/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * 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. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project 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 DEVELOPERS ``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 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.Collections; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using libsecondlife.Packets; using OpenSim.Framework; using OpenSim.Framework.Communications.Cache; using OpenSim.Framework.Console; namespace OpenSim.Region.ClientStack { public class UDPServer : ClientStackNetworkHandler { private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); protected Dictionary clientCircuits = new Dictionary(); public Dictionary clientCircuits_reverse = new Dictionary(); public Socket Server; protected IPEndPoint ServerIncoming; protected byte[] RecvBuffer = new byte[4096]; protected byte[] ZeroBuffer = new byte[8192]; protected IPEndPoint ipeSender; protected EndPoint epSender; protected AsyncCallback ReceivedData; protected PacketServer m_packetServer; protected ulong m_regionHandle; protected uint listenPort; protected bool Allow_Alternate_Port; protected IPAddress listenIP = IPAddress.Parse("0.0.0.0"); protected IScene m_localScene; protected AssetCache m_assetCache; protected AgentCircuitManager m_authenticateSessionsClass; public PacketServer PacketServer { get { return m_packetServer; } set { m_packetServer = value; } } public IScene LocalScene { set { m_localScene = value; m_packetServer.LocalScene = m_localScene; m_regionHandle = m_localScene.RegionInfo.RegionHandle; } } public ulong RegionHandle { get { return m_regionHandle; } } public UDPServer() { } public UDPServer(IPAddress _listenIP, ref uint port, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass) { listenIP = _listenIP; listenPort = port; Allow_Alternate_Port = allow_alternate_port; m_assetCache = assetCache; m_authenticateSessionsClass = authenticateClass; CreatePacketServer(); // Return new port // This because in Grid mode it is not really important what port the region listens to as long as it is correctly registered. // So the option allow_alternate_ports="true" was added to default.xml port = listenPort; } protected virtual void CreatePacketServer() { PacketServer packetServer = new PacketServer(this); } protected virtual void OnReceivedData(IAsyncResult result) { ipeSender = new IPEndPoint(listenIP, 0); epSender = (EndPoint) ipeSender; Packet packet = null; int numBytes = 1; try { numBytes = Server.EndReceiveFrom(result, ref epSender); } catch (SocketException e) { // TODO : Actually only handle those states that we have control over, re-throw everything else, // TODO: implement cases as we encounter them. //m_log.Error("[UDPSERVER]: Connection Error! - " + e.ToString()); switch (e.SocketErrorCode) { case SocketError.AlreadyInProgress: case SocketError.NetworkReset: case SocketError.ConnectionReset: try { CloseEndPoint(epSender); } catch (Exception a) { m_log.Info("[UDPSERVER]: " + a.ToString()); } try { Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); // Ter: For some stupid reason ConnectionReset basically kills our async event structure.. // so therefore.. we've got to tell the server to BeginReceiveFrom again. // This will happen over and over until we've gone through all packets // sent to and from this particular user. // Stupid I know.. // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method. } catch (SocketException) { } break; default: try { CloseEndPoint(epSender); } catch (Exception) { //m_log.Info("[UDPSERVER]" + a.ToString()); } try { Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); // Ter: For some stupid reason ConnectionReset basically kills our async event structure.. // so therefore.. we've got to tell the server to BeginReceiveFrom again. // This will happen over and over until we've gone through all packets // sent to and from this particular user. // Stupid I know.. // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method. } catch (SocketException e2) { m_log.Error("[UDPSERVER]: " + e2.ToString()); } // Here's some reference code! :D // Shutdown and restart the UDP listener! hehe // Shiny //Server.Shutdown(SocketShutdown.Both); //CloseEndPoint(epSender); //ServerListener(); break; } //return; } catch (ObjectDisposedException e) { m_log.Debug("[UDPSERVER]: " + e.ToString()); try { Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); // Ter: For some stupid reason ConnectionReset basically kills our async event structure.. // so therefore.. we've got to tell the server to BeginReceiveFrom again. // This will happen over and over until we've gone through all packets // sent to and from this particular user. // Stupid I know.. // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method. } catch (SocketException e2) { m_log.Error("[UDPSERVER]: " + e2.ToString()); } //return; } int packetEnd = numBytes - 1; try { packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer); } catch (Exception e) { m_log.Debug("[UDPSERVER]: " + e.ToString()); } try { Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); } catch (SocketException) { try { CloseEndPoint(epSender); } catch (Exception a) { m_log.Info("[UDPSERVER]: " + a.ToString()); } try { Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); // Ter: For some stupid reason ConnectionReset basically kills our async event structure.. // so therefore.. we've got to tell the server to BeginReceiveFrom again. // This will happen over and over until we've gone through all packets // sent to and from this particular user. // Stupid I know.. // but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method. } catch (SocketException e5) { m_log.Error("[UDPSERVER]: " + e5.ToString()); } } if (packet != null) { try { // do we already have a circuit for this endpoint uint circuit; bool ret = false; lock (clientCircuits) { ret = clientCircuits.TryGetValue(epSender, out circuit); } if (ret) { //if so then send packet to the packetserver //m_log.Warn("[UDPSERVER]: ALREADY HAVE Circuit!"); m_packetServer.InPacket(circuit, packet); } else if (packet.Type == PacketType.UseCircuitCode) { // new client m_log.Debug("[UDPSERVER]: Adding New Client"); AddNewClient(packet); } else { // invalid client //CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now //m_log.Warn("[UDPSERVER]: Got a packet from an invalid client - " + packet.ToString()); } } catch (Exception) { m_log.Error("[UDPSERVER]: Exception in processing packet."); m_log.Debug("[UDPSERVER]: Adding New Client"); try { AddNewClient(packet); } catch (Exception e3) { m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString()); Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); } } } } private void CloseEndPoint(EndPoint sender) { uint circuit; lock (clientCircuits) { if (clientCircuits.TryGetValue(sender, out circuit)) { m_packetServer.CloseCircuit(circuit); } } } protected virtual void AddNewClient(Packet packet) { UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet; lock (clientCircuits) { if (!clientCircuits.ContainsKey(epSender)) clientCircuits.Add(epSender, useCircuit.CircuitCode.Code); else m_log.Error("[UDPSERVER]: clientCircuits already contans entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding."); } lock (clientCircuits_reverse) { if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code)) clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender); else m_log.Error("[UDPSERVER]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding."); } PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass); } public void ServerListener() { uint newPort = listenPort; for (uint i = 0; i < 20; i++) { newPort = listenPort + i; m_log.Info("[SERVER]: Opening UDP socket on " + listenIP.ToString() + " " + newPort + ".");// Allow alternate ports: " + Allow_Alternate_Port.ToString()); try { ServerIncoming = new IPEndPoint(listenIP, (int) newPort); Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); Server.Bind(ServerIncoming); listenPort = newPort; break; } catch (Exception ex) { // We are not looking for alternate ports? //if (!Allow_Alternate_Port) throw (ex); // We are looking for alternate ports! //m_log.Info("[SERVER]: UDP socket on " + listenIP.ToString() + " " + listenPort.ToString() + " is not available, trying next."); } System.Threading.Thread.Sleep(100); // Wait before we retry socket } m_log.Info("[SERVER]: UDP socket bound, getting ready to listen"); ipeSender = new IPEndPoint(listenIP, 0); epSender = (EndPoint) ipeSender; ReceivedData = new AsyncCallback(OnReceivedData); Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); m_log.Info("[SERVER]: Listening on port " + newPort); } public virtual void RegisterPacketServer(PacketServer server) { m_packetServer = server; } public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode) //EndPoint packetSender) { // find the endpoint for this circuit EndPoint sendto = null; lock (clientCircuits_reverse) { if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto)) { //we found the endpoint so send the packet to it Server.SendTo(buffer, size, flags, sendto); } } } public virtual void RemoveClientCircuit(uint circuitcode) { EndPoint sendto = null; lock (clientCircuits_reverse) { if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto)) { clientCircuits.Remove(sendto); clientCircuits_reverse.Remove(circuitcode); } } } } }