
// Determine which agent this packet came from
|
|
IClientAPI client;
|
|
if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
|
|
{
|
|
//m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
|
|
return;
|
|
}
|
|
|
|
udpClient = ((LLClientView)client).UDPClient;
|
|
|
|
if (!udpClient.IsConnected)
|
|
return;
|
|
|
|
#endregion Packet to Client Mapping
|
|
|
|
// Stats tracking
|
|
Interlocked.Increment(ref udpClient.PacketsReceived);
|
|
|
|
int now = Environment.TickCount & Int32.MaxValue;
|
|
udpClient.TickLastPacketReceived = now;
|
|
|
|
#region ACK Receiving
|
|
|
|
// Handle appended ACKs
|
|
if (packet.Header.AppendedAcks && packet.Header.AckList != null)
|
|
{
|
|
for (int i = 0; i < packet.Header.AckList.Length; i++)
|
|
udpClient.NeedAcks.Remove(packet.Header.AckList[i], now, packet.Header.Resent);
|
|
}
|
|
|
|
// Handle PacketAck packets
|
|
if (packet.Type == PacketType.PacketAck)
|
|
{
|
|
PacketAckPacket ackPacket = (PacketAckPacket)packet;
|
|
|
|
for (int i = 0; i < ackPacket.Packets.Length; i++)
|
|
udpClient.NeedAcks.Remove(ackPacket.Packets[i].ID, now, packet.Header.Resent);
|
|
|
|
// We don't need to do anything else with PacketAck packets
|
|
return;
|
|
}
|
|
|
|
#endregion ACK Receiving
|
|
|
|
#region ACK Sending
|
|
|
|
if (packet.Header.Reliable)
|
|
{
|
|
udpClient.PendingAcks.Enqueue(packet.Header.Sequence);
|
|
|
|
// This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out,
|
|
// add the current received bytes to it, test if 2*MTU bytes have been sent, if so remove
|
|
// 2*MTU bytes from the value and send ACKs, and finally add the local value back to
|
|
// client.BytesSinceLastACK. Lockless thread safety
|
|
int bytesSinceLastACK = Interlocked.Exchange(ref udpClient.BytesSinceLastACK, 0);
|
|
bytesSinceLastACK += buffer.DataLength;
|
|
if (bytesSinceLastACK > LLUDPServer.MTU * 2)
|
|
{
|
|
bytesSinceLastACK -= LLUDPServer.MTU * 2;
|
|
SendAcks(udpClient);
|
|
}
|
|
Interlocked.Add(ref udpClient.BytesSinceLastACK, bytesSinceLastACK);
|
|
}
|
|
|
|
#endregion ACK Sending
|
|
|
|
#region Incoming Packet Accounting
|
|
|
|
// Check the archive of received reliable packet IDs to see whether we already received this packet
|
|
if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
|
|
{
|
|
if (packet.Header.Resent)
|
|
m_log.DebugFormat(
|
|
"[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}",
|
|
packet.Header.Sequence, packet.Type, client.Name);
|
|
else
|
|
m_log.WarnFormat(
|
|
"[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #{0}, type {1} from {2}",
|
|
packet.Header.Sequence, packet.Type, client.Name);
|
|
|
|
// Avoid firing a callback twice for the same packet
|
|
return;
|
|
}
|
|
|
|
#endregion Incoming Packet Accounting
|
|
|
|
#region BinaryStats
|
|
LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
|
|
#endregion BinaryStats
|
|
|
|
#region Ping Check Handling
|
|
|
|
if (packet.Type == PacketType.StartPingCheck)
|
|
{
|
|
// We don't need to do anything else with ping checks
|
|
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
|
|
CompletePing(udpClient, startPing.PingID.PingID);
|
|
|
|
if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000)
|
|
{
|
|
udpClient.SendPacketStats();
|
|
m_elapsedMSSinceLastStatReport = Environment.TickCount;
|
|
}
|
|
return;
|
|
}
|
|
else if (packet.Type == PacketType.CompletePingCheck)
|
|
{
|
|
// We don't currently track client ping times
|
|
return;
|
|
}
|
|
|
|
#endregion Ping Check Handling
|
|
|
|
// Inbox insertion
|
|
packetInbox.Enqueue(new IncomingPacket(udpClient, packet));
|
|
}
|
|
|
|
#region BinaryStats
|
|
|
|
public class PacketLogger
|
|
{
|
|
public DateTime StartTime;
|
|
public string Path = null;
|
|
public System.IO.BinaryWriter Log = null;
|
|
}
|
|
|
|
public static PacketLogger PacketLog;
|
|
|
|
protected static bool m_shouldCollectStats = false;
|
|
// Number of seconds to log for
|
|
static TimeSpan binStatsMaxFilesize = TimeSpan.FromSeconds(300);
|
|
static object binStatsLogLock = new object();
|
|
static string binStatsDir = "";
|
|
|
|
public static void LogPacketHeader(bool incoming, uint circuit, byte flags, PacketType packetType, ushort size)
|
|
{
|
|
if (!m_shouldCollectStats) return;
|
|
|
|
// Binary logging format is TTTTTTTTCCCCFPPPSS, T=Time, C=Circuit, F=Flags, P=PacketType, S=size
|
|
|
|
// Put the incoming bit into the least significant bit of the flags byte
|
|
if (incoming)
|
|
flags |= 0x01;
|
|
else
|
|
flags &= 0xFE;
|
|
|
|
// Put the flags byte into the most significant bits of the type integer
|
|
uint type = (uint)packetType;
|
|
type |= (uint)flags << 24;
|
|
|
|
// m_log.Debug("1 LogPacketHeader(): Outside lock");
|
|
lock (binStatsLogLock)
|
|
{
|
|
DateTime now = DateTime.Now;
|
|
|
|
// m_log.Debug("2 LogPacketHeader(): Inside lock. now is " + now.Ticks);
|
|
try
|
|
{
|
|
if (PacketLog == null || (now > PacketLog.StartTime + binStatsMaxFilesize))
|
|
{
|
|
if (PacketLog != null && PacketLog.Log != null)
|
|
{
|
|
PacketLog.Log.Close();
|
|
}
|
|
|
|
// First log file or time has expired, start writing to a new log file
|
|
PacketLog = new PacketLogger();
|
|
PacketLog.StartTime = now;
|
|
PacketLog.Path = (binStatsDir.Length > 0 ? binStatsDir + System.IO.Path.DirectorySeparatorChar.ToString() : "")
|
|
+ String.Format("packets-{0}.log", now.ToString("yyyyMMddHHmmss"));
|
|
PacketLog.Log = new BinaryWriter(File.Open(PacketLog.Path, FileMode.Append, FileAccess.Write));
|
|
}
|
|
|
|
// Serialize the data
|
|
byte[] output = new byte[18];
|
|
Buffer.BlockCopy(BitConverter.GetBytes(now.Ticks), 0, output, 0, 8);
|
|
Buffer.BlockCopy(BitConverter.GetBytes(circuit), 0, output, 8, 4);
|
|
Buffer.BlockCopy(BitConverter.GetBytes(type), 0, output, 12, 4);
|
|
Buffer.BlockCopy(BitConverter.GetBytes(size), 0, output, 16, 2);
|
|
|
|
// Write the serialized data to disk
|
|
if (PacketLog != null && PacketLog.Log != null)
|
|
PacketLog.Log.Write(output);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("Packet statistics gathering failed: " + ex.Message, ex);
|
|
if (PacketLog.Log != null)
|
|
{
|
|
PacketLog.Log.Close();
|
|
}
|
|
PacketLog = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion BinaryStats
|
|
|
|
private void HandleUseCircuitCode(object o)
|
|
{
|
|
object[] array = (object[])o;
|
|
UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
|
|
UseCircuitCodePacket packet = (UseCircuitCodePacket)array[1];
|
|
|
|
IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
|
|
|
|
// Begin the process of adding the client to the simulator
|
|
AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
|
|
|
|
// Acknowledge the UseCircuitCode packet
|
|
SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
|
|
}
|
|
|
|
private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
|
|
{
|
|
PacketAckPacket ack = new PacketAckPacket();
|
|
ack.Header.Reliable = false;
|
|
ack.Packets = new PacketAckPacket.PacketsBlock[1];
|
|
ack.Packets[0] = new PacketAckPacket.PacketsBlock();
|
|
ack.Packets[0].ID = sequenceNumber;
|
|
|
|
byte[] packetData = ack.ToBytes();
|
|
int length = packetData.Length;
|
|
|
|
UDPPacketBuffer buffer = new UDPPacketBuffer(remoteEndpoint, length);
|
|
buffer.DataLength = length;
|
|
|
|
Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length);
|
|
|
|
AsyncBeginSend(buffer);
|
|
}
|
|
|
|
private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)
|
|
{
|
|
UUID agentID = useCircuitCode.CircuitCode.ID;
|
|
UUID sessionID = useCircuitCode.CircuitCode.SessionID;
|
|
uint circuitCode = useCircuitCode.CircuitCode.Code;
|
|
|
|
sessionInfo = m_circuitManager.AuthenticateSession(sessionID, agentID, circuitCode);
|
|
return sessionInfo.Authorised;
|
|
}
|
|
|
|
private void AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
|
|
{
|
|
UUID agentID = useCircuitCode.CircuitCode.ID;
|
|
UUID sessionID = useCircuitCode.CircuitCode.SessionID;
|
|
uint circuitCode = useCircuitCode.CircuitCode.Code;
|
|
|
|
if (m_scene.RegionStatus != RegionStatus.SlaveScene)
|
|
{
|
|
AuthenticateResponse sessionInfo;
|
|
if (IsClientAuthorized(useCircuitCode, out sessionInfo))
|
|
{
|
|
AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
|
|
}
|
|
else
|
|
{
|
|
// Don't create circuits for unauthorized clients
|
|
m_log.WarnFormat(
|
|
"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
|
|
useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Slave regions don't accept new clients
|
|
m_log.Debug("[LLUDPSERVER]: Slave region " + m_scene.RegionInfo.RegionName + " ignoring UseCircuitCode packet");
|
|
}
|
|
}
|
|
|
|
protected virtual void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
|
|
{
|
|
// Create the LLUDPClient
|
|
LLUDPClient udpClient = new LLUDPClient(this, m_throttleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
|
|
IClientAPI existingClient;
|
|
|
|
if (!m_scene.TryGetClient(agentID, out existingClient))
|
|
{
|
|
// Create the LLClientView
|
|
LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
|
|
client.OnLogout += LogoutHandler;
|
|
|
|
client.DisableFacelights = m_disableFacelights;
|
|
|
|
// Start the IClientAPI
|
|
client.Start();
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from {0} at {1} for circuit {2}",
|
|
udpClient.AgentID, remoteEndPoint, circuitCode);
|
|
}
|
|
}
|
|
|
|
private void RemoveClient(LLUDPClient udpClient)
|
|
{
|
|
// Remove this client from the scene
|
|
IClientAPI client;
|
|
if (m_scene.TryGetClient(udpClient.AgentID, out client))
|
|
{
|
|
client.IsLoggingOut = true;
|
|
client.Close();
|
|
}
|
|
}
|
|
|
|
private void IncomingPacketHandler()
|
|
{
|
|
// Set this culture for the thread that incoming packets are received
|
|
// on to en-US to avoid number parsing issues
|
|
Culture.SetCurrentCulture();
|
|
|
|
while (base.IsRunning)
|
|
{
|
|
try
|
|
{
|
|
IncomingPacket incomingPacket = null;
|
|
|
|
// HACK: This is a test to try and rate limit packet handling on Mono.
|
|
// If it works, a more elegant solution can be devised
|
|
if (Util.FireAndForgetCount() < 2)
|
|
{
|
|
//m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping");
|
|
Thread.Sleep(30);
|
|
}
|
|
|
|
if (packetInbox.Dequeue(100, ref incomingPacket))
|
|
ProcessInPacket(incomingPacket);//, incomingPacket); Util.FireAndForget(ProcessInPacket, incomingPacket);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[LLUDPSERVER]: Error in the incoming packet handler loop: " + ex.Message, ex);
|
|
}
|
|
|
|
Watchdog.UpdateThread();
|
|
}
|
|
|
|
if (packetInbox.Count > 0)
|
|
m_log.Warn("[LLUDPSERVER]: IncomingPacketHandler is shutting down, dropping " + packetInbox.Count + " packets");
|
|
packetInbox.Clear();
|
|
|
|
Watchdog.RemoveThread();
|
|
}
|
|
|
|
private void OutgoingPacketHandler()
|
|
{
|
|
// Set this culture for the thread that outgoing packets are sent
|
|
// on to en-US to avoid number parsing issues
|
|
Culture.SetCurrentCulture();
|
|
|
|
// Typecast the function to an Action<IClientAPI> once here to avoid allocating a new
|
|
// Action generic every round
|
|
Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
|
|
|
|
while (base.IsRunning)
|
|
{
|
|
try
|
|
{
|
|
m_packetSent = false;
|
|
|
|
#region Update Timers
|
|
|
|
m_resendUnacked = false;
|
|
m_sendAcks = false;
|
|
m_sendPing = false;
|
|
|
|
// Update elapsed time
|
|
int thisTick = Environment.TickCount & Int32.MaxValue;
|
|
if (m_tickLastOutgoingPacketHandler > thisTick)
|
|
m_elapsedMSOutgoingPacketHandler += ((Int32.MaxValue - m_tickLastOutgoingPacketHandler) + thisTick);
|
|
else
|
|
m_elapsedMSOutgoingPacketHandler += (thisTick - m_tickLastOutgoingPacketHandler);
|
|
|
|
m_tickLastOutgoingPacketHandler = thisTick;
|
|
|
|
// Check for pending outgoing resends every 100ms
|
|
if (m_elapsedMSOutgoingPacketHandler >= 100)
|
|
{
|
|
m_resendUnacked = true;
|
|
m_elapsedMSOutgoingPacketHandler = 0;
|
|
m_elapsed100MSOutgoingPacketHandler += 1;
|
|
}
|
|
|
|
// Check for pending outgoing ACKs every 500ms
|
|
if (m_elapsed100MSOutgoingPacketHandler >= 5)
|
|
{
|
|
m_sendAcks = true;
|
|
m_elapsed100MSOutgoingPacketHandler = 0;
|
|
m_elapsed500MSOutgoingPacketHandler += 1;
|
|
}
|
|
|
|
// Send pings to clients every 5000ms
|
|
if (m_elapsed500MSOutgoingPacketHandler >= 10)
|
|
{
|
|
m_sendPing = true;
|
|
m_elapsed500MSOutgoingPacketHandler = 0;
|
|
}
|
|
|
|
#endregion Update Timers
|
|
|
|
// Handle outgoing packets, resends, acknowledgements, and pings for each
|
|
// client. m_packetSent will be set to true if a packet is sent
|
|
m_scene.ForEachClient(clientPacketHandler);
|
|
|
|
// If nothing was sent, sleep for the minimum amount of time before a
|
|
// token bucket could get more tokens
|
|
if (!m_packetSent)
|
|
Thread.Sleep((int)TickCountResolution);
|
|
|
|
Watchdog.UpdateThread();
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler loop threw an exception: " + ex.Message, ex);
|
|
}
|
|
}
|
|
|
|
Watchdog.RemoveThread();
|
|
}
|
|
|
|
private void ClientOutgoingPacketHandler(IClientAPI client)
|
|
{
|
|
try
|
|
{
|
|
if (client is LLClientView)
|
|
{
|
|
LLUDPClient udpClient = ((LLClientView)client).UDPClient;
|
|
|
|
if (udpClient.IsConnected)
|
|
{
|
|
if (m_resendUnacked)
|
|
ResendUnacked(udpClient);
|
|
|
|
if (m_sendAcks)
|
|
SendAcks(udpClient);
|
|
|
|
if (m_sendPing)
|
|
SendPing(udpClient);
|
|
|
|
// Dequeue any outgoing packets that are within the throttle limits
|
|
if (udpClient.DequeueOutgoing())
|
|
m_packetSent = true;
|
|
}
|
|
}
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler iteration for " + client.Name +
|
|
" threw an exception: " + ex.Message, ex);
|
|
}
|
|
}
|
|
|
|
private void ProcessInPacket(object state)
|
|
{
|
|
IncomingPacket incomingPacket = (IncomingPacket)state;
|
|
Packet packet = incomingPacket.Packet;
|
|
LLUDPClient udpClient = incomingPacket.Client;
|
|
IClientAPI client;
|
|
|
|
// Sanity check
|
|
if (packet == null || udpClient == null)
|
|
{
|
|
m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", UDPClient=\"{1}\"",
|
|
packet, udpClient);
|
|
}
|
|
|
|
// Make sure this client is still alive
|
|
if (m_scene.TryGetClient(udpClient.AgentID, out client))
|
|
{
|
|
try
|
|
{
|
|
// Process this packet
|
|
client.ProcessInPacket(packet);
|
|
}
|
|
catch (ThreadAbortException)
|
|
{
|
|
// If something is trying to abort the packet processing thread, take that as a hint that it's time to shut down
|
|
m_log.Info("[LLUDPSERVER]: Caught a thread abort, shutting down the LLUDP server");
|
|
Stop();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
// Don't let a failure in an individual client thread crash the whole sim.
|
|
m_log.ErrorFormat("[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw an exception", udpClient.AgentID, packet.Type);
|
|
m_log.Error(e.Message, e);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.DebugFormat("[LLUDPSERVER]: Dropping incoming {0} packet for dead client {1}", packet.Type, udpClient.AgentID);
|
|
}
|
|
}
|
|
|
|
protected void LogoutHandler(IClientAPI client)
|
|
{
|
|
client.SendLogoutPacket();
|
|
if (client.IsActive)
|
|
RemoveClient(((LLClientView)client).UDPClient);
|
|
}
|
|
}
|
|
}
|