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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;
using OpenSim.world;
using OpenSim.Terrain;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.UserServer;
using OpenSim.Assets;
using OpenSim.CAPS;
using OpenSim.Framework.Console;
using Nwc.XmlRpc;
using OpenSim.Servers;
using OpenSim.GenericConfig;
namespace OpenSim
{
public delegate AuthenticateResponse AuthenticateSessionHandler(LLUUID sessionID, LLUUID agentID, uint circuitCode);
public class UDPServer : OpenSimNetworkHandler
{
private Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
public Socket Server;
private IPEndPoint ServerIncoming;
private byte[] RecvBuffer = new byte[4096];
private byte[] ZeroBuffer = new byte[8192];
private IPEndPoint ipeSender;
private EndPoint epSender;
private AsyncCallback ReceivedData;
private PacketServer _packetServer;
private int listenPort;
private Grid m_gridServers;
private World m_localWorld;
private AssetCache m_assetCache;
private InventoryCache m_inventoryCache;
private RegionInfo m_regionData;
private bool m_sandbox = false;
private bool user_accounts = false;
private ConsoleBase m_console;
private AuthenticateSessionsBase m_authenticateSessionsClass;
public AuthenticateSessionHandler AuthenticateHandler;
public PacketServer PacketServer
{
get
{
return _packetServer;
}
set
{
_packetServer = value;
}
}
public World LocalWorld
{
set
{
this.m_localWorld = value;
this._packetServer.LocalWorld = this.m_localWorld;
}
}
public UDPServer(int port, Grid gridServers, AssetCache assetCache, InventoryCache inventoryCache, RegionInfo _regionData, bool sandbox, bool accounts, ConsoleBase console , AuthenticateSessionsBase authenticateClass)
{
listenPort = port;
this.m_gridServers = gridServers;
this.m_assetCache = assetCache;
this.m_inventoryCache = inventoryCache;
this.m_regionData = _regionData;
this.m_sandbox = sandbox;
this.user_accounts = accounts;
this.m_console = console;
this.m_authenticateSessionsClass = authenticateClass;
PacketServer packetServer = new PacketServer(this);
//set up delegate for authenticate sessions
this.AuthenticateHandler = new AuthenticateSessionHandler(this.m_authenticateSessionsClass.AuthenticateSession);
}
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);
// do we already have a circuit for this endpoint
if (this.clientCircuits.ContainsKey(epSender))
{
//if so then send packet to the packetserver
this._packetServer.ClientInPacket(this.clientCircuits[epSender], packet);
}
else if (packet.Type == PacketType.UseCircuitCode)
{
// new client
this.AddNewClient(packet);
}
else
{ // invalid client
Console.Error.WriteLine("UDPServer.cs:OnReceivedData() - WARNING: Got a packet from an invalid client - " + epSender.ToString());
}
Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
}
protected virtual void AddNewClient(Packet packet)
{
UseCircuitCodePacket useCircuit = (UseCircuitCodePacket)packet;
this.clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
bool isChildAgent = false;
SimClient newuser = new SimClient(epSender, useCircuit, m_localWorld, _packetServer.ClientThreads, m_assetCache, m_gridServers.GridServer, this, m_inventoryCache, m_sandbox, isChildAgent, this.m_regionData);
if ((this.m_gridServers.UserServer != null) && (user_accounts))
{
newuser.UserServer = this.m_gridServers.UserServer;
}
//OpenSimRoot.Instance.ClientThreads.Add(epSender, newuser);
this._packetServer.ClientThreads.Add(useCircuit.CircuitCode.Code, newuser);
}
public void ServerListener()
{
m_console.WriteLine("UDPServer.cs:ServerListener() - Opening UDP socket on " + listenPort);
ServerIncoming = new IPEndPoint(IPAddress.Any, listenPort);
Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
Server.Bind(ServerIncoming);
m_console.WriteLine("UDPServer.cs:ServerListener() - UDP socket bound, getting ready to listen");
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);
m_console.WriteLine("UDPServer.cs:ServerListener() - Listening...");
}
public void RegisterPacketServer(PacketServer server)
{
this._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;
foreach (KeyValuePair<EndPoint, uint> p in this.clientCircuits)
{
if (p.Value == circuitcode)
{
sendto = p.Key;
break;
}
}
if (sendto != null)
{
//we found the endpoint so send the packet to it
this.Server.SendTo(buffer, size, flags, sendto);
}
}
public virtual void RemoveClientCircuit(uint circuitcode)
{
foreach (KeyValuePair<EndPoint, uint> p in this.clientCircuits)
{
if (p.Value == circuitcode)
{
this.clientCircuits.Remove(p.Key);
break;
}
}
}
public virtual AuthenticateResponse AuthenticateSession(LLUUID sessionID, LLUUID agentID, uint circuitCode)
{
return this.AuthenticateHandler(sessionID, agentID, circuitCode);
}
}
}
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