/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Reflection;
using System.Threading;
using log4net;
using Nini.Config;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Scenes;
using OpenMetaverse;
using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
namespace OpenSim.Region.ClientStack.LindenUDP
{
///
/// A shim around LLUDPServer that implements the IClientNetworkServer interface
///
public sealed class LLUDPServerShim : IClientNetworkServer
{
LLUDPServer m_udpServer;
public LLUDPServerShim()
{
}
public void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
{
m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager);
}
public void NetworkStop()
{
m_udpServer.Stop();
}
public void AddScene(IScene scene)
{
m_udpServer.AddScene(scene);
StatsManager.RegisterStat(
new Stat(
"IncomingPacketsProcessedCount",
"Number of inbound UDP packets processed",
"Number of inbound UDP packets processed",
"",
"clientstack",
scene.Name,
StatType.Pull,
stat => stat.Value = m_udpServer.IncomingPacketsProcessed,
StatVerbosity.Debug));
}
public bool HandlesRegion(Location x)
{
return m_udpServer.HandlesRegion(x);
}
public void Start()
{
m_udpServer.Start();
}
public void Stop()
{
m_udpServer.Stop();
}
}
///
/// The LLUDP server for a region. This handles incoming and outgoing
/// packets for all UDP connections to the region
///
public class LLUDPServer : OpenSimUDPBase
{
/// Maximum transmission unit, or UDP packet size, for the LLUDP protocol
public const int MTU = 1400;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// The measured resolution of Environment.TickCount
public readonly float TickCountResolution;
/// Number of prim updates to put on the queue each time the
/// OnQueueEmpty event is triggered for updates
public readonly int PrimUpdatesPerCallback;
/// Number of texture packets to put on the queue each time the
/// OnQueueEmpty event is triggered for textures
public readonly int TextureSendLimit;
/// Handlers for incoming packets
//PacketEventDictionary packetEvents = new PacketEventDictionary();
/// Incoming packets that are awaiting handling
//private OpenMetaverse.BlockingQueue packetInbox = new OpenMetaverse.BlockingQueue();
private DoubleQueue packetInbox = new DoubleQueue();
///
//private UDPClientCollection m_clients = new UDPClientCollection();
/// Bandwidth throttle for this UDP server
protected TokenBucket m_throttle;
/// Bandwidth throttle rates for this UDP server
public ThrottleRates ThrottleRates { get; private set; }
/// Manages authentication for agent circuits
private AgentCircuitManager m_circuitManager;
/// Reference to the scene this UDP server is attached to
protected Scene m_scene;
/// The X/Y coordinates of the scene this UDP server is attached to
private Location m_location;
/// The size of the receive buffer for the UDP socket. This value
/// is passed up to the operating system and used in the system networking
/// stack. Use zero to leave this value as the default
private int m_recvBufferSize;
/// Flag to process packets asynchronously or synchronously
private bool m_asyncPacketHandling;
/// Tracks whether or not a packet was sent each round so we know
/// whether or not to sleep
private bool m_packetSent;
/// Environment.TickCount of the last time that packet stats were reported to the scene
private int m_elapsedMSSinceLastStatReport = 0;
/// Environment.TickCount of the last time the outgoing packet handler executed
private int m_tickLastOutgoingPacketHandler;
/// Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped
private int m_elapsedMSOutgoingPacketHandler;
/// Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed
private int m_elapsed100MSOutgoingPacketHandler;
/// Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed
private int m_elapsed500MSOutgoingPacketHandler;
/// Flag to signal when clients should check for resends
protected bool m_resendUnacked;
/// Flag to signal when clients should send ACKs
protected bool m_sendAcks;
/// Flag to signal when clients should send pings
protected bool m_sendPing;
private ExpiringCache> m_pendingCache = new ExpiringCache>();
private Pool m_incomingPacketPool;
///
/// Stat for number of packets in the main pool awaiting use.
///
private Stat m_poolCountStat;
///
/// Stat for number of packets in the inbound packet pool awaiting use.
///
private Stat m_incomingPacketPoolStat;
private int m_defaultRTO = 0;
private int m_maxRTO = 0;
private int m_ackTimeout = 0;
private int m_pausedAckTimeout = 0;
private bool m_disableFacelights = false;
public Socket Server { get { return null; } }
private int m_malformedCount = 0; // Guard against a spamming attack
///
/// Record current outgoing client for monitoring purposes.
///
private IClientAPI m_currentOutgoingClient;
///
/// Recording current incoming client for monitoring purposes.
///
private IClientAPI m_currentIncomingClient;
public LLUDPServer(
IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port,
IConfigSource configSource, AgentCircuitManager circuitManager)
: base(listenIP, (int)port)
{
#region Environment.TickCount Measurement
// Measure the resolution of Environment.TickCount
TickCountResolution = 0f;
for (int i = 0; i < 5; i++)
{
int start = Environment.TickCount;
int now = start;
while (now == start)
now = Environment.TickCount;
TickCountResolution += (float)(now - start) * 0.2f;
}
m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
TickCountResolution = (float)Math.Ceiling(TickCountResolution);
#endregion Environment.TickCount Measurement
m_circuitManager = circuitManager;
int sceneThrottleBps = 0;
bool usePools = false;
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
if (config != null)
{
m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
TextureSendLimit = config.GetInt("TextureSendLimit", 20);
m_defaultRTO = config.GetInt("DefaultRTO", 0);
m_maxRTO = config.GetInt("MaxRTO", 0);
m_disableFacelights = config.GetBoolean("DisableFacelights", false);
m_ackTimeout = 1000 * config.GetInt("AckTimeout", 60);
m_pausedAckTimeout = 1000 * config.GetInt("PausedAckTimeout", 300);
}
else
{
PrimUpdatesPerCallback = 100;
TextureSendLimit = 20;
m_ackTimeout = 1000 * 60; // 1 minute
m_pausedAckTimeout = 1000 * 300; // 5 minutes
}
// FIXME: This actually only needs to be done once since the PacketPool is shared across all servers.
// However, there is no harm in temporarily doing it multiple times.
IConfig packetConfig = configSource.Configs["PacketPool"];
if (packetConfig != null)
{
PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
usePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", usePools);
}
#region BinaryStats
config = configSource.Configs["Statistics.Binary"];
m_shouldCollectStats = false;
if (config != null)
{
if (config.Contains("enabled") && config.GetBoolean("enabled"))
{
if (config.Contains("collect_packet_headers"))
m_shouldCollectStats = config.GetBoolean("collect_packet_headers");
if (config.Contains("packet_headers_period_seconds"))
{
binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
}
if (config.Contains("stats_dir"))
{
binStatsDir = config.GetString("stats_dir");
}
}
else
{
m_shouldCollectStats = false;
}
}
#endregion BinaryStats
m_throttle = new TokenBucket(null, sceneThrottleBps);
ThrottleRates = new ThrottleRates(configSource);
if (usePools)
EnablePools();
}
public void Start()
{
StartInbound();
StartOutbound();
m_elapsedMSSinceLastStatReport = Environment.TickCount;
}
private void StartInbound()
{
m_log.InfoFormat(
"[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode with UsePools = {1}",
m_asyncPacketHandling ? "asynchronous" : "synchronous", UsePools);
base.StartInbound(m_recvBufferSize, m_asyncPacketHandling);
// This thread will process the packets received that are placed on the packetInbox
Watchdog.StartThread(
IncomingPacketHandler,
string.Format("Incoming Packets ({0})", m_scene.RegionInfo.RegionName),
ThreadPriority.Normal,
false,
true,
GetWatchdogIncomingAlarmData,
Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
}
private new void StartOutbound()
{
m_log.Info("[LLUDPSERVER]: Starting outbound packet processing for the LLUDP server");
base.StartOutbound();
Watchdog.StartThread(
OutgoingPacketHandler,
string.Format("Outgoing Packets ({0})", m_scene.RegionInfo.RegionName),
ThreadPriority.Normal,
false,
true,
GetWatchdogOutgoingAlarmData,
Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
}
public void Stop()
{
m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
base.StopOutbound();
base.StopInbound();
}
protected override bool EnablePools()
{
if (!UsePools)
{
base.EnablePools();
m_incomingPacketPool = new Pool(() => new IncomingPacket(), 500);
return true;
}
return false;
}
protected override bool DisablePools()
{
if (UsePools)
{
base.DisablePools();
StatsManager.DeregisterStat(m_incomingPacketPoolStat);
// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
return true;
}
return false;
}
///
/// This is a seperate method so that it can be called once we have an m_scene to distinguish different scene
/// stats.
///
private void EnablePoolStats()
{
m_poolCountStat
= new Stat(
"UDPPacketBufferPoolCount",
"Objects within the UDPPacketBuffer pool",
"The number of objects currently stored within the UDPPacketBuffer pool",
"",
"clientstack",
m_scene.Name,
StatType.Pull,
stat => stat.Value = Pool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_poolCountStat);
m_incomingPacketPoolStat
= new Stat(
"IncomingPacketPoolCount",
"Objects within incoming packet pool",
"The number of objects currently stored within the incoming packet pool",
"",
"clientstack",
m_scene.Name,
StatType.Pull,
stat => stat.Value = m_incomingPacketPool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_incomingPacketPoolStat);
}
///
/// Disables pool stats.
///
private void DisablePoolStats()
{
StatsManager.DeregisterStat(m_poolCountStat);
m_poolCountStat = null;
StatsManager.DeregisterStat(m_incomingPacketPoolStat);
m_incomingPacketPoolStat = null;
}
///
/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
///
///
private string GetWatchdogIncomingAlarmData()
{
return string.Format(
"Client is {0}",
m_currentIncomingClient != null ? m_currentIncomingClient.Name : "none");
}
///
/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
///
///
private string GetWatchdogOutgoingAlarmData()
{
return string.Format(
"Client is {0}",
m_currentOutgoingClient != null ? m_currentOutgoingClient.Name : "none");
}
public void AddScene(IScene scene)
{
if (m_scene != null)
{
m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
return;
}
if (!(scene is Scene))
{
m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
return;
}
m_scene = (Scene)scene;
m_location = new Location(m_scene.RegionInfo.RegionHandle);
// XXX: These stats are also pool stats but we register them separately since they are currently not
// turned on and off by EnablePools()/DisablePools()
StatsManager.RegisterStat(
new PercentageStat(
"PacketsReused",
"Packets reused",
"Number of packets reused out of all requests to the packet pool",
"clientstack",
m_scene.Name,
StatType.Pull,
stat =>
{ PercentageStat pstat = (PercentageStat)stat;
pstat.Consequent = PacketPool.Instance.PacketsRequested;
pstat.Antecedent = PacketPool.Instance.PacketsReused; },
StatVerbosity.Debug));
StatsManager.RegisterStat(
new PercentageStat(
"PacketDataBlocksReused",
"Packet data blocks reused",
"Number of data blocks reused out of all requests to the packet pool",
"clientstack",
m_scene.Name,
StatType.Pull,
stat =>
{ PercentageStat pstat = (PercentageStat)stat;
pstat.Consequent = PacketPool.Instance.BlocksRequested;
pstat.Antecedent = PacketPool.Instance.BlocksReused; },
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"PacketsPoolCount",
"Objects within the packet pool",
"The number of objects currently stored within the packet pool",
"",
"clientstack",
m_scene.Name,
StatType.Pull,
stat => stat.Value = PacketPool.Instance.PacketsPooled,
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"PacketDataBlocksPoolCount",
"Objects within the packet data block pool",
"The number of objects currently stored within the packet data block pool",
"",
"clientstack",
m_scene.Name,
StatType.Pull,
stat => stat.Value = PacketPool.Instance.BlocksPooled,
StatVerbosity.Debug));
// We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
// scene name
if (UsePools)
EnablePoolStats();
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp start",
"debug lludp start ",
"Control LLUDP packet processing.",
"No effect if packet processing has already started.\n"
+ "in - start inbound processing.\n"
+ "out - start outbound processing.\n"
+ "all - start in and outbound processing.\n",
HandleStartCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp stop",
"debug lludp stop ",
"Stop LLUDP packet processing.",
"No effect if packet processing has already stopped.\n"
+ "in - stop inbound processing.\n"
+ "out - stop outbound processing.\n"
+ "all - stop in and outbound processing.\n",
HandleStopCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp pool",
"debug lludp pool ",
"Turn object pooling within the lludp component on or off.",
HandlePoolCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp status",
"debug lludp status",
"Return status of LLUDP packet processing.",
HandleStatusCommand);
}
private void HandleStartCommand(string module, string[] args)
{
if (args.Length != 4)
{
MainConsole.Instance.Output("Usage: debug lludp start ");
return;
}
string subCommand = args[3];
if (subCommand == "in" || subCommand == "all")
StartInbound();
if (subCommand == "out" || subCommand == "all")
StartOutbound();
}
private void HandleStopCommand(string module, string[] args)
{
if (args.Length != 4)
{
MainConsole.Instance.Output("Usage: debug lludp stop ");
return;
}
string subCommand = args[3];
if (subCommand == "in" || subCommand == "all")
StopInbound();
if (subCommand == "out" || subCommand == "all")
StopOutbound();
}
private void HandlePoolCommand(string module, string[] args)
{
if (args.Length != 4)
{
MainConsole.Instance.Output("Usage: debug lludp pool ");
return;
}
string enabled = args[3];
if (enabled == "on")
{
if (EnablePools())
{
EnablePoolStats();
MainConsole.Instance.OutputFormat("Packet pools enabled on {0}", m_scene.Name);
}
}
else if (enabled == "off")
{
if (DisablePools())
{
DisablePoolStats();
MainConsole.Instance.OutputFormat("Packet pools disabled on {0}", m_scene.Name);
}
}
else
{
MainConsole.Instance.Output("Usage: debug lludp pool ");
}
}
private void HandleStatusCommand(string module, string[] args)
{
MainConsole.Instance.OutputFormat(
"IN LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningInbound ? "enabled" : "disabled");
MainConsole.Instance.OutputFormat(
"OUT LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningOutbound ? "enabled" : "disabled");
MainConsole.Instance.OutputFormat("LLUDP pools in {0} are {1}", m_scene.Name, UsePools ? "on" : "off");
}
public bool HandlesRegion(Location x)
{
return x == m_location;
}
public void BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting)
{
// CoarseLocationUpdate and AvatarGroupsReply packets cannot be split in an automated way
if ((packet.Type == PacketType.CoarseLocationUpdate || packet.Type == PacketType.AvatarGroupsReply) && allowSplitting)
allowSplitting = false;
if (allowSplitting && packet.HasVariableBlocks)
{
byte[][] datas = packet.ToBytesMultiple();
int packetCount = datas.Length;
if (packetCount < 1)
m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
for (int i = 0; i < packetCount; i++)
{
byte[] data = datas[i];
m_scene.ForEachClient(
delegate(IClientAPI client)
{
if (client is LLClientView)
SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category, null);
}
);
}
}
else
{
byte[] data = packet.ToBytes();
m_scene.ForEachClient(
delegate(IClientAPI client)
{
if (client is LLClientView)
SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category, null);
}
);
}
}
///
/// Start the process of sending a packet to the client.
///
///
///
///
///
///
/// The method to call if the packet is not acked by the client. If null, then a standard
/// resend of the packet is done.
///
public virtual void SendPacket(
LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
{
// CoarseLocationUpdate packets cannot be split in an automated way
if (packet.Type == PacketType.CoarseLocationUpdate && allowSplitting)
allowSplitting = false;
if (allowSplitting && packet.HasVariableBlocks)
{
byte[][] datas = packet.ToBytesMultiple();
int packetCount = datas.Length;
if (packetCount < 1)
m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
for (int i = 0; i < packetCount; i++)
{
byte[] data = datas[i];
SendPacketData(udpClient, data, packet.Type, category, method);
}
}
else
{
byte[] data = packet.ToBytes();
SendPacketData(udpClient, data, packet.Type, category, method);
}
PacketPool.Instance.ReturnPacket(packet);
}
///
/// Start the process of sending a packet to the client.
///
///
///
///
///
///
/// The method to call if the packet is not acked by the client. If null, then a standard
/// resend of the packet is done.
///
public void SendPacketData(
LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category, UnackedPacketMethod method)
{
int dataLength = data.Length;
bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0;
bool doCopy = true;
// Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum.
// The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
// there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
// to accomodate for both common scenarios and provide ample room for ACK appending in both
int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
// Zerocode if needed
if (doZerocode)
{
try
{
dataLength = Helpers.ZeroEncode(data, dataLength, buffer.Data);
doCopy = false;
}
catch (IndexOutOfRangeException)
{
// The packet grew larger than the bufferSize while zerocoding.
// Remove the MSG_ZEROCODED flag and send the unencoded data
// instead
m_log.Debug("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding for " + type + ". DataLength=" + dataLength +
" and BufferLength=" + buffer.Data.Length + ". Removing MSG_ZEROCODED flag");
data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
}
}
// If the packet data wasn't already copied during zerocoding, copy it now
if (doCopy)
{
if (dataLength <= buffer.Data.Length)
{
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
else
{
bufferSize = dataLength;
buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
// m_log.Error("[LLUDPSERVER]: Packet exceeded buffer size! This could be an indication of packet assembly not obeying the MTU. Type=" +
// type + ", DataLength=" + dataLength + ", BufferLength=" + buffer.Data.Length + ". Dropping packet");
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
}
buffer.DataLength = dataLength;
#region Queue or Send
OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null);
// If we were not provided a method for handling unacked, use the UDPServer default method
outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method);
// If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
// continue to display the deleted object until relog. Therefore, we need to always queue a kill object
// packet so that it isn't sent before a queued update packet.
bool requestQueue = type == PacketType.KillObject;
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, requestQueue))
SendPacketFinal(outgoingPacket);
#endregion Queue or Send
}
public void SendAcks(LLUDPClient udpClient)
{
uint ack;
if (udpClient.PendingAcks.Dequeue(out ack))
{
List blocks = new List();
PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock();
block.ID = ack;
blocks.Add(block);
while (udpClient.PendingAcks.Dequeue(out ack))
{
block = new PacketAckPacket.PacketsBlock();
block.ID = ack;
blocks.Add(block);
}
PacketAckPacket packet = new PacketAckPacket();
packet.Header.Reliable = false;
packet.Packets = blocks.ToArray();
SendPacket(udpClient, packet, ThrottleOutPacketType.Unknown, true, null);
}
}
public void SendPing(LLUDPClient udpClient)
{
StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck);
pc.Header.Reliable = false;
pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++;
// We *could* get OldestUnacked, but it would hurt performance and not provide any benefit
pc.PingID.OldestUnacked = 0;
SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false, null);
}
public void CompletePing(LLUDPClient udpClient, byte pingID)
{
CompletePingCheckPacket completePing = new CompletePingCheckPacket();
completePing.PingID.PingID = pingID;
SendPacket(udpClient, completePing, ThrottleOutPacketType.Unknown, false, null);
}
public void HandleUnacked(LLClientView client)
{
LLUDPClient udpClient = client.UDPClient;
if (!udpClient.IsConnected)
return;
// Disconnect an agent if no packets are received for some time
int timeoutTicks = m_ackTimeout;
// Allow more slack if the client is "paused" eg file upload dialogue is open
// Some sort of limit is needed in case the client crashes, loses its network connection
// or some other disaster prevents it from sendung the AgentResume
if (udpClient.IsPaused)
timeoutTicks = m_pausedAckTimeout;
if (client.IsActive &&
(Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks)
{
// We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even
// though it's set later on by LLClientView.Close()
client.IsActive = false;
// Fire this out on a different thread so that we don't hold up outgoing packet processing for
// everybody else if this is being called due to an ack timeout.
// This is the same as processing as the async process of a logout request.
Util.FireAndForget(o => DeactivateClientDueToTimeout(client));
return;
}
// Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
List expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
if (expiredPackets != null)
{
//m_log.Debug("[LLUDPSERVER]: Handling " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
// Exponential backoff of the retransmission timeout
udpClient.BackoffRTO();
for (int i = 0; i < expiredPackets.Count; ++i)
expiredPackets[i].UnackedMethod(expiredPackets[i]);
}
}
public void ResendUnacked(OutgoingPacket outgoingPacket)
{
//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);
// Requeue or resend the packet
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, false))
SendPacketFinal(outgoingPacket);
}
public void Flush(LLUDPClient udpClient)
{
// FIXME: Implement?
}
///
/// Actually send a packet to a client.
///
///
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);
}
}
else
{
Interlocked.Increment(ref udpClient.PacketsResent);
}
#endregion Sequence Number Assignment
// Stats tracking
Interlocked.Increment(ref udpClient.PacketsSent);
// 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;
}
public override void PacketReceived(UDPPacketBuffer buffer)
{
// Debugging/Profiling
//try { Thread.CurrentThread.Name = "PacketReceived (" + m_scene.RegionInfo.RegionName + ")"; }
//catch (Exception) { }
// m_log.DebugFormat(
// "[LLUDPSERVER]: Packet received from {0} in {1}", buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
LLUDPClient udpClient = null;
Packet packet = null;
int packetEnd = buffer.DataLength - 1;
IPEndPoint endPoint = (IPEndPoint)buffer.RemoteEndPoint;
#region Decoding
if (buffer.DataLength < 7)
{
// m_log.WarnFormat(
// "[LLUDPSERVER]: Dropping undersized packet with {0} bytes received from {1} in {2}",
// buffer.DataLength, buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
return; // Drop undersized packet
}
int headerLen = 7;
if (buffer.Data[6] == 0xFF)
{
if (buffer.Data[7] == 0xFF)
headerLen = 10;
else
headerLen = 8;
}
if (buffer.DataLength < headerLen)
{
// m_log.WarnFormat(
// "[LLUDPSERVER]: Dropping packet with malformed header received from {0} in {1}",
// buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
return; // Malformed header
}
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);
// If OpenSimUDPBase.UsePool == true (which is currently separate from the PacketPool) then we
// assume that packet construction does not retain a reference to byte[] buffer.Data (instead, all
// bytes are copied out).
packet = PacketPool.Instance.GetPacket(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)
{
}
catch (IndexOutOfRangeException)
{
// m_log.WarnFormat(
// "[LLUDPSERVER]: Dropping short packet received from {0} in {1}",
// buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
return; // Drop short packet
}
catch (Exception e)
{
if (m_malformedCount < 100)
m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString());
m_malformedCount++;
if ((m_malformedCount % 100000) == 0)
m_log.DebugFormat("[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack.", m_malformedCount);
}
// 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
// If there is already a client for this endpoint, don't process UseCircuitCode
IClientAPI client = null;
if (!m_scene.TryGetClient(endPoint, out client) || !(client is LLClientView))
{
// UseCircuitCode handling
if (packet.Type == PacketType.UseCircuitCode)
{
// And if there is a UseCircuitCode pending, also drop it
lock (m_pendingCache)
{
if (m_pendingCache.Contains(endPoint))
return;
m_pendingCache.AddOrUpdate(endPoint, new Queue(), 60);
}
// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
// buffer.
object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
Util.FireAndForget(HandleUseCircuitCode, array);
return;
}
}
// If this is a pending connection, enqueue, don't process yet
lock (m_pendingCache)
{
Queue queue;
if (m_pendingCache.TryGetValue(endPoint, out queue))
{
//m_log.DebugFormat("[LLUDPSERVER]: Enqueued a {0} packet into the pending queue", packet.Type);
queue.Enqueue(buffer);
return;
}
}
// Determine which agent this packet came from
if (client == null || !(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)
{
// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
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)
{
// m_log.DebugFormat(
// "[LLUDPSERVER]: Handling {0} appended acks from {1} in {2}",
// packet.Header.AckList.Length, client.Name, m_scene.Name);
for (int i = 0; i < packet.Header.AckList.Length; i++)
udpClient.NeedAcks.Acknowledge(packet.Header.AckList[i], now, packet.Header.Resent);
}
// Handle PacketAck packets
if (packet.Type == PacketType.PacketAck)
{
PacketAckPacket ackPacket = (PacketAckPacket)packet;
// m_log.DebugFormat(
// "[LLUDPSERVER]: Handling {0} packet acks for {1} in {2}",
// ackPacket.Packets.Length, client.Name, m_scene.Name);
for (int i = 0; i < ackPacket.Packets.Length; i++)
udpClient.NeedAcks.Acknowledge(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)
{
// m_log.DebugFormat(
// "[LLUDPSERVER]: Adding ack request for {0} {1} from {2} in {3}",
// packet.Type, packet.Header.Sequence, client.Name, m_scene.Name);
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)
{
// m_log.DebugFormat("[LLUDPSERVER]: Handling ping from {0} in {1}", client.Name, m_scene.Name);
// 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
IncomingPacket incomingPacket;
// Inbox insertion
if (UsePools)
{
incomingPacket = m_incomingPacketPool.GetObject();
incomingPacket.Client = (LLClientView)client;
incomingPacket.Packet = packet;
}
else
{
incomingPacket = new IncomingPacket((LLClientView)client, packet);
}
if (incomingPacket.Packet.Type == PacketType.AgentUpdate ||
incomingPacket.Packet.Type == PacketType.ChatFromViewer)
packetInbox.EnqueueHigh(incomingPacket);
else
packetInbox.EnqueueLow(incomingPacket);
}
#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)
{
IPEndPoint endPoint = null;
IClientAPI client = null;
try
{
// DateTime startTime = DateTime.Now;
object[] array = (object[])o;
endPoint = (IPEndPoint)array[0];
UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
m_log.DebugFormat(
"[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} to {1} from IP {2}",
uccp.CircuitCode.Code, m_scene.RegionInfo.RegionName, endPoint);
AuthenticateResponse sessionInfo;
if (IsClientAuthorized(uccp, out sessionInfo))
{
// Begin the process of adding the client to the simulator
client
= AddClient(
uccp.CircuitCode.Code,
uccp.CircuitCode.ID,
uccp.CircuitCode.SessionID,
endPoint,
sessionInfo);
// Send ack straight away to let the viewer know that the connection is active.
// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
// circuit code to the existing child agent. This is not particularly obvious.
SendAckImmediate(endPoint, uccp.Header.Sequence);
// We only want to send initial data to new clients, not ones which are being converted from child to root.
if (client != null)
client.SceneAgent.SendInitialDataToMe();
// Now we know we can handle more data
Thread.Sleep(200);
// Obtain the queue and remove it from the cache
Queue queue = null;
lock (m_pendingCache)
{
if (!m_pendingCache.TryGetValue(endPoint, out queue))
{
m_log.DebugFormat("[LLUDPSERVER]: Client created but no pending queue present");
return;
}
m_pendingCache.Remove(endPoint);
}
m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
// Reinject queued packets
while(queue.Count > 0)
{
UDPPacketBuffer buf = queue.Dequeue();
PacketReceived(buf);
}
queue = null;
}
else
{
// Don't create clients for unauthorized requesters.
m_log.WarnFormat(
"[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint);
lock (m_pendingCache)
m_pendingCache.Remove(endPoint);
}
// m_log.DebugFormat(
// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
}
catch (Exception e)
{
m_log.ErrorFormat(
"[LLUDPSERVER]: UseCircuitCode handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
endPoint != null ? endPoint.ToString() : "n/a",
client != null ? client.Name : "unknown",
client != null ? client.AgentId.ToString() : "unknown",
e.Message,
e.StackTrace);
}
}
///
/// Send an ack immediately to the given endpoint.
///
///
/// FIXME: Might be possible to use SendPacketData() like everything else, but this will require refactoring so
/// that we can obtain the UDPClient easily at this point.
///
///
///
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;
SendAckImmediate(remoteEndpoint, ack);
}
public virtual void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
{
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;
}
///
/// Add a client.
///
///
///
///
///
///
/// The client if it was added. Null if the client already existed.
protected virtual IClientAPI AddClient(
uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
{
IClientAPI client = null;
// We currently synchronize this code across the whole scene to avoid issues such as
// http://opensimulator.org/mantis/view.php?id=5365 However, once locking per agent circuit can be done
// consistently, this lock could probably be removed.
lock (this)
{
if (!m_scene.TryGetClient(agentID, out client))
{
LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
client = new LLClientView(m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
client.OnLogout += LogoutHandler;
((LLClientView)client).DisableFacelights = m_disableFacelights;
client.Start();
}
}
return client;
}
///
/// Deactivates the client if we don't receive any packets within a certain amount of time (default 60 seconds).
///
///
/// If a connection is active then we will always receive packets even if nothing else is happening, due to
/// regular client pings.
///
///
private void DeactivateClientDueToTimeout(LLClientView client)
{
lock (client.CloseSyncLock)
{
m_log.WarnFormat(
"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
if (!client.SceneAgent.IsChildAgent)
client.Kick("Simulator logged you out due to connection timeout");
client.CloseWithoutChecks(true);
}
}
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 (IsRunningInbound)
{
m_scene.ThreadAlive(1);
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);
if (UsePools)
m_incomingPacketPool.ReturnObject(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 once here to avoid allocating a new
// Action generic every round
Action clientPacketHandler = ClientOutgoingPacketHandler;
while (base.IsRunningOutbound)
{
m_scene.ThreadAlive(2);
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
// Use this for emergency monitoring -- bug hunting
//if (m_scene.EmergencyMonitoring)
// clientPacketHandler = MonitoredClientOutgoingPacketHandler;
//else
// clientPacketHandler = ClientOutgoingPacketHandler;
// 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);
m_currentOutgoingClient = null;
// 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();
}
protected void ClientOutgoingPacketHandler(IClientAPI client)
{
m_currentOutgoingClient = client;
try
{
if (client is LLClientView)
{
LLClientView llClient = (LLClientView)client;
LLUDPClient udpClient = llClient.UDPClient;
if (udpClient.IsConnected)
{
if (m_resendUnacked)
HandleUnacked(llClient);
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(
string.Format("[LLUDPSERVER]: OutgoingPacketHandler iteration for {0} threw ", client.Name), ex);
}
}
#region Emergency Monitoring
// Alternative packet handler fuull of instrumentation
// Handy for hunting bugs
private Stopwatch watch1 = new Stopwatch();
private Stopwatch watch2 = new Stopwatch();
private float avgProcessingTicks = 0;
private float avgResendUnackedTicks = 0;
private float avgSendAcksTicks = 0;
private float avgSendPingTicks = 0;
private float avgDequeueTicks = 0;
private long nticks = 0;
private long nticksUnack = 0;
private long nticksAck = 0;
private long nticksPing = 0;
private int npacksSent = 0;
private int npackNotSent = 0;
///
/// Number of inbound packets processed since startup.
///
public long IncomingPacketsProcessed { get; private set; }
private void MonitoredClientOutgoingPacketHandler(IClientAPI client)
{
nticks++;
watch1.Start();
m_currentOutgoingClient = client;
try
{
if (client is LLClientView)
{
LLClientView llClient = (LLClientView)client;
LLUDPClient udpClient = llClient.UDPClient;
if (udpClient.IsConnected)
{
if (m_resendUnacked)
{
nticksUnack++;
watch2.Start();
HandleUnacked(llClient);
watch2.Stop();
avgResendUnackedTicks = (nticksUnack - 1)/(float)nticksUnack * avgResendUnackedTicks + (watch2.ElapsedTicks / (float)nticksUnack);
watch2.Reset();
}
if (m_sendAcks)
{
nticksAck++;
watch2.Start();
SendAcks(udpClient);
watch2.Stop();
avgSendAcksTicks = (nticksAck - 1) / (float)nticksAck * avgSendAcksTicks + (watch2.ElapsedTicks / (float)nticksAck);
watch2.Reset();
}
if (m_sendPing)
{
nticksPing++;
watch2.Start();
SendPing(udpClient);
watch2.Stop();
avgSendPingTicks = (nticksPing - 1) / (float)nticksPing * avgSendPingTicks + (watch2.ElapsedTicks / (float)nticksPing);
watch2.Reset();
}
watch2.Start();
// Dequeue any outgoing packets that are within the throttle limits
if (udpClient.DequeueOutgoing())
{
m_packetSent = true;
npacksSent++;
}
else
{
npackNotSent++;
}
watch2.Stop();
avgDequeueTicks = (nticks - 1) / (float)nticks * avgDequeueTicks + (watch2.ElapsedTicks / (float)nticks);
watch2.Reset();
}
else
{
m_log.WarnFormat("[LLUDPSERVER]: Client is not connected");
}
}
}
catch (Exception ex)
{
m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler iteration for " + client.Name +
" threw an exception: " + ex.Message, ex);
}
watch1.Stop();
avgProcessingTicks = (nticks - 1) / (float)nticks * avgProcessingTicks + (watch1.ElapsedTicks / (float)nticks);
watch1.Reset();
// reuse this -- it's every ~100ms
if (m_scene.EmergencyMonitoring && nticks % 100 == 0)
{
m_log.InfoFormat("[LLUDPSERVER]: avg processing ticks: {0} avg unacked: {1} avg acks: {2} avg ping: {3} avg dequeue: {4} (TickCountRes: {5} sent: {6} notsent: {7})",
avgProcessingTicks, avgResendUnackedTicks, avgSendAcksTicks, avgSendPingTicks, avgDequeueTicks, TickCountResolution, npacksSent, npackNotSent);
npackNotSent = npacksSent = 0;
}
}
#endregion
private void ProcessInPacket(IncomingPacket incomingPacket)
{
Packet packet = incomingPacket.Packet;
LLClientView client = incomingPacket.Client;
// if (client.IsActive)
// {
m_currentIncomingClient = 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.Error(
string.Format(
"[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw ",
client.Name, packet.Type),
e);
}
finally
{
m_currentIncomingClient = null;
}
// }
// else
// {
// m_log.DebugFormat(
// "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
// packet.Type, client.Name, m_scene.RegionInfo.RegionName);
// }
IncomingPacketsProcessed++;
}
protected void LogoutHandler(IClientAPI client)
{
client.SendLogoutPacket();
if (!client.IsLoggingOut)
{
client.IsLoggingOut = true;
client.Close(false, false);
}
}
}
internal class DoubleQueue where T:class
{
private Queue m_lowQueue = new Queue();
private Queue m_highQueue = new Queue();
private object m_syncRoot = new object();
private Semaphore m_s = new Semaphore(0, 1);
public DoubleQueue()
{
}
public virtual int Count
{
get { return m_highQueue.Count + m_lowQueue.Count; }
}
public virtual void Enqueue(T data)
{
Enqueue(m_lowQueue, data);
}
public virtual void EnqueueLow(T data)
{
Enqueue(m_lowQueue, data);
}
public virtual void EnqueueHigh(T data)
{
Enqueue(m_highQueue, data);
}
private void Enqueue(Queue q, T data)
{
lock (m_syncRoot)
{
m_lowQueue.Enqueue(data);
m_s.WaitOne(0);
m_s.Release();
}
}
public virtual T Dequeue()
{
return Dequeue(Timeout.Infinite);
}
public virtual T Dequeue(int tmo)
{
return Dequeue(TimeSpan.FromMilliseconds(tmo));
}
public virtual T Dequeue(TimeSpan wait)
{
T res = null;
if (!Dequeue(wait, ref res))
return null;
return res;
}
public bool Dequeue(int timeout, ref T res)
{
return Dequeue(TimeSpan.FromMilliseconds(timeout), ref res);
}
public bool Dequeue(TimeSpan wait, ref T res)
{
if (!m_s.WaitOne(wait))
return false;
lock (m_syncRoot)
{
if (m_highQueue.Count > 0)
res = m_highQueue.Dequeue();
else
res = m_lowQueue.Dequeue();
if (m_highQueue.Count == 0 && m_lowQueue.Count == 0)
return true;
try
{
m_s.Release();
}
catch
{
}
return true;
}
}
public virtual void Clear()
{
lock (m_syncRoot)
{
// Make sure sem count is 0
m_s.WaitOne(0);
m_lowQueue.Clear();
m_highQueue.Clear();
}
}
}
}