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
|
/*
* Copyright (c) 2006, Clutch, Inc.
* Original Author: Jeff Cesnik
* All rights reserved.
*
* - 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.
* - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Net;
using System.Net.Sockets;
using System.Threading;
using log4net;
namespace OpenMetaverse
{
/// <summary>
/// Base UDP server
/// </summary>
public abstract class OpenSimUDPBase
{
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// This method is called when an incoming packet is received
/// </summary>
/// <param name="buffer">Incoming packet buffer</param>
protected abstract void PacketReceived(UDPPacketBuffer buffer);
/// <summary>UDP port to bind to in server mode</summary>
protected int m_udpPort;
/// <summary>Local IP address to bind to in server mode</summary>
protected IPAddress m_localBindAddress;
/// <summary>UDP socket, used in either client or server mode</summary>
private Socket m_udpSocket;
/// <summary>Flag to process packets asynchronously or synchronously</summary>
private bool m_asyncPacketHandling;
/// <summary>The all important shutdown flag</summary>
private volatile bool m_shutdownFlag = true;
/// <summary>Returns true if the server is currently listening, otherwise false</summary>
public bool IsRunning { get { return !m_shutdownFlag; } }
/// <summary>
/// Default constructor
/// </summary>
/// <param name="bindAddress">Local IP address to bind the server to</param>
/// <param name="port">Port to listening for incoming UDP packets on</param>
public OpenSimUDPBase(IPAddress bindAddress, int port)
{
m_localBindAddress = bindAddress;
m_udpPort = port;
}
/// <summary>
/// Start the UDP server
/// </summary>
/// <param name="recvBufferSize">The size of the receive buffer for
/// the UDP socket. This value is passed up to the operating system
/// and used in the system networking stack. Use zero to leave this
/// value as the default</param>
/// <param name="asyncPacketHandling">Set this to true to start
/// receiving more packets while current packet handler callbacks are
/// still running. Setting this to false will complete each packet
/// callback before the next packet is processed</param>
/// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
/// on the socket to get newer versions of Windows to behave in a sane
/// manner (not throwing an exception when the remote side resets the
/// connection). This call is ignored on Mono where the flag is not
/// necessary</remarks>
public void Start(int recvBufferSize, bool asyncPacketHandling)
{
m_asyncPacketHandling = asyncPacketHandling;
if (m_shutdownFlag)
{
const int SIO_UDP_CONNRESET = -1744830452;
IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
m_udpSocket = new Socket(
AddressFamily.InterNetwork,
SocketType.Dgram,
ProtocolType.Udp);
try
{
// This udp socket flag is not supported under mono,
// so we'll catch the exception and continue
m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag set");
}
catch (SocketException)
{
m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
}
if (recvBufferSize != 0)
m_udpSocket.ReceiveBufferSize = recvBufferSize;
m_udpSocket.Bind(ipep);
// we're not shutting down, we're starting up
m_shutdownFlag = false;
// kick off an async receive. The Start() method will return, the
// actual receives will occur asynchronously and will be caught in
// AsyncEndRecieve().
AsyncBeginReceive();
}
}
/// <summary>
/// Stops the UDP server
/// </summary>
public void Stop()
{
if (!m_shutdownFlag)
{
// wait indefinitely for a writer lock. Once this is called, the .NET runtime
// will deny any more reader locks, in effect blocking all other send/receive
// threads. Once we have the lock, we set shutdownFlag to inform the other
// threads that the socket is closed.
m_shutdownFlag = true;
m_udpSocket.Close();
}
}
private void AsyncBeginReceive()
{
// allocate a packet buffer
//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
UDPPacketBuffer buf = new UDPPacketBuffer();
if (!m_shutdownFlag)
{
try
{
// kick off an async read
m_udpSocket.BeginReceiveFrom(
//wrappedBuffer.Instance.Data,
buf.Data,
0,
UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None,
ref buf.RemoteEndPoint,
AsyncEndReceive,
//wrappedBuffer);
buf);
}
catch (SocketException e)
{
if (e.SocketErrorCode == SocketError.ConnectionReset)
{
m_log.Warn("[UDPBASE]: SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + m_udpPort);
bool salvaged = false;
while (!salvaged)
{
try
{
m_udpSocket.BeginReceiveFrom(
//wrappedBuffer.Instance.Data,
buf.Data,
0,
UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None,
ref buf.RemoteEndPoint,
AsyncEndReceive,
//wrappedBuffer);
buf);
salvaged = true;
}
catch (SocketException) { }
catch (ObjectDisposedException) { return; }
}
m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort);
}
}
catch (ObjectDisposedException) { }
}
}
private void AsyncEndReceive(IAsyncResult iar)
{
// Asynchronous receive operations will complete here through the call
// to AsyncBeginReceive
if (!m_shutdownFlag)
{
// Asynchronous mode will start another receive before the
// callback for this packet is even fired. Very parallel :-)
if (m_asyncPacketHandling)
AsyncBeginReceive();
// get the buffer that was created in AsyncBeginReceive
// this is the received data
//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
//UDPPacketBuffer buffer = wrappedBuffer.Instance;
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
try
{
// get the length of data actually read from the socket, store it with the
// buffer
buffer.DataLength = m_udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
// call the abstract method PacketReceived(), passing the buffer that
// has just been filled from the socket read.
PacketReceived(buffer);
}
catch (SocketException) { }
catch (ObjectDisposedException) { }
finally
{
//wrappedBuffer.Dispose();
// Synchronous mode waits until the packet callback completes
// before starting the receive to fetch another packet
if (!m_asyncPacketHandling)
AsyncBeginReceive();
}
}
}
public void SyncBeginSend(UDPPacketBuffer buf)
{
if (!m_shutdownFlag)
{
try
{
m_udpSocket.SendTo(
buf.Data,
0,
buf.DataLength,
SocketFlags.None,
buf.RemoteEndPoint);
}
catch (SocketException) { }
catch (ObjectDisposedException) { }
}
}
public void AsyncBeginSend(UDPPacketBuffer buf)
{
if (!m_shutdownFlag)
{
try
{
m_udpSocket.BeginSendTo(
buf.Data,
0,
buf.DataLength,
SocketFlags.None,
buf.RemoteEndPoint,
AsyncEndSend,
buf);
}
catch (SocketException) { }
catch (ObjectDisposedException) { }
}
}
void AsyncEndSend(IAsyncResult result)
{
try
{
// UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
m_udpSocket.EndSendTo(result);
}
catch (SocketException) { }
catch (ObjectDisposedException) { }
}
}
}
|