/*
* 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;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
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
public 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;
///
/// Pool to use for handling data. May be null if UsePools = false;
///
protected OpenSim.Framework.Pool m_pool;
///
/// Are we to use object pool(s) to reduce memory churn when receiving data?
///
public bool UsePools { get; protected set; }
/// Returns true if the server is currently listening for inbound packets, otherwise false
public bool IsRunningInbound { get; private set; }
/// Returns true if the server is currently sending outbound packets, otherwise false
/// If IsRunningOut = false, then any request to send a packet is simply dropped.
public bool IsRunningOutbound { get; private set; }
private Stat m_poolCountStat;
///
/// Default constructor
///
/// Local IP address to bind the server to
/// Port to listening for incoming UDP packets on
/// /// Are we to use an object pool to get objects for handing inbound data?
public OpenSimUDPBase(IPAddress bindAddress, int port)
{
m_localBindAddress = bindAddress;
m_udpPort = port;
}
///
/// Start inbound UDP packet handling.
///
/// 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 StartInbound(int recvBufferSize, bool asyncPacketHandling)
{
m_asyncPacketHandling = asyncPacketHandling;
if (!IsRunningInbound)
{
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);
IsRunningInbound = true;
// kick off an async receive. The Start() method will return, the
// actual receives will occur asynchronously and will be caught in
// AsyncEndRecieve().
AsyncBeginReceive();
}
}
///
/// Start outbound UDP packet handling.
///
public void StartOutbound()
{
IsRunningOutbound = true;
}
public void StopInbound()
{
if (IsRunningInbound)
{
// 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 IsRunningInbound = false to inform the other
// threads that the socket is closed.
IsRunningInbound = false;
m_udpSocket.Close();
}
}
public void StopOutbound()
{
IsRunningOutbound = false;
}
protected virtual bool EnablePools()
{
if (!UsePools)
{
m_pool = new Pool(() => new UDPPacketBuffer(), 500);
m_poolCountStat
= new Stat(
"UDPPacketBufferPoolCount",
"Objects within the UDPPacketBuffer pool",
"The number of objects currently stored within the UDPPacketBuffer pool",
"",
"clientstack",
"packetpool",
StatType.Pull,
stat => stat.Value = m_pool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_poolCountStat);
UsePools = true;
return true;
}
return false;
}
protected virtual bool DisablePools()
{
if (UsePools)
{
UsePools = false;
StatsManager.DeregisterStat(m_poolCountStat);
// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
return true;
}
return false;
}
private void AsyncBeginReceive()
{
UDPPacketBuffer buf;
if (UsePools)
buf = m_pool.GetObject();
else
buf = new UDPPacketBuffer();
if (IsRunningInbound)
{
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 (IsRunningInbound)
{
// 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
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
{
if (UsePools)
m_pool.ReturnObject(buffer);
// 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 (IsRunningOutbound)
{
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) { }
}
}
}