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//--------- Modified Version -------------------
///*
// * 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 OpenMetaverse;

//namespace OpenSim.Region.ClientStack.LindenUDP
//{
//    /// <summary>
//    /// 
//    /// </summary>
//    public abstract class OpenSimUDPBase
//    {
//        // these abstract methods must be implemented in a derived class to actually do
//        // something with the packets that are sent and received.
//        protected abstract void PacketReceived(UDPPacketBuffer buffer);
//        protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);

//        // the port to listen on
//        internal int udpPort;

//        // the UDP socket
//        private Socket udpSocket;

//        // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
//        // since there are potentially many "reader" threads in the internal .NET IOCP
//        // thread pool, this is a cheaper synchronization primitive than using
//        // a Mutex object.  This allows many UDP socket "reads" concurrently - when
//        // Stop() is called, it attempts to obtain a writer lock which will then
//        // wait until all outstanding operations are completed before shutting down.
//        // this avoids the problem of closing the socket with outstanding operations
//        // and trying to catch the inevitable ObjectDisposedException.
//        private ReaderWriterLock rwLock = new ReaderWriterLock();

//        // number of outstanding operations.  This is a reference count
//        // which we use to ensure that the threads exit cleanly. Note that
//        // we need this because the threads will potentially still need to process
//        // data even after the socket is closed.
//        private int rwOperationCount = 0;

//        // the all important shutdownFlag.  This is synchronized through the ReaderWriterLock.
//        private volatile bool shutdownFlag = true;

//        // the remote endpoint to communicate with
//        protected IPEndPoint remoteEndPoint = null;


//        /// <summary>
//        /// Initialize the UDP packet handler in server mode
//        /// </summary>
//        /// <param name="port">Port to listening for incoming UDP packets on</param>
//        public OpenSimUDPBase(int port)
//        {
//            udpPort = port;
//        }

//        /// <summary>
//        /// Initialize the UDP packet handler in client mode
//        /// </summary>
//        /// <param name="endPoint">Remote UDP server to connect to</param>
//        public OpenSimUDPBase(IPEndPoint endPoint)
//        {
//            remoteEndPoint = endPoint;
//            udpPort = 0;
//        }

//        /// <summary>
//        /// 
//        /// </summary>
//        public void Start()
//        {
//            if (shutdownFlag)
//            {
//                if (remoteEndPoint == null)
//                {
//                    // Server mode

//                    // create and bind the socket
//                    IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
//                    udpSocket = new Socket(
//                        AddressFamily.InterNetwork,
//                        SocketType.Dgram,
//                        ProtocolType.Udp);
//                    udpSocket.Bind(ipep);
//                }
//                else
//                {
//                    // Client mode
//                    IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
//                    udpSocket = new Socket(
//                        AddressFamily.InterNetwork,
//                        SocketType.Dgram,
//                        ProtocolType.Udp);
//                    udpSocket.Bind(ipep);
//                    //udpSocket.Connect(remoteEndPoint);
//                }

//                // we're not shutting down, we're starting up
//                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>
//        /// 
//        /// </summary>
//        public void Stop()
//        {
//            if (!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.
//                rwLock.AcquireWriterLock(-1);
//                shutdownFlag = true;
//                udpSocket.Close();
//                rwLock.ReleaseWriterLock();

//                // wait for any pending operations to complete on other
//                // threads before exiting.
//                const int FORCE_STOP = 100;
//                int i = 0;
//                while (rwOperationCount > 0 && i < FORCE_STOP)
//                {
//                    Thread.Sleep(10);
//                    ++i;
//                }

//                if (i >= FORCE_STOP)
//                {
//                    Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
//                        Helpers.LogLevel.Warning);
//                }
//            }
//        }

//        /// <summary>
//        /// 
//        /// </summary>
//        public bool IsRunning
//        {
//            get { return !shutdownFlag; }
//        }

//        private void AsyncBeginReceive()
//        {
//            // this method actually kicks off the async read on the socket.
//            // we aquire a reader lock here to ensure that no other thread
//            // is trying to set shutdownFlag and close the socket.
//            rwLock.AcquireReaderLock(-1);

//            if (!shutdownFlag)
//            {
//                // increment the count of pending operations
//                Interlocked.Increment(ref rwOperationCount);

//                // allocate a packet buffer
//                //WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
//                UDPPacketBuffer buf = new UDPPacketBuffer();

//                try
//                {
//                    // kick off an async read
//                    udpSocket.BeginReceiveFrom(
//                        //wrappedBuffer.Instance.Data,
//                        buf.Data,
//                        0,
//                        UDPPacketBuffer.BUFFER_SIZE,
//                        SocketFlags.None,
//                        //ref wrappedBuffer.Instance.RemoteEndPoint,
//                        ref buf.RemoteEndPoint,
//                        new AsyncCallback(AsyncEndReceive),
//                        //wrappedBuffer);
//                        buf);
//                }
//                catch (SocketException)
//                {
//                    // something bad happened
//                    //Logger.Log(
//                    //    "A SocketException occurred in UDPServer.AsyncBeginReceive()", 
//                    //    Helpers.LogLevel.Error, se);

//                    // an error occurred, therefore the operation is void.  Decrement the reference count.
//                    Interlocked.Decrement(ref rwOperationCount);
//                }
//            }

//            // we're done with the socket for now, release the reader lock.
//            rwLock.ReleaseReaderLock();
//        }

//        private void AsyncEndReceive(IAsyncResult iar)
//        {
//            // Asynchronous receive operations will complete here through the call
//            // to AsyncBeginReceive

//            // aquire a reader lock
//            rwLock.AcquireReaderLock(-1);

//            if (!shutdownFlag)
//            {
//                // 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 = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);

//                    // this operation is now complete, decrement the reference count
//                    Interlocked.Decrement(ref rwOperationCount);

//                    // we're done with the socket, release the reader lock
//                    rwLock.ReleaseReaderLock();

//                    // call the abstract method PacketReceived(), passing the buffer that
//                    // has just been filled from the socket read.
//                    PacketReceived(buffer);
//                }
//                catch (SocketException)
//                {
//                    // an error occurred, therefore the operation is void.  Decrement the reference count.
//                    Interlocked.Decrement(ref rwOperationCount);

//                    // we're done with the socket for now, release the reader lock.
//                    rwLock.ReleaseReaderLock();
//                }
//                finally
//                {
//                    // start another receive - this keeps the server going!
//                    AsyncBeginReceive();

//                    //wrappedBuffer.Dispose();
//                }
//            }
//            else
//            {
//                // nothing bad happened, but we are done with the operation
//                // decrement the reference count and release the reader lock
//                Interlocked.Decrement(ref rwOperationCount);
//                rwLock.ReleaseReaderLock();
//            }
//        }

//        public void AsyncBeginSend(UDPPacketBuffer buf)
//        {
//            rwLock.AcquireReaderLock(-1);

//            if (!shutdownFlag)
//            {
//                try
//                {
//                    Interlocked.Increment(ref rwOperationCount);
//                    udpSocket.BeginSendTo(
//                        buf.Data,
//                        0,
//                        buf.DataLength,
//                        SocketFlags.None,
//                        buf.RemoteEndPoint,
//                        new AsyncCallback(AsyncEndSend),
//                        buf);
//                }
//                catch (SocketException)
//                {
//                    //Logger.Log(
//                    //    "A SocketException occurred in UDPServer.AsyncBeginSend()",
//                    //    Helpers.LogLevel.Error, se);
//                }
//            }

//            rwLock.ReleaseReaderLock();
//        }

//        private void AsyncEndSend(IAsyncResult iar)
//        {
//            rwLock.AcquireReaderLock(-1);

//            if (!shutdownFlag)
//            {
//                UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;

//                try
//                {
//                    int bytesSent = udpSocket.EndSendTo(iar);

//                    // note that call to the abstract PacketSent() method - we are passing the number
//                    // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
//                    // is the number of bytes to send (or bytes received depending upon whether this
//                    // buffer was part of a send or a receive).
//                    PacketSent(buffer, bytesSent);
//                }
//                catch (SocketException)
//                {
//                    //Logger.Log(
//                    //    "A SocketException occurred in UDPServer.AsyncEndSend()",
//                    //    Helpers.LogLevel.Error, se);
//                }
//            }

//            Interlocked.Decrement(ref rwOperationCount);
//            rwLock.ReleaseReaderLock();
//        }
//    }
//}

//--------- Original Version -------------------


namespace OpenSim.Region.ClientStack.LindenUDP
{
    /// <summary>
    /// 
    /// </summary>
    public abstract class OpenSimUDPBase
    {
        // these abstract methods must be implemented in a derived class to actually do
        // something with the packets that are sent and received.
        protected abstract void PacketReceived(UDPPacketBuffer buffer);
        protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);

        // the port to listen on
        internal int udpPort;

        // the UDP socket
        private Socket udpSocket;

        // the all important shutdownFlag.
        private volatile bool shutdownFlag = true;

        // the remote endpoint to communicate with
        protected IPEndPoint remoteEndPoint = null;

        /// <summary>
        /// Initialize the UDP packet handler in server mode
        /// </summary>
        /// <param name="port">Port to listening for incoming UDP packets on</param>
        public OpenSimUDPBase(int port)
        {
            udpPort = port;
        }

        /// <summary>
        /// Initialize the UDP packet handler in client mode
        /// </summary>
        /// <param name="endPoint">Remote UDP server to connect to</param>
        public OpenSimUDPBase(IPEndPoint endPoint)
        {
            remoteEndPoint = endPoint;
            udpPort = 0;
        }

        /// <summary>
        /// 
        /// </summary>
        public void Start()
        {
            if (shutdownFlag)
            {
                const int SIO_UDP_CONNRESET = -1744830452;

                IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
                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
                    udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
                }
                catch (SocketException)
                {
                    Logger.DebugLog("UDP SIO_UDP_CONNRESET flag not supported on this platform");
                }
                udpSocket.Bind(ipep);

                // we're not shutting down, we're starting up
                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>
        /// 
        /// </summary>
        public void Stop()
        {
            if (!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.
                shutdownFlag = true;
                udpSocket.Close();
            }
        }

        /// <summary>
        /// 
        /// </summary>
        public bool IsRunning
        {
            get { return !shutdownFlag; }
        }

        private void AsyncBeginReceive()
        {
            // allocate a packet buffer
            //WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
            UDPPacketBuffer buf = new UDPPacketBuffer();

            if (!shutdownFlag)
            {
                try
                {
                    // kick off an async read
                    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)
                    {
                        Logger.Log("SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + udpPort, Helpers.LogLevel.Error);
                        bool salvaged = false;
                        while (!salvaged)
                        {
                            try
                            {
                                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; }
                        }

                        Logger.Log("Salvaged the UDP listener on port " + udpPort, Helpers.LogLevel.Info);
                    }
                }
                catch (ObjectDisposedException) { }
            }
        }

        private void AsyncEndReceive(IAsyncResult iar)
        {
            // Asynchronous receive operations will complete here through the call
            // to AsyncBeginReceive
            if (!shutdownFlag)
            {
                // start another receive - this keeps the server going!
                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 = 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(); }
            }
        }

        public void AsyncBeginSend(UDPPacketBuffer buf)
        {
            if (!shutdownFlag)
            {
                try
                {
                    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;
                int bytesSent = udpSocket.EndSendTo(result);

                PacketSent(buf, bytesSent);
            }
            catch (SocketException) { }
            catch (ObjectDisposedException) { }
        }
    }
}