aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ClientStack/LindenUDP
diff options
context:
space:
mode:
authorlbsa712008-08-09 05:26:33 +0000
committerlbsa712008-08-09 05:26:33 +0000
commit6849f4566047cf358ffb42f9efcb90658f2be42d (patch)
tree3b3346d8efa4936db4f81479f62b8dda627a49c8 /OpenSim/Region/ClientStack/LindenUDP
parentMantis#1521. Thank you kindly, HomerHorwitz for a patch that: (diff)
downloadopensim-SC-6849f4566047cf358ffb42f9efcb90658f2be42d.zip
opensim-SC-6849f4566047cf358ffb42f9efcb90658f2be42d.tar.gz
opensim-SC-6849f4566047cf358ffb42f9efcb90658f2be42d.tar.bz2
opensim-SC-6849f4566047cf358ffb42f9efcb90658f2be42d.tar.xz
* Shielded against various forms of Malformed data crashes - if there is an error in packet creation, we just log and ignore it
* If there's a Socket.AlreadyInProgress, just silently ignore this one * Tried to refactor the Reset and BeginRecieve logic into something a little more readable, little less duplicated
Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs184
1 files changed, 65 insertions, 119 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index b08b59d..6e9bca3 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -153,9 +153,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
153 153
154 int numBytes = 1; 154 int numBytes = 1;
155 155
156 bool ok = false;
157
156 try 158 try
157 { 159 {
158 numBytes = m_socket.EndReceiveFrom(result, ref epSender); 160 numBytes = m_socket.EndReceiveFrom(result, ref epSender);
161 ok = true;
159 } 162 }
160 catch (SocketException e) 163 catch (SocketException e)
161 { 164 {
@@ -165,149 +168,52 @@ namespace OpenSim.Region.ClientStack.LindenUDP
165 switch (e.SocketErrorCode) 168 switch (e.SocketErrorCode)
166 { 169 {
167 case SocketError.AlreadyInProgress: 170 case SocketError.AlreadyInProgress:
171 return;
172
168 case SocketError.NetworkReset: 173 case SocketError.NetworkReset:
169 case SocketError.ConnectionReset: 174 case SocketError.ConnectionReset:
170 try
171 {
172 CloseEndPoint(epSender);
173 }
174 catch (Exception a)
175 {
176 m_log.Info("[UDPSERVER]: " + a.ToString());
177 }
178 try
179 {
180 m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
181 ReceivedData, null);
182
183 // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
184 // so therefore.. we've got to tell the server to BeginReceiveFrom again.
185 // This will happen over and over until we've gone through all packets
186 // sent to and from this particular user.
187 // Stupid I know..
188 // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
189 }
190 catch (SocketException)
191 {
192 }
193 break; 175 break;
176
194 default: 177 default:
195 try 178 throw;
196 {
197 CloseEndPoint(epSender);
198 }
199 catch (Exception)
200 {
201 //m_log.Info("[UDPSERVER]" + a.ToString());
202 }
203 try
204 {
205 m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
206 ReceivedData, null);
207
208 // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
209 // so therefore.. we've got to tell the server to BeginReceiveFrom again.
210 // This will happen over and over until we've gone through all packets
211 // sent to and from this particular user.
212 // Stupid I know..
213 // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
214 }
215 catch (SocketException e2)
216 {
217 m_log.Error("[UDPSERVER]: " + e2.ToString());
218 }
219
220 // Here's some reference code! :D
221 // Shutdown and restart the UDP listener! hehe
222 // Shiny
223
224 //Server.Shutdown(SocketShutdown.Both);
225 //CloseEndPoint(epSender);
226 //ServerListener();
227 break;
228 } 179 }
229
230 //return;
231 } 180 }
232 catch (ObjectDisposedException e) 181 catch (ObjectDisposedException e)
233 { 182 {
234 m_log.Debug("[UDPSERVER]: " + e.ToString()); 183 m_log.DebugFormat("ObjectDisposedException: Object {0} disposed.", e.ObjectName);
235 try 184 // Uhh, what object, and why? this needs better handling.
236 {
237 m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
238 ReceivedData, null);
239
240 // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
241 // so therefore.. we've got to tell the server to BeginReceiveFrom again.
242 // This will happen over and over until we've gone through all packets
243 // sent to and from this particular user.
244 // Stupid I know..
245 // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
246 }
247
248 catch (SocketException e2)
249 {
250 m_log.Error("[UDPSERVER]: " + e2.ToString());
251 }
252 catch (ObjectDisposedException)
253 {
254 }
255 //return;
256 } 185 }
257 186
258 //System.Console.WriteLine("UDPServer : recieved message from {0}", epSender.ToString()); 187 if (ok)
259 epProxy = epSender;
260 if (proxyPortOffset != 0)
261 { 188 {
262 epSender = ProxyCodec.DecodeProxyMessage(RecvBuffer, ref numBytes); 189 epProxy = epSender;
263 } 190 if (proxyPortOffset != 0)
264 191 {
265 int packetEnd = numBytes - 1; 192 epSender = ProxyCodec.DecodeProxyMessage(RecvBuffer, ref numBytes);
193 }
266 194
267 try 195 int packetEnd = numBytes - 1;
268 {
269 packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
270 }
271 catch (Exception e)
272 {
273 m_log.Debug("[UDPSERVER]: " + e.ToString());
274 }
275 196
276 try
277 {
278 m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
279 }
280 catch (SocketException)
281 {
282 try 197 try
283 { 198 {
284 CloseEndPoint(epSender); 199 packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
285 } 200 }
286 catch (Exception a) 201 catch (MalformedDataException e)
287 { 202 {
288 m_log.Info("[UDPSERVER]: " + a.ToString()); 203 m_log.DebugFormat("Dropped Malformed Packet due to MalformedDataException: {0}", e.StackTrace);
289 } 204 }
290 try 205 catch (IndexOutOfRangeException e)
291 { 206 {
292 m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, 207 m_log.DebugFormat("Dropped Malformed Packet due to IndexOutOfRangeException: {0}", e.StackTrace);
293 ReceivedData, null);
294
295 // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
296 // so therefore.. we've got to tell the server to BeginReceiveFrom again.
297 // This will happen over and over until we've gone through all packets
298 // sent to and from this particular user.
299 // Stupid I know..
300 // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
301 } 208 }
302 catch (SocketException e5) 209 catch (Exception e)
303 { 210 {
304 m_log.Error("[UDPSERVER]: " + e5.ToString()); 211 m_log.Debug("[UDPSERVER]: " + e.ToString());
305 } 212 }
306 } 213 }
307 catch (ObjectDisposedException)
308 {
309 }
310 214
215 BeginReceive();
216
311 if (packet != null) 217 if (packet != null)
312 { 218 {
313 try 219 try
@@ -360,7 +266,47 @@ namespace OpenSim.Region.ClientStack.LindenUDP
360 } 266 }
361 } 267 }
362 } 268 }
269 }
270
271 private void BeginReceive()
272 {
273 try
274 {
275 m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
276 }
277 catch (SocketException)
278 {
279 ResetEndPoint();
280 }
281 }
282
283 private void ResetEndPoint()
284 {
285 try
286 {
287 CloseEndPoint(epSender);
288 }
289 catch (Exception a)
290 {
291 m_log.Info("[UDPSERVER]: " + a.ToString());
292 }
363 293
294 try
295 {
296 m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
297 ReceivedData, null);
298
299 // Ter: For some stupid reason ConnectionReset basically kills our async event structure..
300 // so therefore.. we've got to tell the server to BeginReceiveFrom again.
301 // This will happen over and over until we've gone through all packets
302 // sent to and from this particular user.
303 // Stupid I know..
304 // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
305 }
306 catch (SocketException e)
307 {
308 m_log.DebugFormat("[UDPSERVER]: Exception {0} : {1}", e.Message, e.StackTrace );
309 }
364 } 310 }
365 311
366 private void CloseEndPoint(EndPoint sender) 312 private void CloseEndPoint(EndPoint sender)