/*
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*
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*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Reflection;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.ClientStack.LindenUDP
{
///
/// This class handles the initial UDP circuit setup with a client and passes on subsequent packets to the LLPacketServer
///
public class LLUDPServer : ILLClientStackNetworkHandler, IClientNetworkServer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// The client circuits established with this UDP server. If a client exists here we can also assume that
/// it is populated in clientCircuits_reverse and proxyCircuits (if relevant)
///
protected Dictionary clientCircuits = new Dictionary();
public Hashtable clientCircuits_reverse = Hashtable.Synchronized(new Hashtable());
protected Dictionary proxyCircuits = new Dictionary();
private Socket m_socket;
protected IPEndPoint ServerIncoming;
protected byte[] RecvBuffer = new byte[4096];
protected byte[] ZeroBuffer = new byte[8192];
///
/// This is an endpoint that is reused where we don't need to protect the information from potentially
/// being stomped on by other threads.
///
protected EndPoint reusedEpSender = new IPEndPoint(IPAddress.Any, 0);
protected int proxyPortOffset;
protected AsyncCallback ReceivedData;
protected LLPacketServer m_packetServer;
protected Location m_location;
protected uint listenPort;
protected bool Allow_Alternate_Port;
protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
protected IScene m_localScene;
protected AssetCache m_assetCache;
///
/// Manages authentication for agent circuits
///
protected AgentCircuitManager m_circuitManager;
public LLPacketServer PacketServer
{
get { return m_packetServer; }
set { m_packetServer = value; }
}
public IScene LocalScene
{
set
{
m_localScene = value;
m_packetServer.LocalScene = m_localScene;
m_location = new Location(m_localScene.RegionInfo.RegionHandle);
}
}
public ulong RegionHandle
{
get { return m_location.RegionHandle; }
}
Socket IClientNetworkServer.Server
{
get { return m_socket; }
}
public bool HandlesRegion(Location x)
{
return x == m_location;
}
public void AddScene(Scene x)
{
LocalScene = x;
}
public void Start()
{
ServerListener();
}
public void Stop()
{
m_socket.Close();
}
public LLUDPServer()
{
}
public LLUDPServer(
IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, ClientStackUserSettings userSettings,
AssetCache assetCache, AgentCircuitManager authenticateClass)
{
Initialise(_listenIP, ref port, proxyPortOffset, allow_alternate_port, userSettings, assetCache, authenticateClass);
}
///
/// Initialize the server
///
///
///
///
///
///
///
///
public void Initialise(
IPAddress _listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, ClientStackUserSettings userSettings,
AssetCache assetCache, AgentCircuitManager circuitManager)
{
proxyPortOffset = proxyPortOffsetParm;
listenPort = (uint) (port + proxyPortOffsetParm);
listenIP = _listenIP;
Allow_Alternate_Port = allow_alternate_port;
m_assetCache = assetCache;
m_circuitManager = circuitManager;
CreatePacketServer(userSettings);
// Return new port
// This because in Grid mode it is not really important what port the region listens to as long as it is correctly registered.
// So the option allow_alternate_ports="true" was added to default.xml
port = (uint)(listenPort - proxyPortOffsetParm);
}
protected virtual void CreatePacketServer(ClientStackUserSettings userSettings)
{
new LLPacketServer(this, userSettings);
}
///
/// This method is called every time that we receive new UDP data.
///
///
protected virtual void OnReceivedData(IAsyncResult result)
{
Packet packet = null;
int numBytes = 1;
bool ok = false;
EndPoint epSender = new IPEndPoint(IPAddress.Any, 0);
try
{
numBytes = m_socket.EndReceiveFrom(result, ref epSender);
ok = true;
}
catch (SocketException e)
{
// TODO : Actually only handle those states that we have control over, re-throw everything else,
// TODO: implement cases as we encounter them.
//m_log.Error("[[CLIENT]: ]: Connection Error! - " + e.ToString());
switch (e.SocketErrorCode)
{
case SocketError.AlreadyInProgress:
return;
case SocketError.NetworkReset:
case SocketError.ConnectionReset:
break;
default:
throw;
}
}
catch (ObjectDisposedException e)
{
m_log.DebugFormat("[CLIENT]: ObjectDisposedException: Object {0} disposed.", e.ObjectName);
// Uhh, what object, and why? this needs better handling.
}
if (ok)
{
// Make sure we are getting zeroes when running off the
// end of grab / degrab packets from old clients
//
int z;
for (z = numBytes ; z < RecvBuffer.Length ; z++)
RecvBuffer[z] = 0;
int packetEnd = numBytes - 1;
try
{
packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
}
catch (MalformedDataException e)
{
m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to MalformedDataException: {0}", e.StackTrace);
}
catch (IndexOutOfRangeException e)
{
m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to IndexOutOfRangeException: {0}", e.StackTrace);
}
catch (Exception e)
{
m_log.Debug("[CLIENT]: " + e);
}
}
EndPoint epProxy = null;
// If we've received a use circuit packet, then we need to decode an endpoint proxy, if one exists, before
// allowing the RecvBuffer to be overwritten by the next packet.
if (packet != null && packet.Type == PacketType.UseCircuitCode)
{
epProxy = epSender;
if (proxyPortOffset != 0)
{
epSender = ProxyCodec.DecodeProxyMessage(RecvBuffer, ref numBytes);
}
}
BeginReceive();
if (packet != null)
{
if (packet.Type == PacketType.UseCircuitCode)
AddNewClient((UseCircuitCodePacket)packet, epSender, epProxy);
else
ProcessInPacket(packet, epSender);
}
}
///
/// Process a successfully received packet.
///
///
///
protected virtual void ProcessInPacket(Packet packet, EndPoint epSender)
{
try
{
// do we already have a circuit for this endpoint
uint circuit;
bool ret;
lock (clientCircuits)
{
ret = clientCircuits.TryGetValue(epSender, out circuit);
}
if (ret)
{
//if so then send packet to the packetserver
//m_log.DebugFormat("[UDPSERVER]: For endpoint {0} got packet {1}", epSender, packet.Type);
m_packetServer.InPacket(circuit, packet);
}
}
catch (Exception e)
{
m_log.Error("[CLIENT]: Exception in processing packet - ignoring: ", e);
}
}
private void BeginReceive()
{
try
{
m_socket.BeginReceiveFrom(
RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
}
catch (SocketException e)
{
// We don't need to see this error, reset connection and get next UDP packet off the buffer
// If the UDP packet is part of the same stream, this will happen several hundreds of times before
// the next set of UDP data is for a valid client.
//m_log.ErrorFormat("[CLIENT]: BeginRecieve threw exception " + e.Message + ": " + e.StackTrace );
// ENDLESS LOOP ON PURPOSE!
ResetEndPoint();
}
}
private void ResetEndPoint()
{
try
{
CloseEndPoint(reusedEpSender);
}
catch (Exception a)
{
m_log.Error("[UDPSERVER]: " + a);
}
// ENDLESS LOOP ON PURPOSE!
// We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
// The only way to do that is to beginreceive again!
BeginReceive();
try
{
// m_socket.BeginReceiveFrom(
// RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
// This will happen over and over until we've gone through all packets
// sent to and from this particular user.
// Stupid I know..
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
}
catch (SocketException e)
{
m_log.DebugFormat("[UDPSERVER]: Exception {0} : {1}", e.Message, e.StackTrace );
}
}
private void CloseEndPoint(EndPoint sender)
{
uint circuit;
lock (clientCircuits)
{
if (clientCircuits.TryGetValue(sender, out circuit))
{
m_packetServer.CloseCircuit(circuit);
}
}
}
///
/// Add a new client circuit.
///
///
///
///
protected virtual void AddNewClient(UseCircuitCodePacket useCircuit, EndPoint epSender, EndPoint epProxy)
{
//Slave regions don't accept new clients
if (m_localScene.Region_Status != RegionStatus.SlaveScene)
{
bool foundExistingCircuit = false;
lock (clientCircuits)
{
if (!clientCircuits.ContainsKey(epSender))
{
m_log.DebugFormat(
"[CLIENT]: Adding new circuit for agent {0}, circuit code {1}",
useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code);
clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
foundExistingCircuit = true;
}
}
if (!foundExistingCircuit)
{
// This doesn't need locking as it's synchronized data
clientCircuits_reverse[useCircuit.CircuitCode.Code] = epSender;
lock (proxyCircuits)
{
proxyCircuits[useCircuit.CircuitCode.Code] = epProxy;
}
PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_circuitManager, epProxy);
}
}
// Ack the UseCircuitCode packet
PacketAckPacket ack_it = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// TODO: don't create new blocks if recycling an old packet
ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
ack_it.Packets[0].ID = useCircuit.Header.Sequence;
ack_it.Header.Reliable = false;
SendPacketTo(ack_it.ToBytes(), ack_it.ToBytes().Length, SocketFlags.None, useCircuit.CircuitCode.Code);
PacketPool.Instance.ReturnPacket(useCircuit);
}
public void ServerListener()
{
uint newPort = listenPort;
m_log.Info("[UDPSERVER]: Opening UDP socket on " + listenIP + " " + newPort + ".");
ServerIncoming = new IPEndPoint(listenIP, (int)newPort);
m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
m_socket.Bind(ServerIncoming);
// Add flags to the UDP socket to prevent "Socket forcibly closed by host"
// uint IOC_IN = 0x80000000;
// uint IOC_VENDOR = 0x18000000;
// uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
// TODO: this apparently works in .NET but not in Mono, need to sort out the right flags here.
// m_socket.IOControl((int)SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
listenPort = newPort;
m_log.Info("[UDPSERVER]: UDP socket bound, getting ready to listen");
ReceivedData = OnReceivedData;
m_socket.BeginReceiveFrom(
RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
m_log.Info("[UDPSERVER]: Listening on port " + newPort);
}
public virtual void RegisterPacketServer(LLPacketServer server)
{
m_packetServer = server;
}
public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
//EndPoint packetSender)
{
// find the endpoint for this circuit
EndPoint sendto;
try
{
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
}
catch
{
// Exceptions here mean there is no circuit
m_log.Warn("[CLIENT]: Circuit not found, not sending packet");
return;
}
if (sendto != null)
{
//we found the endpoint so send the packet to it
if (proxyPortOffset != 0)
{
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo proxy " + proxyCircuits[circuitcode].ToString() + ": client " + sendto.ToString());
ProxyCodec.EncodeProxyMessage(buffer, ref size, sendto);
m_socket.SendTo(buffer, size, flags, proxyCircuits[circuitcode]);
}
else
{
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo : client " + sendto.ToString());
try
{
m_socket.SendTo(buffer, size, flags, sendto);
}
catch (SocketException SockE)
{
m_log.ErrorFormat("[UDPSERVER]: Caught Socket Error in the send buffer!. {0}",SockE.ToString());
}
}
}
}
public virtual void RemoveClientCircuit(uint circuitcode)
{
EndPoint sendto;
if (clientCircuits_reverse.Contains(circuitcode))
{
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
clientCircuits_reverse.Remove(circuitcode);
lock (clientCircuits)
{
if (sendto != null)
{
clientCircuits.Remove(sendto);
}
else
{
m_log.DebugFormat(
"[CLIENT]: endpoint for circuit code {0} in RemoveClientCircuit() was unexpectedly null!", circuitcode);
}
}
lock (proxyCircuits)
{
proxyCircuits.Remove(circuitcode);
}
}
}
public void RestoreClient(AgentCircuitData circuit, EndPoint userEP, EndPoint proxyEP)
{
//MainLog.Instance.Verbose("UDPSERVER", "RestoreClient");
UseCircuitCodePacket useCircuit = new UseCircuitCodePacket();
useCircuit.CircuitCode.Code = circuit.circuitcode;
useCircuit.CircuitCode.ID = circuit.AgentID;
useCircuit.CircuitCode.SessionID = circuit.SessionID;
lock (clientCircuits)
{
if (!clientCircuits.ContainsKey(userEP))
clientCircuits.Add(userEP, useCircuit.CircuitCode.Code);
else
m_log.Error("[CLIENT]: clientCircuits already contains entry for user " + useCircuit.CircuitCode.Code + ". NOT adding.");
}
// This data structure is synchronized, so we don't need the lock
if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, userEP);
else
m_log.Error("[CLIENT]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code + ". NOT adding.");
lock (proxyCircuits)
{
if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
{
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
}
else
{
// re-set proxy endpoint
proxyCircuits.Remove(useCircuit.CircuitCode.Code);
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
}
}
PacketServer.AddNewClient(userEP, useCircuit, m_assetCache, m_circuitManager, proxyEP);
}
}
}