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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;
using OpenSim.Terrain;
using OpenSim.Framework.Interfaces;
using OpenSim.Framework.Types;
using OpenSim.Framework.Console;
using OpenSim.UserServer;
using OpenSim.RegionServer.Simulator;
using OpenSim.RegionServer.Assets;
using OpenSim.RegionServer.CAPS;
using OpenSim.RegionServer.Client;
using Nwc.XmlRpc;
using OpenSim.Servers;
using OpenSim.GenericConfig;
namespace OpenSim.RegionServer
{
public delegate AuthenticateResponse AuthenticateSessionHandler(LLUUID sessionID, LLUUID agentID, uint circuitCode);
public class UDPServer : OpenSimNetworkHandler
{
protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
private 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 _packetServer;
protected int listenPort;
protected Grid m_gridServers;
protected World m_localWorld;
protected AssetCache m_assetCache;
protected InventoryCache m_inventoryCache;
protected RegionInfo m_regionData;
protected bool m_sandbox = false;
protected bool user_accounts = false;
protected ConsoleBase m_console;
protected 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()
{
}
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;
this.CreatePacketServer();
//set up delegate for authenticate sessions
this.AuthenticateHandler = new AuthenticateSessionHandler(this.m_authenticateSessionsClass.AuthenticateSession);
}
protected virtual void CreatePacketServer()
{
PacketServer packetServer = new PacketServer(this);
}
protected virtual void OnReceivedData(IAsyncResult result)
{
ipeSender = new IPEndPoint(IPAddress.Any, 0);
epSender = (EndPoint)ipeSender;
Packet packet = null;
int numBytes;
try
{
numBytes = Server.EndReceiveFrom(result, ref epSender);
}
catch (SocketException e)
{
switch( e.SocketErrorCode )
{
case SocketError.NotConnected:
case SocketError.ConnectionReset:
// At this point, we should clear the client connection altogether.
// The app should hook a disconnect event into the UDPServer.
// But for now, just ignore it.
return;
default:
throw;
}
}
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;
ClientView newuser = new ClientView(epSender, useCircuit, m_localWorld, _packetServer.ClientThreads, m_assetCache, m_gridServers.GridServer, this, m_inventoryCache, m_sandbox, isChildAgent, this.m_regionData, m_authenticateSessionsClass);
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.Notice("UDPServer.cs:ServerListener() - Opening UDP socket on " + listenPort);
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);
m_console.Notice("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.Notice("UDPServer.cs:ServerListener() - Listening...");
}
public virtual 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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