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path: root/OpenSim/Region/ClientStack/UDPServer.cs
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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;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;

namespace OpenSim.Region.ClientStack
{
    public class UDPServer : ClientStackNetworkHandler
    {
        private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);

        protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
        public Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
        public 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 m_packetServer;
        protected ulong m_regionHandle;

        protected uint listenPort;
        protected bool Allow_Alternate_Port;
        protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
        protected IScene m_localScene;
        protected AssetCache m_assetCache;
        protected AgentCircuitManager m_authenticateSessionsClass;

        public PacketServer PacketServer
        {
            get { return m_packetServer; }
            set { m_packetServer = value; }
        }

        public IScene LocalScene
        {
            set
            {
                m_localScene = value;
                m_packetServer.LocalScene = m_localScene;
                m_regionHandle = m_localScene.RegionInfo.RegionHandle;
            }
        }

        public ulong RegionHandle
        {
            get { return m_regionHandle; }
        }

        public UDPServer()
        {
        }

        public UDPServer(IPAddress _listenIP, ref uint port, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
        {
            listenIP = _listenIP;
            listenPort = port;
            Allow_Alternate_Port = allow_alternate_port;
            m_assetCache = assetCache;
            m_authenticateSessionsClass = authenticateClass;
            CreatePacketServer();

            // 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 = listenPort;
        }

        protected virtual void CreatePacketServer()
        {
            PacketServer packetServer = new PacketServer(this);
        }

        protected virtual void OnReceivedData(IAsyncResult result)
        {
            ipeSender = new IPEndPoint(listenIP, 0);
            epSender = (EndPoint) ipeSender;
            Packet packet = null;

            int numBytes = 1;

            try
            {
                numBytes = Server.EndReceiveFrom(result, ref epSender);
            }
            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("[UDPSERVER]: Connection Error! - " + e.ToString());
                switch (e.SocketErrorCode)
                {
                    case SocketError.AlreadyInProgress:
                    case SocketError.NetworkReset:
                    case SocketError.ConnectionReset:

                        try
                        {
                            CloseEndPoint(epSender);
                        }
                        catch (Exception a)
                        {
                            m_log.Info("[UDPSERVER]: " + a.ToString());
                        }
                        try
                        {
                            Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
                                                    ReceivedData, null);

                            // Ter: For some stupid reason ConnectionReset basically kills our async event structure..  
                            // so therefore..  we've got to tell the server to BeginReceiveFrom again.
                            // This will happen over and over until we've gone through all packets 
                            // sent to and from this particular user.
                            // Stupid I know..  
                            // but Flusing the buffer would be even more stupid...  so, we're stuck with this ugly method.
                        }
                        catch (SocketException)
                        {
                        }
                        break;
                    default:
                        try
                        {
                            CloseEndPoint(epSender);
                        }
                        catch (Exception)
                        {
                            //m_log.Info("[UDPSERVER]" + a.ToString());
                        }
                        try
                        {
                            Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
                                                    ReceivedData, null);
  
                            // Ter: For some stupid reason ConnectionReset basically kills our async event structure..  
                            // so therefore..  we've got to tell the server to BeginReceiveFrom again.
                            // This will happen over and over until we've gone through all packets 
                            // sent to and from this particular user.
                            // Stupid I know..  
                            // but Flusing the buffer would be even more stupid...  so, we're stuck with this ugly method.
                        }
                        catch (SocketException e2)
                        {
                            m_log.Error("[UDPSERVER]: " + e2.ToString());
                        }

                        // Here's some reference code!   :D  
                        // Shutdown and restart the UDP listener!  hehe
                        // Shiny

                        //Server.Shutdown(SocketShutdown.Both);
                        //CloseEndPoint(epSender);
                        //ServerListener();
                        break;
                }

                //return;
            }
            catch (ObjectDisposedException e)
            {
                m_log.Debug("[UDPSERVER]: " + e.ToString());
                try
                {
                    Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
                                            ReceivedData, null);

                    // Ter: For some stupid reason ConnectionReset basically kills our async event structure..  
                    // so therefore..  we've got to tell the server to BeginReceiveFrom again.
                    // This will happen over and over until we've gone through all packets 
                    // sent to and from this particular user.
                    // Stupid I know..  
                    // but Flusing the buffer would be even more stupid...  so, we're stuck with this ugly method.
                }
                catch (SocketException e2)
                {
                    m_log.Error("[UDPSERVER]: " + e2.ToString());
                }
                //return;
            }

            int packetEnd = numBytes - 1;

            try
            {
               packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
               
            }
            catch (Exception e)
            {
                m_log.Debug("[UDPSERVER]: " + e.ToString());
            }

            if (packet != null)
            {
                // do we already have a circuit for this endpoint
                uint circuit;
                if (clientCircuits.TryGetValue(epSender, out circuit))
                {
                    //if so then send packet to the packetserver
                    //m_log.Warn("[UDPSERVER]: ALREADY HAVE Circuit!");
                    m_packetServer.InPacket(circuit, packet);
                }
                else if (packet.Type == PacketType.UseCircuitCode)
                {
                    // new client
                    m_log.Debug("[UDPSERVER]: Adding New Client");
                    try
                    {
                        AddNewClient(packet);
                    }
                    catch (Exception e3)
                    {
                        m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString());
                        Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
                                                    ReceivedData, null);
                    }
                }
                else
                {
                    // invalid client
                    //CFK: This message seems to have served its usefullness as of 12-15 so I am commenting it out for now
                    //m_log.Warn("[UDPSERVER]: Got a packet from an invalid client - " + packet.ToString());

                }
            }
            try
            {
                Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
            }
            catch (SocketException e4)
            {
                try
                {
                    CloseEndPoint(epSender);
                }
                catch (Exception a)
                {
                    m_log.Info("[UDPSERVER]: " + a.ToString());
                }
                try
                {
                    Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
                                            ReceivedData, null);

                    // Ter: For some stupid reason ConnectionReset basically kills our async event structure..  
                    // so therefore..  we've got to tell the server to BeginReceiveFrom again.
                    // This will happen over and over until we've gone through all packets 
                    // sent to and from this particular user.
                    // Stupid I know..  
                    // but Flusing the buffer would be even more stupid...  so, we're stuck with this ugly method.
                }
                catch (SocketException e5)
                {
                    m_log.Error("[UDPSERVER]: " + e5.ToString());
                }

            }
        }

        private void CloseEndPoint(EndPoint sender)
        {
            uint circuit;
            if (clientCircuits.TryGetValue(sender, out circuit))
            {
                m_packetServer.CloseCircuit(circuit);
            }
        }

        protected virtual void AddNewClient(Packet packet)
        {
            UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
            lock (clientCircuits)
            {
                clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
            }
            lock (clientCircuits_reverse)
            {
                if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
                clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
            }

            PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass);
        }

        public void ServerListener()
        {
            uint newPort = listenPort;
            for (uint i = 0; i < 20; i++)
            {
                newPort = listenPort + i;
                m_log.Info("[SERVER]: Opening UDP socket on " + listenIP.ToString() + " " + newPort + ".");// Allow alternate ports: " + Allow_Alternate_Port.ToString());
                try
                {
                    ServerIncoming = new IPEndPoint(listenIP, (int) newPort);
                    Server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
                    Server.Bind(ServerIncoming);
                    listenPort = newPort;
                    break;
                }
                catch (Exception ex)
                {
                    // We are not looking for alternate ports?
                    //if (!Allow_Alternate_Port)
                        throw (ex);

                    // We are looking for alternate ports!
                    m_log.Info("[SERVER]: UDP socket on " + listenIP.ToString() + " " + listenPort.ToString() + " is not available, trying next.");
                }
                System.Threading.Thread.Sleep(100); // Wait before we retry socket
            }

            m_log.Info("[SERVER]: UDP socket bound, getting ready to listen");

            ipeSender = new IPEndPoint(listenIP, 0);
            epSender = (EndPoint) ipeSender;
            ReceivedData = new AsyncCallback(OnReceivedData);
            Server.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);

            m_log.Info("[SERVER]: Listening on port " + newPort);
        }

        public virtual void RegisterPacketServer(PacketServer 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 = null;
            if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
            {
                //we found the endpoint so send the packet to it
                Server.SendTo(buffer, size, flags, sendto);
            }
        }

        public virtual void RemoveClientCircuit(uint circuitcode)
        {
            EndPoint sendto = null;
            if (clientCircuits_reverse.TryGetValue(circuitcode, out sendto))
            {
                clientCircuits.Remove(sendto);


                clientCircuits_reverse.Remove(circuitcode);
            }
        }
    }
}