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/*
* Copyright (c) Contributors, http://www.openmetaverse.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.Text;
using System.IO;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using System.Timers;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using libsecondlife;
using libsecondlife.Packets;

namespace OpenSim.Servers
{
    public class UDPServerBase
    {
        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 int listenPort;

        public UDPServerBase(int port)
        {
            listenPort = port;
        }

        protected virtual void OnReceivedData(IAsyncResult result)
        {
            ipeSender = new IPEndPoint(IPAddress.Any, 0);
            epSender = (EndPoint)ipeSender;
            Packet packet = null;
            int numBytes = Server.EndReceiveFrom(result, ref epSender);
            int packetEnd = numBytes - 1;

            packet = Packet.BuildPacket(RecvBuffer, ref packetEnd, ZeroBuffer);

            Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
        }

        protected virtual void AddNewClient(Packet packet)
        {
        }

        public virtual void ServerListener()
        {

            ServerIncoming = new IPEndPoint(IPAddress.Any, listenPort);
            Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);

            /// Add this new socket to the list of sockets that was opened by the application.  When the application
            /// closes, either gracefully or not, all sockets can be cleaned up.  Right now I am not aware of any method
            /// to get all of the sockets for a process within .NET, but if so, this process can be refactored, as
            /// socket registration would not be neccessary.
            SocketRegistry.Register(Server);

            Server.Bind(ServerIncoming);

            ipeSender = new IPEndPoint(IPAddress.Any, 0);
            epSender = (EndPoint)ipeSender;
            ReceivedData = new AsyncCallback(this.OnReceivedData);
            Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
        }

        public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
        {

        }
    }
}