/* * 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 { 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 IScene m_localScene; protected AssetCache m_assetCache; protected LogBase m_log; 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(uint port, AssetCache assetCache, LogBase console, AgentCircuitManager authenticateClass) { listenPort = port; m_assetCache = assetCache; m_log = console; m_authenticateSessionsClass = authenticateClass; CreatePacketServer(); } protected virtual void CreatePacketServer() { PacketServer packetServer = new PacketServer(this); } protected virtual void OnReceivedData(IAsyncResult result) { ipeSender = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0); epSender = (EndPoint) ipeSender; Packet packet = null; int numBytes; 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. switch (e.SocketErrorCode) { case SocketError.AlreadyInProgress: case SocketError.NetworkReset: case SocketError.ConnectionReset: try { CloseEndPoint(epSender); } catch (Exception a) { MainLog.Instance.Verbose("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) { //MainLog.Instance.Verbose("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) { } // 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) { //MainLog.Instance.Debug("UDPSERVER", e.ToString()); return; } int packetEnd = numBytes - 1; try { packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer); } catch (Exception) { //MainLog.Instance.Debug("UDPSERVER", e.ToString()); } if (packet != null) { // do we already have a circuit for this endpoint uint circuit; if (clientCircuits.TryGetValue(epSender, out circuit)) { //if so then send packet to the packetserver //MainLog.Instance.Warn("UDPSERVER", "ALREADY HAVE Circuit!"); m_packetServer.InPacket(circuit, packet); } else if (packet.Type == PacketType.UseCircuitCode) { // new client MainLog.Instance.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("client", "Got a packet from an invalid client - " + epSender.ToString()); } } Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); } private void CloseEndPoint(EndPoint sender) { uint circuit; if (clientCircuits.TryGetValue(sender, out circuit)) { m_packetServer.CloseCircuit(circuit); } } protected virtual void AddNewClient(Packet packet) { UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet; clientCircuits.Add(epSender, useCircuit.CircuitCode.Code); clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender); PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass); } public void ServerListener() { m_log.Verbose("SERVER", "Opening UDP socket on " + listenPort.ToString()); ServerIncoming = new IPEndPoint(IPAddress.Parse("0.0.0.0"), (int) listenPort); Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); Server.Bind(ServerIncoming); m_log.Verbose("SERVER", "UDP socket bound, getting ready to listen"); ipeSender = new IPEndPoint(IPAddress.Parse("0.0.0.0"), 0); epSender = (EndPoint) ipeSender; ReceivedData = new AsyncCallback(OnReceivedData); Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null); m_log.Status("SERVER", "Listening..."); } 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; 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; if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto)) { clientCircuits.Remove(sendto); clientCircuits_reverse.Remove(circuitcode); } } } }