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path: root/OpenSim/Tests/Common/Mock/TestLLUDPServer.cs
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/*
 * 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.Net;
using System.Net.Sockets;
using Nini.Config;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.ClientStack.LindenUDP;

namespace OpenSim.Tests.Common
{
    /// <summary>
    /// This class enables regression testing of the LLUDPServer by allowing us to intercept outgoing data.
    /// </summary>
    public class TestLLUDPServer : LLUDPServer
    {
        public List<Packet> PacketsSent { get; private set; }

        public TestLLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, IConfigSource configSource, AgentCircuitManager circuitManager)
            : base(listenIP, ref port, proxyPortOffsetParm, configSource, circuitManager)
        {
            PacketsSent = new List<Packet>();
        }

        public override void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
        {
            PacketsSent.Add(ack);
        }

        public override void SendPacket(
            LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
        {
            PacketsSent.Add(packet);
        }

        public void ClientOutgoingPacketHandler(IClientAPI client, bool resendUnacked, bool sendAcks, bool sendPing)
        {
            m_resendUnacked = resendUnacked;
            m_sendAcks = sendAcks;
            m_sendPing = sendPing;

            ClientOutgoingPacketHandler(client);
        }

////        /// <summary>
////        /// The chunks of data to pass to the LLUDPServer when it calls EndReceive
////        /// </summary>
////        protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
//        
////        protected override void BeginReceive()
////        {
////            if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
////            {
////                ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
////                reusedEpSender = tuple.Sender;
////                throw new SocketException();
////            }
////        }
//        
////        protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
////        {
////            numBytes = 0;
////
////            //m_log.Debug("Queue size " + m_chunksToLoad.Count);
////            
////            if (m_chunksToLoad.Count <= 0)
////                return false;
////            
////            ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
////            RecvBuffer = tuple.Data;
////            numBytes   = tuple.Data.Length;
////            epSender   = tuple.Sender;
////            
////            return true;
////        }
//        
////        public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
////        {
////            // Don't do anything just yet
////        }
//        
//        /// <summary>
//        /// Signal that this chunk should throw an exception on Socket.BeginReceive()
//        /// </summary>
//        /// <param name="epSender"></param>
//        public void LoadReceiveWithBeginException(EndPoint epSender)
//        {
//            ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
//            tuple.BeginReceiveException = true;
//            m_chunksToLoad.Enqueue(tuple);
//        }
//        
//        /// <summary>
//        /// Load some data to be received by the LLUDPServer on the next receive call
//        /// </summary>
//        /// <param name="data"></param>
//        /// <param name="epSender"></param>
//        public void LoadReceive(byte[] data, EndPoint epSender)
//        {
//            m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
//        }
//        
//        /// <summary>
//        /// Load a packet to be received by the LLUDPServer on the next receive call
//        /// </summary>
//        /// <param name="packet"></param>
//        public void LoadReceive(Packet packet, EndPoint epSender)
//        {
//            LoadReceive(packet.ToBytes(), epSender);
//        }
//        
//        /// <summary>
//        /// Calls the protected asynchronous result method.  This fires out all data chunks currently queued for send
//        /// </summary>
//        /// <param name="result"></param>
//        public void ReceiveData(IAsyncResult result)
//        {
//            // Doesn't work the same way anymore
////            while (m_chunksToLoad.Count > 0)
////                OnReceivedData(result);
//        }
    }
    
    /// <summary>
    /// Record the data and sender tuple
    /// </summary>
    public class ChunkSenderTuple
    {
        public byte[] Data;
        public EndPoint Sender;
        public bool BeginReceiveException;
        
        public ChunkSenderTuple(byte[] data, EndPoint sender)
        {
            Data = data;
            Sender = sender;
        }
        
        public ChunkSenderTuple(EndPoint sender)
        {
            Sender = sender;
        }
    }
}