/* * 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 OpenMetaverse; namespace OpenSim.Region.ClientStack.LindenUDP { /// /// /// public abstract class OpenSimUDPBase { // these abstract methods must be implemented in a derived class to actually do // something with the packets that are sent and received. protected abstract void PacketReceived(UDPPacketBuffer buffer); protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent); // the port to listen on internal int udpPort; // the UDP socket private Socket udpSocket; // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()). // since there are potentially many "reader" threads in the internal .NET IOCP // thread pool, this is a cheaper synchronization primitive than using // a Mutex object. This allows many UDP socket "reads" concurrently - when // Stop() is called, it attempts to obtain a writer lock which will then // wait until all outstanding operations are completed before shutting down. // this avoids the problem of closing the socket with outstanding operations // and trying to catch the inevitable ObjectDisposedException. private ReaderWriterLock rwLock = new ReaderWriterLock(); // number of outstanding operations. This is a reference count // which we use to ensure that the threads exit cleanly. Note that // we need this because the threads will potentially still need to process // data even after the socket is closed. private int rwOperationCount = 0; // the all important shutdownFlag. This is synchronized through the ReaderWriterLock. private volatile bool shutdownFlag = true; // the remote endpoint to communicate with protected IPEndPoint remoteEndPoint = null; /// /// Initialize the UDP packet handler in server mode /// /// Port to listening for incoming UDP packets on public OpenSimUDPBase(int port) { udpPort = port; } /// /// Initialize the UDP packet handler in client mode /// /// Remote UDP server to connect to public OpenSimUDPBase(IPEndPoint endPoint) { remoteEndPoint = endPoint; udpPort = 0; } /// /// /// public void Start() { if (shutdownFlag) { if (remoteEndPoint == null) { // Server mode // create and bind the socket IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort); udpSocket = new Socket( AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); udpSocket.Bind(ipep); } else { // Client mode IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort); udpSocket = new Socket( AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); udpSocket.Bind(ipep); //udpSocket.Connect(remoteEndPoint); } // we're not shutting down, we're starting up 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(); } } /// /// /// public void Stop() { if (!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. rwLock.AcquireWriterLock(-1); shutdownFlag = true; udpSocket.Close(); rwLock.ReleaseWriterLock(); // wait for any pending operations to complete on other // threads before exiting. const int FORCE_STOP = 100; int i = 0; while (rwOperationCount > 0 && i < FORCE_STOP) { Thread.Sleep(10); ++i; } if (i >= FORCE_STOP) { Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations", Helpers.LogLevel.Warning); } } } /// /// /// public bool IsRunning { get { return !shutdownFlag; } } private void AsyncBeginReceive() { // this method actually kicks off the async read on the socket. // we aquire a reader lock here to ensure that no other thread // is trying to set shutdownFlag and close the socket. rwLock.AcquireReaderLock(-1); if (!shutdownFlag) { // increment the count of pending operations Interlocked.Increment(ref rwOperationCount); // allocate a packet buffer //WrappedObject wrappedBuffer = Pool.CheckOut(); UDPPacketBuffer buf = new UDPPacketBuffer(); try { // kick off an async read udpSocket.BeginReceiveFrom( //wrappedBuffer.Instance.Data, buf.Data, 0, UDPPacketBuffer.BUFFER_SIZE, SocketFlags.None, //ref wrappedBuffer.Instance.RemoteEndPoint, ref buf.RemoteEndPoint, new AsyncCallback(AsyncEndReceive), //wrappedBuffer); buf); } catch (SocketException) { // something bad happened //Logger.Log( // "A SocketException occurred in UDPServer.AsyncBeginReceive()", // Helpers.LogLevel.Error, se); // an error occurred, therefore the operation is void. Decrement the reference count. Interlocked.Decrement(ref rwOperationCount); } } // we're done with the socket for now, release the reader lock. rwLock.ReleaseReaderLock(); } private void AsyncEndReceive(IAsyncResult iar) { // Asynchronous receive operations will complete here through the call // to AsyncBeginReceive // aquire a reader lock rwLock.AcquireReaderLock(-1); if (!shutdownFlag) { // 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 = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint); // this operation is now complete, decrement the reference count Interlocked.Decrement(ref rwOperationCount); // we're done with the socket, release the reader lock rwLock.ReleaseReaderLock(); // call the abstract method PacketReceived(), passing the buffer that // has just been filled from the socket read. PacketReceived(buffer); } catch (SocketException) { // an error occurred, therefore the operation is void. Decrement the reference count. Interlocked.Decrement(ref rwOperationCount); // we're done with the socket for now, release the reader lock. rwLock.ReleaseReaderLock(); } finally { // start another receive - this keeps the server going! AsyncBeginReceive(); //wrappedBuffer.Dispose(); } } else { // nothing bad happened, but we are done with the operation // decrement the reference count and release the reader lock Interlocked.Decrement(ref rwOperationCount); rwLock.ReleaseReaderLock(); } } public void AsyncBeginSend(UDPPacketBuffer buf) { rwLock.AcquireReaderLock(-1); if (!shutdownFlag) { try { Interlocked.Increment(ref rwOperationCount); udpSocket.BeginSendTo( buf.Data, 0, buf.DataLength, SocketFlags.None, buf.RemoteEndPoint, new AsyncCallback(AsyncEndSend), buf); } catch (SocketException) { //Logger.Log( // "A SocketException occurred in UDPServer.AsyncBeginSend()", // Helpers.LogLevel.Error, se); } } rwLock.ReleaseReaderLock(); } private void AsyncEndSend(IAsyncResult iar) { rwLock.AcquireReaderLock(-1); if (!shutdownFlag) { UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState; try { int bytesSent = udpSocket.EndSendTo(iar); // note that call to the abstract PacketSent() method - we are passing the number // of bytes sent in a separate parameter, since we can't use buffer.DataLength which // is the number of bytes to send (or bytes received depending upon whether this // buffer was part of a send or a receive). PacketSent(buffer, bytesSent); } catch (SocketException) { //Logger.Log( // "A SocketException occurred in UDPServer.AsyncEndSend()", // Helpers.LogLevel.Error, se); } } Interlocked.Decrement(ref rwOperationCount); rwLock.ReleaseReaderLock(); } } }