/*
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* notice, this list of conditions and the following disclaimer in the
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* 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
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*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Text;
using System.Threading;
using System.Timers;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.ClientStack
{
public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
///
/// Handles new client connections
/// Constructor takes a single Packet and authenticates everything
///
public partial class ClientView : IClientAPI
{
public static TerrainManager TerrainManager;
protected static Dictionary PacketHandlers =
new Dictionary(); //Global/static handlers for all clients
protected Dictionary m_packetHandlers = new Dictionary();
//local handlers for this instance
private LLUUID m_sessionId;
public LLUUID SecureSessionID = LLUUID.Zero;
public string firstName;
public string lastName;
private UseCircuitCodePacket cirpack;
public Thread ClientThread;
public LLVector3 startpos;
//private AgentAssetUpload UploadAssets;
private LLUUID newAssetFolder = LLUUID.Zero;
private int debug = 0;
protected IScene m_scene;
public IScene Scene
{
get { return m_scene; }
}
private ClientManager m_clientManager;
private AssetCache m_assetCache;
// private InventoryCache m_inventoryCache;
private int cachedtextureserial = 0;
protected AgentCircuitManager m_authenticateSessionsHandler;
private Encoding enc = Encoding.ASCII;
// Dead client detection vars
private Timer clientPingTimer;
private int packetsReceived = 0;
private int probesWithNoIngressPackets = 0;
private int lastPacketsReceived = 0;
private int throttleOutbound = 262144; // Number of bytes allowed to go out per second. (256kbps per client)
// TODO: Make this variable. Lower throttle on un-ack. Raise over time?
private int throttleSentPeriod = 0; // Number of bytes sent this period
private Timer throttleTimer;
public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, ClientManager clientManager,
IScene scene, AssetCache assetCache, PacketServer packServer,
AgentCircuitManager authenSessions)
{
m_moneyBalance = 1000;
m_scene = scene;
m_clientManager = clientManager;
m_assetCache = assetCache;
m_networkServer = packServer;
// m_inventoryCache = inventoryCache;
m_authenticateSessionsHandler = authenSessions;
MainLog.Instance.Verbose("CLIENT", "Started up new client thread to handle incoming request");
cirpack = initialcirpack;
userEP = remoteEP;
startpos = m_authenticateSessionsHandler.GetPosition(initialcirpack.CircuitCode.Code);
PacketQueue = new BlockingQueue();
//this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache);
AckTimer = new Timer(750);
AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
AckTimer.Start();
throttleTimer = new Timer(1000);
throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
throttleTimer.Start();
RegisterLocalPacketHandlers();
ClientThread = new Thread(new ThreadStart(AuthUser));
ClientThread.IsBackground = true;
ClientThread.Start();
}
void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
{
throttleSentPeriod = 0;
}
public LLUUID SessionId
{
get { return m_sessionId; }
}
public void SetDebug(int newDebug)
{
debug = newDebug;
}
# region Client Methods
public void Close()
{
clientPingTimer.Stop();
m_scene.RemoveClient(AgentId);
ClientThread.Abort();
}
#endregion
# region Packet Handling
public static bool AddPacketHandler(PacketType packetType, PacketMethod handler)
{
bool result = false;
lock (PacketHandlers)
{
if (!PacketHandlers.ContainsKey(packetType))
{
PacketHandlers.Add(packetType, handler);
result = true;
}
}
return result;
}
public bool AddLocalPacketHandler(PacketType packetType, PacketMethod handler)
{
bool result = false;
lock (m_packetHandlers)
{
if (!m_packetHandlers.ContainsKey(packetType))
{
m_packetHandlers.Add(packetType, handler);
result = true;
}
}
return result;
}
protected virtual bool ProcessPacketMethod(Packet packet)
{
bool result = false;
bool found = false;
PacketMethod method;
if (m_packetHandlers.TryGetValue(packet.Type, out method))
{
//there is a local handler for this packet type
result = method(this, packet);
}
else
{
//there is not a local handler so see if there is a Global handler
lock (PacketHandlers)
{
found = PacketHandlers.TryGetValue(packet.Type, out method);
}
if (found)
{
result = method(this, packet);
}
}
return result;
}
protected void DebugPacket(string direction, Packet packet)
{
if (debug > 0)
{
string info = "";
if (debug < 255 && packet.Type == PacketType.AgentUpdate)
return;
if (debug < 254 && packet.Type == PacketType.ViewerEffect)
return;
if (debug < 253 && (
packet.Type == PacketType.CompletePingCheck ||
packet.Type == PacketType.StartPingCheck
))
return;
if (debug < 252 && packet.Type == PacketType.PacketAck)
return;
if (debug > 1)
{
info = packet.ToString();
}
else
{
info = packet.Type.ToString();
}
Console.WriteLine(m_circuitCode + ":" + direction + ": " + info);
}
}
protected virtual void ClientLoop()
{
bool queuedLast = false;
MainLog.Instance.Verbose("CLIENT", "Entered loop");
while (true)
{
QueItem nextPacket = PacketQueue.Dequeue();
if (nextPacket.Incoming)
{
queuedLast = false;
//is a incoming packet
if (nextPacket.Packet.Type != PacketType.AgentUpdate)
{
packetsReceived++;
}
DebugPacket("IN", nextPacket.Packet);
ProcessInPacket(nextPacket.Packet);
}
else
{
// Throw it back on the queue if it's going to cause us to flood the client
if (throttleSentPeriod > throttleOutbound)
{
PacketQueue.Enqueue(nextPacket);
if (queuedLast)
{
Thread.Sleep(100); // Wait a little while if this was the last packet we saw
}
queuedLast = true;
}
else
{
queuedLast = false;
// TODO: May be a bit expensive doing this twice.
throttleSentPeriod += nextPacket.Packet.ToBytes().Length;
//is a out going packet
DebugPacket("OUT", nextPacket.Packet);
ProcessOutPacket(nextPacket.Packet);
}
}
}
}
# endregion
protected void CheckClientConnectivity(object sender, ElapsedEventArgs e)
{
if (packetsReceived == lastPacketsReceived)
{
probesWithNoIngressPackets++;
if (probesWithNoIngressPackets > 30)
{
if (OnConnectionClosed != null)
{
OnConnectionClosed(this);
}
}
else
{
// this will normally trigger at least one packet (ping response)
SendStartPingCheck(0);
}
}
else
{
// Something received in the meantime - we can reset the counters
probesWithNoIngressPackets = 0;
lastPacketsReceived = packetsReceived;
}
}
# region Setup
protected virtual void InitNewClient()
{
clientPingTimer = new Timer(5000);
clientPingTimer.Elapsed += new ElapsedEventHandler(CheckClientConnectivity);
clientPingTimer.Enabled = true;
MainLog.Instance.Verbose("CLIENT", "Adding viewer agent to scene");
m_scene.AddNewClient(this, true);
}
protected virtual void AuthUser()
{
// AuthenticateResponse sessionInfo = m_gridServer.AuthenticateSession(cirpack.m_circuitCode.m_sessionId, cirpack.m_circuitCode.ID, cirpack.m_circuitCode.Code);
AuthenticateResponse sessionInfo =
m_authenticateSessionsHandler.AuthenticateSession(cirpack.CircuitCode.SessionID, cirpack.CircuitCode.ID,
cirpack.CircuitCode.Code);
if (!sessionInfo.Authorised)
{
//session/circuit not authorised
MainLog.Instance.Notice("CLIENT", "New user request denied to " + userEP.ToString());
ClientThread.Abort();
}
else
{
MainLog.Instance.Notice("CLIENT", "Got authenticated connection from " + userEP.ToString());
//session is authorised
m_agentId = cirpack.CircuitCode.ID;
m_sessionId = cirpack.CircuitCode.SessionID;
m_circuitCode = cirpack.CircuitCode.Code;
firstName = sessionInfo.LoginInfo.First;
lastName = sessionInfo.LoginInfo.Last;
if (sessionInfo.LoginInfo.SecureSession != LLUUID.Zero)
{
SecureSessionID = sessionInfo.LoginInfo.SecureSession;
}
InitNewClient();
ClientLoop();
}
}
# endregion
protected void KillThread()
{
ClientThread.Abort();
}
}
}