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author | Justin Clarke Casey | 2008-10-23 17:16:13 +0000 |
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committer | Justin Clarke Casey | 2008-10-23 17:16:13 +0000 |
commit | ee3c428040fd026a92f3dd9a43ab4f88dec38181 (patch) | |
tree | 1e165d077d9fe2ba88a9b064c79faa827baf19f7 /OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | |
parent | adding documentation for region_master_uuid to XML doc comments (diff) | |
download | opensim-SC-ee3c428040fd026a92f3dd9a43ab4f88dec38181.zip opensim-SC-ee3c428040fd026a92f3dd9a43ab4f88dec38181.tar.gz opensim-SC-ee3c428040fd026a92f3dd9a43ab4f88dec38181.tar.bz2 opensim-SC-ee3c428040fd026a92f3dd9a43ab4f88dec38181.tar.xz |
* Refactor LLUDPServer slightly so that unit tests can pass in data synchronously. Shouldn't be any functional change
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | 81 |
1 files changed, 49 insertions, 32 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index e3ded7f..22086f8 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | |||
@@ -180,39 +180,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
180 | { | 180 | { |
181 | Packet packet = null; | 181 | Packet packet = null; |
182 | int numBytes = 1; | 182 | int numBytes = 1; |
183 | bool ok = false; | ||
184 | EndPoint epSender = new IPEndPoint(IPAddress.Any, 0); | 183 | EndPoint epSender = new IPEndPoint(IPAddress.Any, 0); |
185 | 184 | ||
186 | try | 185 | if (EndReceive(out numBytes, result, ref epSender)) |
187 | { | ||
188 | numBytes = m_socket.EndReceiveFrom(result, ref epSender); | ||
189 | ok = true; | ||
190 | } | ||
191 | catch (SocketException e) | ||
192 | { | ||
193 | // TODO : Actually only handle those states that we have control over, re-throw everything else, | ||
194 | // TODO: implement cases as we encounter them. | ||
195 | //m_log.Error("[[CLIENT]: ]: Connection Error! - " + e.ToString()); | ||
196 | switch (e.SocketErrorCode) | ||
197 | { | ||
198 | case SocketError.AlreadyInProgress: | ||
199 | return; | ||
200 | |||
201 | case SocketError.NetworkReset: | ||
202 | case SocketError.ConnectionReset: | ||
203 | break; | ||
204 | |||
205 | default: | ||
206 | throw; | ||
207 | } | ||
208 | } | ||
209 | catch (ObjectDisposedException e) | ||
210 | { | ||
211 | m_log.DebugFormat("[CLIENT]: ObjectDisposedException: Object {0} disposed.", e.ObjectName); | ||
212 | // Uhh, what object, and why? this needs better handling. | ||
213 | } | ||
214 | |||
215 | if (ok) | ||
216 | { | 186 | { |
217 | // Make sure we are getting zeroes when running off the | 187 | // Make sure we are getting zeroes when running off the |
218 | // end of grab / degrab packets from old clients | 188 | // end of grab / degrab packets from old clients |
@@ -297,7 +267,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
297 | } | 267 | } |
298 | } | 268 | } |
299 | 269 | ||
300 | private void BeginReceive() | 270 | /// <summary> |
271 | /// Begin an asynchronous receive of the next bit of raw data | ||
272 | /// </summary> | ||
273 | protected virtual void BeginReceive() | ||
301 | { | 274 | { |
302 | try | 275 | try |
303 | { | 276 | { |
@@ -315,6 +288,50 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
315 | ResetEndPoint(); | 288 | ResetEndPoint(); |
316 | } | 289 | } |
317 | } | 290 | } |
291 | |||
292 | /// <summary> | ||
293 | /// Finish the process of asynchronously receiving the next bit of raw data | ||
294 | /// </summary> | ||
295 | /// <param name="numBytes">The number of bytes received. Will return 0 if no bytes were recieved | ||
296 | /// <param name="result"></param> | ||
297 | /// <param name="epSender">The sender of the data</param> | ||
298 | /// <returns></returns> | ||
299 | protected virtual bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender) | ||
300 | { | ||
301 | bool hasReceivedOkay = false; | ||
302 | numBytes = 0; | ||
303 | |||
304 | try | ||
305 | { | ||
306 | numBytes = m_socket.EndReceiveFrom(result, ref epSender); | ||
307 | hasReceivedOkay = true; | ||
308 | } | ||
309 | catch (SocketException e) | ||
310 | { | ||
311 | // TODO : Actually only handle those states that we have control over, re-throw everything else, | ||
312 | // TODO: implement cases as we encounter them. | ||
313 | //m_log.Error("[[CLIENT]: ]: Connection Error! - " + e.ToString()); | ||
314 | switch (e.SocketErrorCode) | ||
315 | { | ||
316 | case SocketError.AlreadyInProgress: | ||
317 | return hasReceivedOkay; | ||
318 | |||
319 | case SocketError.NetworkReset: | ||
320 | case SocketError.ConnectionReset: | ||
321 | break; | ||
322 | |||
323 | default: | ||
324 | throw; | ||
325 | } | ||
326 | } | ||
327 | catch (ObjectDisposedException e) | ||
328 | { | ||
329 | m_log.DebugFormat("[CLIENT]: ObjectDisposedException: Object {0} disposed.", e.ObjectName); | ||
330 | // Uhh, what object, and why? this needs better handling. | ||
331 | } | ||
332 | |||
333 | return hasReceivedOkay; | ||
334 | } | ||
318 | 335 | ||
319 | private void ResetEndPoint() | 336 | private void ResetEndPoint() |
320 | { | 337 | { |