/* * Copyright (c) 2006, Clutch, Inc. * Original Author: Jeff Cesnik * All rights reserved. * * - 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. * - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Net; using System.Net.Sockets; using System.Threading; using log4net; using OpenSim.Framework; using OpenSim.Framework.Monitoring; namespace OpenMetaverse { /// /// Base UDP server /// public abstract class OpenSimUDPBase { private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); /// /// This method is called when an incoming packet is received /// /// Incoming packet buffer public abstract void PacketReceived(UDPPacketBuffer buffer); /// UDP port to bind to in server mode protected int m_udpPort; /// Local IP address to bind to in server mode protected IPAddress m_localBindAddress; /// UDP socket, used in either client or server mode private Socket m_udpSocket; /// Flag to process packets asynchronously or synchronously private bool m_asyncPacketHandling; /// /// Are we to use object pool(s) to reduce memory churn when receiving data? /// public bool UsePools { get; protected set; } /// /// Pool to use for handling data. May be null if UsePools = false; /// protected OpenSim.Framework.Pool Pool { get; private set; } /// Returns true if the server is currently listening for inbound packets, otherwise false public bool IsRunningInbound { get; private set; } /// Returns true if the server is currently sending outbound packets, otherwise false /// If IsRunningOut = false, then any request to send a packet is simply dropped. public bool IsRunningOutbound { get; private set; } /// /// Number of UDP receives. /// public int UdpReceives { get; private set; } /// /// Number of UDP sends /// public int UdpSends { get; private set; } /// /// Number of receives over which to establish a receive time average. /// private readonly static int s_receiveTimeSamples = 500; /// /// Current number of samples taken to establish a receive time average. /// private int m_currentReceiveTimeSamples; /// /// Cumulative receive time for the sample so far. /// private int m_receiveTicksInCurrentSamplePeriod; /// /// The average time taken for each require receive in the last sample. /// public float AverageReceiveTicksForLastSamplePeriod { get; private set; } #region PacketDropDebugging /// /// For debugging purposes only... random number generator for dropping /// outbound packets. /// private Random m_dropRandomGenerator = new Random(); /// /// For debugging purposes only... parameters for a simplified /// model of packet loss with bursts, overall drop rate should /// be roughly 1 - m_dropLengthProbability / (m_dropProbabiliy + m_dropLengthProbability) /// which is about 1% for parameters 0.0015 and 0.15 /// private double m_dropProbability = 0.0030; private double m_dropLengthProbability = 0.15; private bool m_dropState = false; /// /// For debugging purposes only... parameters to control the time /// duration over which packet loss bursts can occur, if no packets /// have been sent for m_dropResetTicks milliseconds, then reset the /// state of the packet dropper to its default. /// private int m_dropLastTick = 0; private int m_dropResetTicks = 500; /// /// Debugging code used to simulate dropped packets with bursts /// private bool DropOutgoingPacket() { double rnum = m_dropRandomGenerator.NextDouble(); // if the connection has been idle for awhile (more than m_dropResetTicks) then // reset the state to the default state, don't continue a burst int curtick = Util.EnvironmentTickCount(); if (Util.EnvironmentTickCountSubtract(curtick, m_dropLastTick) > m_dropResetTicks) m_dropState = false; m_dropLastTick = curtick; // if we are dropping packets, then the probability of dropping // this packet is the probability that we stay in the burst if (m_dropState) { m_dropState = (rnum < (1.0 - m_dropLengthProbability)) ? true : false; } else { m_dropState = (rnum < m_dropProbability) ? true : false; } return m_dropState; } #endregion PacketDropDebugging /// /// Default constructor /// /// Local IP address to bind the server to /// Port to listening for incoming UDP packets on /// /// Are we to use an object pool to get objects for handing inbound data? public OpenSimUDPBase(IPAddress bindAddress, int port) { m_localBindAddress = bindAddress; m_udpPort = port; // for debugging purposes only, initializes the random number generator // used for simulating packet loss // m_dropRandomGenerator = new Random(); } ~OpenSimUDPBase() { if(m_udpSocket !=null) try { m_udpSocket.Close(); } catch { } } /// /// Start inbound UDP packet handling. /// /// 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 /// Set this to true to start /// receiving more packets while current packet handler callbacks are /// still running. Setting this to false will complete each packet /// callback before the next packet is processed /// This method will attempt to set the SIO_UDP_CONNRESET flag /// on the socket to get newer versions of Windows to behave in a sane /// manner (not throwing an exception when the remote side resets the /// connection). This call is ignored on Mono where the flag is not /// necessary public virtual void StartInbound(int recvBufferSize, bool asyncPacketHandling) { m_asyncPacketHandling = asyncPacketHandling; if (!IsRunningInbound) { m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop"); const int SIO_UDP_CONNRESET = -1744830452; IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); m_udpSocket = new Socket( AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); // OpenSim may need this but in AVN, this messes up automated // sim restarts badly //m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false); try { if (m_udpSocket.Ttl < 128) { m_udpSocket.Ttl = 128; } } catch (SocketException) { m_log.Debug("[UDPBASE]: Failed to increase default TTL"); } try { // This udp socket flag is not supported under mono, // so we'll catch the exception and continue m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null); m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag set"); } catch (SocketException) { m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring"); } // On at least Mono 3.2.8, multiple UDP sockets can bind to the same port by default. At the moment // we never want two regions to listen on the same port as they cannot demultiplex each other's messages, // leading to a confusing bug. // By default, Windows does not allow two sockets to bind to the same port. m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false); if (recvBufferSize != 0) m_udpSocket.ReceiveBufferSize = recvBufferSize; m_udpSocket.Bind(ipep); IsRunningInbound = true; // kick off an async receive. The Start() method will return, the // actual receives will occur asynchronously and will be caught in // AsyncEndRecieve(). AsyncBeginReceive(); } } /// /// Start outbound UDP packet handling. /// public virtual void StartOutbound() { m_log.DebugFormat("[UDPBASE]: Starting outbound UDP loop"); IsRunningOutbound = true; } public virtual void StopInbound() { if (IsRunningInbound) { m_log.DebugFormat("[UDPBASE]: Stopping inbound UDP loop"); IsRunningInbound = false; m_udpSocket.Close(); } } public virtual void StopOutbound() { m_log.DebugFormat("[UDPBASE]: Stopping outbound UDP loop"); IsRunningOutbound = false; } public virtual bool EnablePools() { if (!UsePools) { Pool = new Pool(() => new UDPPacketBuffer(), 500); UsePools = true; return true; } return false; } public virtual bool DisablePools() { if (UsePools) { UsePools = false; // 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; } private void AsyncBeginReceive() { UDPPacketBuffer buf; // FIXME: Disabled for now as this causes issues with reused packet objects interfering with each other // on Windows with m_asyncPacketHandling = true, though this has not been seen on Linux. // Possibly some unexpected issue with fetching UDP data concurrently with multiple threads. Requires more investigation. // if (UsePools) // buf = Pool.GetObject(); // else buf = new UDPPacketBuffer(); if (IsRunningInbound) { try { // kick off an async read m_udpSocket.BeginReceiveFrom( //wrappedBuffer.Instance.Data, buf.Data, 0, UDPPacketBuffer.BUFFER_SIZE, SocketFlags.None, ref buf.RemoteEndPoint, AsyncEndReceive, //wrappedBuffer); buf); } catch (SocketException e) { if (e.SocketErrorCode == SocketError.ConnectionReset) { m_log.Warn("[UDPBASE]: SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + m_udpPort); bool salvaged = false; while (!salvaged) { try { m_udpSocket.BeginReceiveFrom( //wrappedBuffer.Instance.Data, buf.Data, 0, UDPPacketBuffer.BUFFER_SIZE, SocketFlags.None, ref buf.RemoteEndPoint, AsyncEndReceive, //wrappedBuffer); buf); salvaged = true; } catch (SocketException) { } catch (ObjectDisposedException) { return; } } m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort); } } catch (ObjectDisposedException e) { m_log.Error( string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e); } catch (Exception e) { m_log.Error( string.Format("[UDPBASE]: Error processing UDP begin receive {0}. Exception ", UdpReceives), e); } } } private void AsyncEndReceive(IAsyncResult iar) { // Asynchronous receive operations will complete here through the call // to AsyncBeginReceive if (IsRunningInbound) { UdpReceives++; // Asynchronous mode will start another receive before the // callback for this packet is even fired. Very parallel :-) if (m_asyncPacketHandling) AsyncBeginReceive(); try { // get the buffer that was created in AsyncBeginReceive // this is the received data UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState; int startTick = Util.EnvironmentTickCount(); // get the length of data actually read from the socket, store it with the // buffer buffer.DataLength = m_udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint); // call the abstract method PacketReceived(), passing the buffer that // has just been filled from the socket read. PacketReceived(buffer); // If more than one thread can be calling AsyncEndReceive() at once (e.g. if m_asyncPacketHandler) // then a particular stat may be inaccurate due to a race condition. We won't worry about this // since this should be rare and won't cause a runtime problem. if (m_currentReceiveTimeSamples >= s_receiveTimeSamples) { AverageReceiveTicksForLastSamplePeriod = (float)m_receiveTicksInCurrentSamplePeriod / s_receiveTimeSamples; m_receiveTicksInCurrentSamplePeriod = 0; m_currentReceiveTimeSamples = 0; } else { m_receiveTicksInCurrentSamplePeriod += Util.EnvironmentTickCountSubtract(startTick); m_currentReceiveTimeSamples++; } } catch (SocketException se) { m_log.Error( string.Format( "[UDPBASE]: Error processing UDP end receive {0}, socket error code {1}. Exception ", UdpReceives, se.ErrorCode), se); } catch (ObjectDisposedException e) { m_log.Error( string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e); } catch (Exception e) { m_log.Error( string.Format("[UDPBASE]: Error processing UDP end receive {0}. Exception ", UdpReceives), e); } finally { // if (UsePools) // Pool.ReturnObject(buffer); // Synchronous mode waits until the packet callback completes // before starting the receive to fetch another packet if (!m_asyncPacketHandling) AsyncBeginReceive(); } } } public void AsyncBeginSend(UDPPacketBuffer buf) { // if (IsRunningOutbound) // { // This is strictly for debugging purposes to simulate dropped // packets when testing throttles & retransmission code // if (DropOutgoingPacket()) // return; try { m_udpSocket.BeginSendTo( buf.Data, 0, buf.DataLength, SocketFlags.None, buf.RemoteEndPoint, AsyncEndSend, buf); } catch (SocketException) { } catch (ObjectDisposedException) { } // } } void AsyncEndSend(IAsyncResult result) { try { // UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState; m_udpSocket.EndSendTo(result); UdpSends++; } catch (SocketException) { } catch (ObjectDisposedException) { } } } }