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/*
* 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.Generic;
using System.Net;
using System.Net.Sockets;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
{
/// <summary>
/// This class enables synchronous testing of the LLUDPServer by allowing us to load our own data into the end
/// receive event
/// </summary>
public class TestLLUDPServer : LLUDPServer
{
/// <summary>
/// The chunks of data to pass to the LLUDPServer when it calls EndReceive
/// </summary>
protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
protected override void BeginReceive()
{
// Do nothing
}
protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
{
numBytes = 0;
if (m_chunksToLoad.Count <= 0)
return false;
ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
RecvBuffer = tuple.Data;
numBytes = tuple.Data.Length;
epSender = tuple.Sender;
return true;
}
public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
{
// Don't do anything just yet
}
/// <summary>
/// Load a packet to be received by the LLUDPServer on the next receive call
/// </summary>
/// <param name="packet"></param>
public void LoadReceive(Packet packet, EndPoint epSender)
{
m_chunksToLoad.Enqueue(new ChunkSenderTuple(packet.ToBytes(), epSender));
}
/// <summary>
/// Calls the protected asynchronous result method
/// </summary>
/// <param name="result"></param>
public void ReceiveData(IAsyncResult result)
{
OnReceivedData(result);
}
/// <summary>
/// Has a circuit with the given code been established?
/// </summary>
/// <param name="circuitCode"></param>
/// <returns></returns>
public bool HasCircuit(uint circuitCode)
{
lock (clientCircuits_reverse)
{
return clientCircuits_reverse.ContainsKey(circuitCode);
}
}
}
/// <summary>
/// Record the data and sender tuple
/// </summary>
public class ChunkSenderTuple
{
public byte[] Data;
public EndPoint Sender;
public ChunkSenderTuple(byte[] data, EndPoint sender)
{
Data = data;
Sender = sender;
}
}
}
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