1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
|
/*
* 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 System.Reflection;
using log4net;
using Nini.Config;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.ClientStack.LindenUDP
{
/// <summary>
/// This class handles the initial UDP circuit setup with a client and passes on subsequent packets to the LLPacketServer
/// </summary>
public class LLUDPServer : ILLClientStackNetworkHandler, IClientNetworkServer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <value>
/// The client circuits established with this UDP server. If a client exists here we can also assume that
/// it is populated in clientCircuits_reverse and proxyCircuits (if relevant)
/// </value>
protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
public Hashtable clientCircuits_reverse = Hashtable.Synchronized(new Hashtable());
protected Dictionary<uint, EndPoint> proxyCircuits = new Dictionary<uint, EndPoint>();
private Socket m_socket;
protected IPEndPoint ServerIncoming;
protected byte[] RecvBuffer = new byte[4096];
protected byte[] ZeroBuffer = new byte[8192];
/// <value>
/// This is an endpoint that is reused where we don't need to protect the information from potentially
/// being stomped on by other threads.
/// </value>
protected EndPoint reusedEpSender = new IPEndPoint(IPAddress.Any, 0);
protected int proxyPortOffset;
protected AsyncCallback ReceivedData;
protected LLPacketServer m_packetServer;
protected Location m_location;
protected uint listenPort;
protected bool Allow_Alternate_Port;
protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
protected IScene m_localScene;
protected IAssetCache m_assetCache;
/// <value>
/// Manages authentication for agent circuits
/// </value>
protected AgentCircuitManager m_circuitManager;
public IScene LocalScene
{
set
{
m_localScene = value;
m_packetServer.LocalScene = m_localScene;
m_location = new Location(m_localScene.RegionInfo.RegionHandle);
}
}
public ulong RegionHandle
{
get { return m_location.RegionHandle; }
}
Socket IClientNetworkServer.Server
{
get { return m_socket; }
}
public bool HandlesRegion(Location x)
{
//return x.RegionHandle == m_location.RegionHandle;
return x == m_location;
}
public void AddScene(IScene x)
{
LocalScene = x;
}
public void Start()
{
ServerListener();
}
public void Stop()
{
m_socket.Close();
}
public LLUDPServer()
{
}
public LLUDPServer(
IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, IConfigSource configSource,
IAssetCache assetCache, AgentCircuitManager authenticateClass)
{
Initialise(_listenIP, ref port, proxyPortOffset, allow_alternate_port, configSource, assetCache, authenticateClass);
}
/// <summary>
/// Initialize the server
/// </summary>
/// <param name="_listenIP"></param>
/// <param name="port"></param>
/// <param name="proxyPortOffsetParm"></param>
/// <param name="allow_alternate_port"></param>
/// <param name="configSource"></param>
/// <param name="assetCache"></param>
/// <param name="circuitManager"></param>
public void Initialise(
IPAddress _listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource,
IAssetCache assetCache, AgentCircuitManager circuitManager)
{
ClientStackUserSettings userSettings = new ClientStackUserSettings();
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
if (config != null)
{
if (config.Contains("client_throttle_multiplier"))
userSettings.ClientThrottleMultipler = config.GetFloat("client_throttle_multiplier");
}
m_log.DebugFormat("[CLIENT]: client_throttle_multiplier = {0}", userSettings.ClientThrottleMultipler);
proxyPortOffset = proxyPortOffsetParm;
listenPort = (uint) (port + proxyPortOffsetParm);
listenIP = _listenIP;
Allow_Alternate_Port = allow_alternate_port;
m_assetCache = assetCache;
m_circuitManager = circuitManager;
CreatePacketServer(userSettings);
// 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 = (uint)(listenPort - proxyPortOffsetParm);
}
protected virtual void CreatePacketServer(ClientStackUserSettings userSettings)
{
new LLPacketServer(this, userSettings);
}
/// <summary>
/// This method is called every time that we receive new UDP data.
/// </summary>
/// <param name="result"></param>
protected virtual void OnReceivedData(IAsyncResult result)
{
Packet packet = null;
int numBytes = 1;
EndPoint epSender = new IPEndPoint(IPAddress.Any, 0);
if (EndReceive(out numBytes, result, ref epSender))
{
// Make sure we are getting zeroes when running off the
// end of grab / degrab packets from old clients
Array.Clear(RecvBuffer, numBytes, RecvBuffer.Length - numBytes);
int packetEnd = numBytes - 1;
if (proxyPortOffset != 0) packetEnd -= 6;
try
{
packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
}
catch (MalformedDataException e)
{
m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to MalformedDataException: {0}", e.StackTrace);
}
catch (IndexOutOfRangeException e)
{
m_log.DebugFormat("[CLIENT]: Dropped Malformed Packet due to IndexOutOfRangeException: {0}", e.StackTrace);
}
catch (Exception e)
{
m_log.Debug("[CLIENT]: " + e);
}
}
EndPoint epProxy = null;
if (proxyPortOffset != 0)
{
// If we've received a use circuit packet, then we need to decode an endpoint proxy, if one exists,
// before allowing the RecvBuffer to be overwritten by the next packet.
if (packet != null && packet.Type == PacketType.UseCircuitCode)
{
epProxy = epSender;
}
// Now decode the message from the proxy server
epSender = ProxyCodec.DecodeProxyMessage(RecvBuffer, ref numBytes);
}
BeginRobustReceive();
if (packet != null)
{
if (packet.Type == PacketType.UseCircuitCode)
AddNewClient((UseCircuitCodePacket)packet, epSender, epProxy);
else
ProcessInPacket(packet, epSender);
}
}
/// <summary>
/// Process a successfully received packet.
/// </summary>
/// <param name="packet"></param>
/// <param name="epSender"></param>
protected virtual void ProcessInPacket(Packet packet, EndPoint epSender)
{
try
{
// do we already have a circuit for this endpoint
uint circuit;
bool ret;
lock (clientCircuits)
{
ret = clientCircuits.TryGetValue(epSender, out circuit);
}
if (ret)
{
//if so then send packet to the packetserver
//m_log.DebugFormat(
// "[UDPSERVER]: For circuit {0} {1} got packet {2}", circuit, epSender, packet.Type);
m_packetServer.InPacket(circuit, packet);
}
}
catch (Exception e)
{
m_log.Error("[CLIENT]: Exception in processing packet - ignoring: ", e);
}
}
/// <summary>
/// Begin an asynchronous receive of the next bit of raw data
/// </summary>
protected virtual void BeginReceive()
{
m_socket.BeginReceiveFrom(
RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref reusedEpSender, ReceivedData, null);
}
/// <summary>
/// Begin a robust asynchronous receive of the next bit of raw data. Robust means that SocketExceptions are
/// automatically dealt with until the next set of valid UDP data is received.
/// </summary>
private void BeginRobustReceive()
{
try
{
BeginReceive();
}
catch (SocketException e)
{
// ENDLESS LOOP ON PURPOSE!
// Reset connection and get next UDP packet off the buffer
// If the UDP packet is part of the same stream, this will happen several hundreds of times before
// the next set of UDP data is for a valid client.
ResetServerEndPoint(e);
}
catch (ObjectDisposedException)
{
m_log.Info("[UDPSERVER]: UDP Object disposed. No need to worry about this if you're restarting the simulator.");
}
}
/// <summary>
/// Reset the server endpoint
/// </summary>
/// <param name="e">
/// The exception that has triggered the reset. Can be null if there was no exception.
/// </param>
private void ResetServerEndPoint(Exception e)
{
try
{
CloseCircuit(e);
}
catch (Exception e2)
{
m_log.ErrorFormat(
"[CLIENT]: Exception thrown when trying to close the circuit for {0} - {1}", reusedEpSender, e2);
}
// ENDLESS LOOP ON PURPOSE!
// We need to purge the UDP stream of crap from the client that disconnected nastily or the UDP server will die
// The only way to do that is to BeginRobustReceive again!
BeginRobustReceive();
}
/// <summary>
/// Close a client circuit. This is done in response to an exception on receive, and should not be called
/// normally.
/// </summary>
/// <param name="e">The exception that caused the close. Can be null if there was no exception</param>
private void CloseCircuit(Exception e)
{
uint circuit;
lock (clientCircuits)
{
if (clientCircuits.TryGetValue(reusedEpSender, out circuit))
{
m_packetServer.CloseCircuit(circuit);
if (e != null)
m_log.ErrorFormat(
"[CLIENT]: Closed circuit {0} {1} due to exception {2}", circuit, reusedEpSender, e);
}
}
}
/// <summary>
/// Finish the process of asynchronously receiving the next bit of raw data
/// </summary>
/// <param name="numBytes">The number of bytes received. Will return 0 if no bytes were recieved
/// <param name="result"></param>
/// <param name="epSender">The sender of the data</param>
/// <returns></returns>
protected virtual bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
{
bool hasReceivedOkay = false;
numBytes = 0;
try
{
numBytes = m_socket.EndReceiveFrom(result, ref epSender);
hasReceivedOkay = true;
}
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("[CLIENT]: Connection Error! - " + e.ToString());
switch (e.SocketErrorCode)
{
case SocketError.AlreadyInProgress:
return hasReceivedOkay;
case SocketError.NetworkReset:
case SocketError.ConnectionReset:
break;
default:
throw;
}
}
catch (ObjectDisposedException e)
{
m_log.DebugFormat("[CLIENT]: ObjectDisposedException: Object {0} disposed.", e.ObjectName);
// Uhh, what object, and why? this needs better handling.
}
return hasReceivedOkay;
}
/// <summary>
/// Add a new client circuit.
/// </summary>
/// <param name="packet"></param>
/// <param name="epSender"></param>
/// <param name="epProxy"></param>
protected virtual void AddNewClient(UseCircuitCodePacket useCircuit, EndPoint epSender, EndPoint epProxy)
{
//Slave regions don't accept new clients
if (m_localScene.Region_Status != RegionStatus.SlaveScene)
{
AuthenticateResponse sessionInfo;
bool isNewCircuit = false;
if (!m_packetServer.IsClientAuthorized(useCircuit, m_circuitManager, out sessionInfo))
{
m_log.WarnFormat(
"[CONNECTION FAILURE]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code, epSender);
return;
}
lock (clientCircuits)
{
if (!clientCircuits.ContainsKey(epSender))
{
clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
isNewCircuit = true;
}
}
if (isNewCircuit)
{
// This doesn't need locking as it's synchronized data
clientCircuits_reverse[useCircuit.CircuitCode.Code] = epSender;
lock (proxyCircuits)
{
proxyCircuits[useCircuit.CircuitCode.Code] = epProxy;
}
m_packetServer.AddNewClient(epSender, useCircuit, m_assetCache, sessionInfo, epProxy);
//m_log.DebugFormat(
// "[CONNECTION SUCCESS]: Incoming client {0} (circuit code {1}) received and authenticated for {2}",
// useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code, m_localScene.RegionInfo.RegionName);
}
}
// Ack the UseCircuitCode packet
PacketAckPacket ack_it = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// TODO: don't create new blocks if recycling an old packet
ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
ack_it.Packets[0].ID = useCircuit.Header.Sequence;
// ((useCircuit.Header.Sequence < uint.MaxValue) ? useCircuit.Header.Sequence : 0) is just a failsafe to ensure that we don't overflow.
ack_it.Header.Sequence = ((useCircuit.Header.Sequence < uint.MaxValue) ? useCircuit.Header.Sequence : 0) + 1;
ack_it.Header.Reliable = false;
byte[] ackmsg = ack_it.ToBytes();
// Need some extra space in case we need to add proxy
// information to the message later
byte[] msg = new byte[4096];
Buffer.BlockCopy(ackmsg, 0, msg, 0, ackmsg.Length);
SendPacketTo(msg, ackmsg.Length, SocketFlags.None, useCircuit.CircuitCode.Code);
PacketPool.Instance.ReturnPacket(useCircuit);
}
public void ServerListener()
{
uint newPort = listenPort;
m_log.Info("[UDPSERVER]: Opening UDP socket on " + listenIP + " " + newPort + ".");
ServerIncoming = new IPEndPoint(listenIP, (int)newPort);
m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
m_socket.Bind(ServerIncoming);
// Add flags to the UDP socket to prevent "Socket forcibly closed by host"
// uint IOC_IN = 0x80000000;
// uint IOC_VENDOR = 0x18000000;
// uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
// TODO: this apparently works in .NET but not in Mono, need to sort out the right flags here.
// m_socket.IOControl((int)SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
listenPort = newPort;
m_log.Info("[UDPSERVER]: UDP socket bound, getting ready to listen");
ReceivedData = OnReceivedData;
BeginReceive();
m_log.Info("[UDPSERVER]: Listening on port " + newPort);
}
public virtual void RegisterPacketServer(LLPacketServer 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;
try
{
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
}
catch
{
// Exceptions here mean there is no circuit
m_log.Warn("[CLIENT]: Circuit not found, not sending packet");
return;
}
if (sendto != null)
{
//we found the endpoint so send the packet to it
if (proxyPortOffset != 0)
{
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo proxy " + proxyCircuits[circuitcode].ToString() + ": client " + sendto.ToString());
ProxyCodec.EncodeProxyMessage(buffer, ref size, sendto);
m_socket.SendTo(buffer, size, flags, proxyCircuits[circuitcode]);
}
else
{
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo : client " + sendto.ToString());
try
{
m_socket.SendTo(buffer, size, flags, sendto);
}
catch (SocketException SockE)
{
m_log.ErrorFormat("[UDPSERVER]: Caught Socket Error in the send buffer!. {0}",SockE.ToString());
}
}
}
}
public virtual void RemoveClientCircuit(uint circuitcode)
{
EndPoint sendto;
if (clientCircuits_reverse.Contains(circuitcode))
{
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
clientCircuits_reverse.Remove(circuitcode);
lock (clientCircuits)
{
if (sendto != null)
{
clientCircuits.Remove(sendto);
}
else
{
m_log.DebugFormat(
"[CLIENT]: endpoint for circuit code {0} in RemoveClientCircuit() was unexpectedly null!", circuitcode);
}
}
lock (proxyCircuits)
{
proxyCircuits.Remove(circuitcode);
}
}
}
public void RestoreClient(AgentCircuitData circuit, EndPoint userEP, EndPoint proxyEP)
{
//MainLog.Instance.Verbose("UDPSERVER", "RestoreClient");
UseCircuitCodePacket useCircuit = new UseCircuitCodePacket();
useCircuit.CircuitCode.Code = circuit.circuitcode;
useCircuit.CircuitCode.ID = circuit.AgentID;
useCircuit.CircuitCode.SessionID = circuit.SessionID;
AuthenticateResponse sessionInfo;
if (!m_packetServer.IsClientAuthorized(useCircuit, m_circuitManager, out sessionInfo))
{
m_log.WarnFormat(
"[CLIENT]: Restore request denied to avatar {0} connecting with unauthorized circuit code {1}",
useCircuit.CircuitCode.ID, useCircuit.CircuitCode.Code);
return;
}
lock (clientCircuits)
{
if (!clientCircuits.ContainsKey(userEP))
clientCircuits.Add(userEP, useCircuit.CircuitCode.Code);
else
m_log.Error("[CLIENT]: clientCircuits already contains entry for user " + useCircuit.CircuitCode.Code + ". NOT adding.");
}
// This data structure is synchronized, so we don't need the lock
if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, userEP);
else
m_log.Error("[CLIENT]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code + ". NOT adding.");
lock (proxyCircuits)
{
if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
{
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
}
else
{
// re-set proxy endpoint
proxyCircuits.Remove(useCircuit.CircuitCode.Code);
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
}
}
m_packetServer.AddNewClient(userEP, useCircuit, m_assetCache, sessionInfo, proxyEP);
}
}
}
|