From d8ee0cbe1cf93ca521f52ce39aa2a15cb5784e48 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 30 Apr 2011 09:24:15 -0700 Subject: First stab at cleaning up Caps. Compiles. Untested. --- .../Region/ClientStack/LindenUDP/OpenSimUDPBase.cs | 284 --------------------- 1 file changed, 284 deletions(-) delete mode 100644 OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs (limited to 'OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs') diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs deleted file mode 100644 index 6eebd9d..0000000 --- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs +++ /dev/null @@ -1,284 +0,0 @@ -/* - * 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; - -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 - protected 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; - - /// The all important shutdown flag - private volatile bool m_shutdownFlag = true; - - /// Returns true if the server is currently listening, otherwise false - public bool IsRunning { get { return !m_shutdownFlag; } } - - /// - /// Default constructor - /// - /// Local IP address to bind the server to - /// Port to listening for incoming UDP packets on - public OpenSimUDPBase(IPAddress bindAddress, int port) - { - m_localBindAddress = bindAddress; - m_udpPort = port; - } - - /// - /// Start the UDP server - /// - /// 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 void Start(int recvBufferSize, bool asyncPacketHandling) - { - m_asyncPacketHandling = asyncPacketHandling; - - if (m_shutdownFlag) - { - const int SIO_UDP_CONNRESET = -1744830452; - - IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); - - m_log.DebugFormat( - "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}", - ipep.Address, ipep.Port); - - m_udpSocket = new Socket( - AddressFamily.InterNetwork, - SocketType.Dgram, - ProtocolType.Udp); - - 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"); - } - - if (recvBufferSize != 0) - m_udpSocket.ReceiveBufferSize = recvBufferSize; - - m_udpSocket.Bind(ipep); - - // we're not shutting down, we're starting up - m_shutdownFlag = false; - - // kick off an async receive. The Start() method will return, the - // actual receives will occur asynchronously and will be caught in - // AsyncEndRecieve(). - AsyncBeginReceive(); - } - } - - /// - /// Stops the UDP server - /// - public void Stop() - { - if (!m_shutdownFlag) - { - // wait indefinitely for a writer lock. Once this is called, the .NET runtime - // will deny any more reader locks, in effect blocking all other send/receive - // threads. Once we have the lock, we set shutdownFlag to inform the other - // threads that the socket is closed. - m_shutdownFlag = true; - m_udpSocket.Close(); - } - } - - private void AsyncBeginReceive() - { - // allocate a packet buffer - //WrappedObject wrappedBuffer = Pool.CheckOut(); - UDPPacketBuffer buf = new UDPPacketBuffer(); - - if (!m_shutdownFlag) - { - 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) { } - } - } - - private void AsyncEndReceive(IAsyncResult iar) - { - // Asynchronous receive operations will complete here through the call - // to AsyncBeginReceive - if (!m_shutdownFlag) - { - // Asynchronous mode will start another receive before the - // callback for this packet is even fired. Very parallel :-) - if (m_asyncPacketHandling) - AsyncBeginReceive(); - - // get the buffer that was created in AsyncBeginReceive - // this is the received data - //WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState; - //UDPPacketBuffer buffer = wrappedBuffer.Instance; - UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState; - - try - { - // 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); - } - catch (SocketException) { } - catch (ObjectDisposedException) { } - finally - { - //wrappedBuffer.Dispose(); - - // 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 (!m_shutdownFlag) - { - 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); - } - catch (SocketException) { } - catch (ObjectDisposedException) { } - } - } -} -- cgit v1.1