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1/*
2* Copyright (c) Contributors, http://www.openmetaverse.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System;
29using System.Collections;
30using System.Collections.Generic;
31using libsecondlife;
32using libsecondlife.Packets;
33using System.Net;
34using System.Net.Sockets;
35using System.IO;
36using System.Threading;
37using System.Timers;
38using OpenSim.Framework.Utilities;
39using OpenSim.Framework.Interfaces;
40using OpenSim.Framework.Console;
41
42namespace OpenSim.RegionServer.Client
43{
44 public class ClientViewBase
45 {
46 protected BlockingQueue<QueItem> PacketQueue;
47 protected Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
48 protected Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
49
50 protected System.Timers.Timer AckTimer;
51 protected uint Sequence = 0;
52 protected object SequenceLock = new object();
53 protected const int MAX_APPENDED_ACKS = 10;
54 protected const int RESEND_TIMEOUT = 4000;
55 protected const int MAX_SEQUENCE = 0xFFFFFF;
56
57 public uint CircuitCode;
58 public EndPoint userEP;
59
60 protected OpenSimNetworkHandler m_networkServer;
61
62 public ClientViewBase()
63 {
64
65 }
66
67 protected virtual void ProcessInPacket(Packet Pack)
68 {
69
70 }
71
72 protected virtual void ProcessOutPacket(Packet Pack)
73 {
74 // Keep track of when this packet was sent out
75 Pack.TickCount = Environment.TickCount;
76
77
78 if (!Pack.Header.Resent)
79 {
80 // Set the sequence number
81 lock (SequenceLock)
82 {
83 if (Sequence >= MAX_SEQUENCE)
84 Sequence = 1;
85 else
86 Sequence++;
87 Pack.Header.Sequence = Sequence;
88 }
89
90 if (Pack.Header.Reliable) //DIRTY HACK
91 {
92 lock (NeedAck)
93 {
94 if (!NeedAck.ContainsKey(Pack.Header.Sequence))
95 {
96 try
97 {
98 NeedAck.Add(Pack.Header.Sequence, Pack);
99 }
100 catch (Exception e) // HACKY
101 {
102 e.ToString();
103 // Ignore
104 // Seems to throw a exception here occasionally
105 // of 'duplicate key' despite being locked.
106 // !?!?!?
107 }
108 }
109 else
110 {
111 // Client.Log("Attempted to add a duplicate sequence number (" +
112 // packet.Header.Sequence + ") to the NeedAck dictionary for packet type " +
113 // packet.Type.ToString(), Helpers.LogLevel.Warning);
114 }
115 }
116
117 // Don't append ACKs to resent packets, in case that's what was causing the
118 // delivery to fail
119 if (!Pack.Header.Resent)
120 {
121 // Append any ACKs that need to be sent out to this packet
122 lock (PendingAcks)
123 {
124 if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS &&
125 Pack.Type != PacketType.PacketAck &&
126 Pack.Type != PacketType.LogoutRequest)
127 {
128 Pack.Header.AckList = new uint[PendingAcks.Count];
129 int i = 0;
130
131 foreach (uint ack in PendingAcks.Values)
132 {
133 Pack.Header.AckList[i] = ack;
134 i++;
135 }
136
137 PendingAcks.Clear();
138 Pack.Header.AppendedAcks = true;
139 }
140 }
141 }
142 }
143 }
144
145 byte[] ZeroOutBuffer = new byte[4096];
146 byte[] sendbuffer;
147 sendbuffer = Pack.ToBytes();
148
149 try
150 {
151 if (Pack.Header.Zerocoded)
152 {
153 int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
154 m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, CircuitCode);//userEP);
155 }
156 else
157 {
158 m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, CircuitCode); //userEP);
159 }
160 }
161 catch (Exception)
162 {
163 MainConsole.Instance.Warn("OpenSimClient.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " + userEP.ToString() + " - killing thread");
164 this.KillThread();
165 }
166
167 }
168
169 public virtual void InPacket(Packet NewPack)
170 {
171 // Handle appended ACKs
172 if (NewPack.Header.AppendedAcks)
173 {
174 lock (NeedAck)
175 {
176 foreach (uint ack in NewPack.Header.AckList)
177 {
178 NeedAck.Remove(ack);
179 }
180 }
181 }
182
183 // Handle PacketAck packets
184 if (NewPack.Type == PacketType.PacketAck)
185 {
186 PacketAckPacket ackPacket = (PacketAckPacket)NewPack;
187
188 lock (NeedAck)
189 {
190 foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets)
191 {
192 NeedAck.Remove(block.ID);
193 }
194 }
195 }
196 else if ((NewPack.Type == PacketType.StartPingCheck))
197 {
198 //reply to pingcheck
199 libsecondlife.Packets.StartPingCheckPacket startPing = (libsecondlife.Packets.StartPingCheckPacket)NewPack;
200 libsecondlife.Packets.CompletePingCheckPacket endPing = new CompletePingCheckPacket();
201 endPing.PingID.PingID = startPing.PingID.PingID;
202 OutPacket(endPing);
203 }
204 else
205 {
206 QueItem item = new QueItem();
207 item.Packet = NewPack;
208 item.Incoming = true;
209 this.PacketQueue.Enqueue(item);
210 }
211
212 }
213
214 public virtual void OutPacket(Packet NewPack)
215 {
216 QueItem item = new QueItem();
217 item.Packet = NewPack;
218 item.Incoming = false;
219 this.PacketQueue.Enqueue(item);
220 }
221
222 # region Low Level Packet Methods
223
224 protected void ack_pack(Packet Pack)
225 {
226 if (Pack.Header.Reliable)
227 {
228 libsecondlife.Packets.PacketAckPacket ack_it = new PacketAckPacket();
229 ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
230 ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
231 ack_it.Packets[0].ID = Pack.Header.Sequence;
232 ack_it.Header.Reliable = false;
233
234 OutPacket(ack_it);
235
236 }
237 /*
238 if (Pack.Header.Reliable)
239 {
240 lock (PendingAcks)
241 {
242 uint sequence = (uint)Pack.Header.Sequence;
243 if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; }
244 }
245 }*/
246 }
247
248 protected void ResendUnacked()
249 {
250 int now = Environment.TickCount;
251
252 lock (NeedAck)
253 {
254 foreach (Packet packet in NeedAck.Values)
255 {
256 if ((now - packet.TickCount > RESEND_TIMEOUT) && (!packet.Header.Resent))
257 {
258 OpenSim.Framework.Console.MainConsole.Instance.Verbose("Resending " + packet.Type.ToString() + " packet, " +
259 (now - packet.TickCount) + "ms have passed");
260
261 packet.Header.Resent = true;
262 OutPacket(packet);
263 }
264 }
265 }
266 }
267
268 protected void SendAcks()
269 {
270 lock (PendingAcks)
271 {
272 if (PendingAcks.Count > 0)
273 {
274 if (PendingAcks.Count > 250)
275 {
276 // FIXME: Handle the odd case where we have too many pending ACKs queued up
277 OpenSim.Framework.Console.MainConsole.Instance.Verbose("Too many ACKs queued up!");
278 return;
279 }
280
281
282 int i = 0;
283 PacketAckPacket acks = new PacketAckPacket();
284 acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count];
285
286 foreach (uint ack in PendingAcks.Values)
287 {
288 acks.Packets[i] = new PacketAckPacket.PacketsBlock();
289 acks.Packets[i].ID = ack;
290 i++;
291 }
292
293 acks.Header.Reliable = false;
294 OutPacket(acks);
295
296 PendingAcks.Clear();
297 }
298 }
299 }
300
301 protected void AckTimer_Elapsed(object sender, ElapsedEventArgs ea)
302 {
303 SendAcks();
304 ResendUnacked();
305 }
306 #endregion
307
308 protected virtual void KillThread()
309 {
310
311 }
312
313 #region Nested Classes
314
315 public class QueItem
316 {
317 public QueItem()
318 {
319 }
320
321 public Packet Packet;
322 public bool Incoming;
323 }
324 #endregion
325 }
326}