Files
libremetaverse/libsecondlife-cs/NetworkManager.cs
John Hurliman 8c93fea4a2 * Appended ACKs no longer overwrite packet data
* Basic teleporting support
* Fixed LLUUID comparison operators
* Added packet flags and sequence number output to sldump

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@27 52acb1d6-8a22-11de-b505-999d5b087335
2006-06-15 21:42:41 +00:00

789 lines
21 KiB
C#

/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* 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 Second Life Reverse Engineering Team 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.Text;
using System.Timers;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Security.Cryptography;
using Nwc.XmlRpc;
namespace libsecondlife
{
public delegate void PacketCallback(Packet packet, Circuit circuit);
internal class AcceptAllCertificatePolicy : ICertificatePolicy
{
public AcceptAllCertificatePolicy()
{
}
public bool CheckValidationResult(ServicePoint sPoint,
System.Security.Cryptography.X509Certificates.X509Certificate cert,
WebRequest wRequest,int certProb)
{
// Always accept
return true;
}
}
public class Circuit
{
public uint CircuitCode;
public bool Opened;
public ushort Sequence;
public IPEndPoint ipEndPoint;
private EndPoint endPoint;
private ProtocolManager Protocol;
private NetworkManager Network;
private byte[] Buffer;
private Socket Connection;
private AsyncCallback ReceivedData;
private System.Timers.Timer OpenTimer;
private System.Timers.Timer ACKTimer;
private bool Timeout;
private ArrayList AckOutbox;
private Mutex AckOutboxMutex;
private Hashtable NeedAck;
private Mutex NeedAckMutex;
private int ResendTick;
public Circuit(ProtocolManager protocol, NetworkManager network, uint circuitCode)
{
Initialize(protocol, network, circuitCode);
}
public Circuit(ProtocolManager protocol, NetworkManager network)
{
// Generate a random circuit code
System.Random random = new System.Random();
Initialize(protocol, network, (uint)random.Next());
}
private void Initialize(ProtocolManager protocol, NetworkManager network, uint circuitCode)
{
Protocol = protocol;
Network = network;
CircuitCode = circuitCode;
Sequence = 0;
Buffer = new byte[4096];
Connection = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
Opened = false;
Timeout = false;
// Initialize the queue of ACKs that need to be sent to the server
AckOutbox = new ArrayList();
// Initialize the hashtable for reliable packets waiting on ACKs from the server
NeedAck = new Hashtable();
// Create a timer to test if the connection times out
OpenTimer = new System.Timers.Timer(10000);
OpenTimer.Elapsed += new ElapsedEventHandler(OpenTimerEvent);
// Create a timer to send PacketAcks and resend unACKed packets
ACKTimer = new System.Timers.Timer(1000);
ACKTimer.Elapsed += new ElapsedEventHandler(ACKTimerEvent);
AckOutboxMutex = new Mutex(false, "AckOutboxMutex");
NeedAckMutex = new Mutex(false, "NeedAckMutex");
ResendTick = 0;
}
~Circuit()
{
Close();
}
public bool Open(string ip, int port)
{
return Open(IPAddress.Parse(ip), port);
}
public bool Open(IPAddress ip, int port)
{
try
{
// Setup the callback
ReceivedData = new AsyncCallback(this.OnReceivedData);
// Create an endpoint that we will be communicating with (need it in two types due to
// .NET weirdness)
ipEndPoint = new IPEndPoint(ip, port);
endPoint = (EndPoint)ipEndPoint;
// Associate this circuit's socket with the given ip and port and start listening
Connection.Connect(endPoint);
Connection.BeginReceiveFrom(Buffer, 0, Buffer.Length, SocketFlags.None, ref endPoint, ReceivedData, null);
// Start the circuit opening timeout
OpenTimer.Start();
// Start the packet resend timer
ACKTimer.Start();
// Send the UseCircuitCode packet to initiate the connection
Packet packet = PacketBuilder.UseCircuitCode(Protocol, Network.AgentID,
Network.SessionID, CircuitCode);
// Send the initial packet out
SendPacket(packet, true);
while (!Timeout)
{
if (Opened)
{
return true;
}
Thread.Sleep(0);
}
}
catch (Exception e)
{
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
}
return false;
}
public void Close()
{
try
{
Opened = false;
StopTimers();
// TODO: Is this safe? Using the mutex throws an exception about a disposed object
NeedAck.Clear();
//Connection.EndReceiveFrom(
// Send the CloseCircuit notice
Packet packet = new Packet("CloseCircuit", Protocol, 8);
Connection.Send(packet.Data);
// Shut the socket communication down
Connection.Shutdown(SocketShutdown.Both);
}
catch (Exception e)
{
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
public void StopTimers()
{
// Stop the resend timer
ACKTimer.Stop();
// Stop the open circuit timer (just in case it's still running)
OpenTimer.Stop();
}
public void SendPacket(Packet packet, bool incrementSequence)
{
byte[] zeroBuffer = new byte[4096];
int zeroBytes;
if (!Opened && packet.Layout.Name != "UseCircuitCode")
{
Helpers.Log("Trying to send a " + packet.Layout.Name + " packet when the socket is closed",
Helpers.LogLevel.Warning);
return;
}
// DEBUG
//Console.WriteLine("Sending " + packet.Data.Length + " byte " + packet.Layout.Name);
try
{
if ((packet.Data[0] & Helpers.MSG_RELIABLE) != 0 && incrementSequence)
{
if (!NeedAck.ContainsKey(packet))
{
// This packet needs an ACK, keep track of when it was sent out
NeedAckMutex.WaitOne();
NeedAck.Add(packet, Environment.TickCount);
NeedAckMutex.ReleaseMutex();
}
}
if (incrementSequence)
{
// Set the sequence number here since we are manually serializing the packet
packet.Sequence = ++Sequence;
}
// Zerocode if needed
if ((packet.Data[0] & Helpers.MSG_ZEROCODED) != 0)
{
zeroBytes = Helpers.ZeroEncode(packet.Data, packet.Data.Length, zeroBuffer);
}
else
{
// Normal packet, copy it straight over to the zeroBuffer
Array.Copy(packet.Data, 0, zeroBuffer, 0, packet.Data.Length);
zeroBytes = packet.Data.Length;
}
// The incrementSequence check prevents a possible deadlock situation
if (AckOutbox.Count != 0 && incrementSequence && packet.Layout.Name != "PacketAck" &&
packet.Layout.Name != "LogoutRequest")
{
// Claim the mutex on the AckOutbox
AckOutboxMutex.WaitOne();
//TODO: Make sure we aren't appending more than 255 ACKs
// Append each ACK needing to be sent out to this packet
foreach (uint ack in AckOutbox)
{
Array.Copy(BitConverter.GetBytes(ack), 0, zeroBuffer, zeroBytes, 4);
zeroBytes += 4;
}
// Last byte is the number of ACKs
zeroBuffer[zeroBytes] = (byte)AckOutbox.Count;
zeroBytes += 1;
AckOutbox.Clear();
// Release the mutex
AckOutboxMutex.ReleaseMutex();
// Set the flag that this packet has ACKs appended to it
zeroBuffer[0] += Helpers.MSG_APPENDED_ACKS;
}
int numSent = Connection.Send(zeroBuffer, zeroBytes, SocketFlags.None);
// DEBUG
//Console.WriteLine("Sent " + numSent + " bytes");
}
catch (Exception e)
{
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
private void SendACKs()
{
// Claim the mutex on the AckOutbox
AckOutboxMutex.WaitOne();
if (AckOutbox.Count != 0)
{
try
{
Packet packet = PacketBuilder.PacketAck(Protocol, AckOutbox);
if (packet.Data.Length < 13)
{
Helpers.Log("Trying to send a PacketAck with no ACKs, cancelling", Helpers.LogLevel.Warning);
// Release the mutex
AckOutboxMutex.ReleaseMutex();
return;
}
// Set the sequence number
packet.Sequence = ++Sequence;
// Bypass SendPacket since we are taking care of the AckOutbox ourself
int numSent = Connection.Send(packet.Data);
// DEBUG
//Console.WriteLine("Sent " + numSent + " byte " + packet.Layout.Name);
AckOutbox.Clear();
}
catch (Exception e)
{
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
// Release the mutex
AckOutboxMutex.ReleaseMutex();
}
private void OnReceivedData(IAsyncResult result)
{
Packet packet;
try
{
// For the UseCircuitCode timeout
Opened = true;
OpenTimer.Stop();
// Retrieve the incoming packet
int numBytes = Connection.EndReceiveFrom(result, ref endPoint);
if ((Buffer[Buffer.Length - 1] & Helpers.MSG_APPENDED_ACKS) != 0)
{
// Grab the ACKs that are appended to this packet
byte numAcks = Buffer[Buffer.Length - 1];
Helpers.Log("Found " + numAcks + " appended acks", Helpers.LogLevel.Info);
// Claim the NeedAck mutex
NeedAckMutex.WaitOne();
for (int i = 1; i <= numAcks; ++i)
{
uint ack = BitConverter.ToUInt32(Buffer, numBytes - i * 4 - 1);
Beginning:
ICollection reliablePackets = NeedAck.Keys;
// Remove this packet if it exists
foreach (Packet reliablePacket in reliablePackets)
{
if ((uint)reliablePacket.Sequence == ack)
{
NeedAck.Remove(reliablePacket);
goto Beginning;
}
}
}
// Release the mutex
NeedAckMutex.ReleaseMutex();
// Adjust the packet length
numBytes = numBytes - numAcks * 4 - 1;
}
if ((Buffer[0] & Helpers.MSG_ZEROCODED) != 0)
{
// Allocate a temporary buffer for the zerodecoded packet
byte[] zeroBuffer = new byte[4096];
int zeroBytes = Helpers.ZeroDecode(Buffer, numBytes, zeroBuffer);
packet = new Packet(zeroBuffer, zeroBytes, Protocol);
numBytes = zeroBytes;
}
else
{
// Create the packet object from our byte array
packet = new Packet(Buffer, numBytes, Protocol);
}
// DEBUG
//Console.WriteLine("Received a " + numBytes + " byte " + packet.Layout.Name);
// Start listening again since we're done with Buffer
Connection.BeginReceiveFrom(Buffer, 0, Buffer.Length, SocketFlags.None, ref endPoint, ReceivedData, null);
if ((packet.Data[0] & Helpers.MSG_RELIABLE) != 0)
{
if (!AckOutbox.Contains((uint)packet.Sequence))
{
// This packet needs to be ACKed, push its sequence number on to the queue
AckOutboxMutex.WaitOne();
AckOutbox.Add((uint)packet.Sequence);
AckOutboxMutex.ReleaseMutex();
}
else
{
if ((packet.Data[0] & Helpers.MSG_RESENT) != 0)
{
// We received a resent packet
Helpers.Log("Received a resent packet, sequence=" + packet.Sequence, Helpers.LogLevel.Warning);
return;
}
else
{
// We received a resent packet
Helpers.Log("Received a duplicate sequence number? sequence=" + packet.Sequence
+ ", name=" + packet.Layout.Name, Helpers.LogLevel.Warning);
}
}
}
if (packet.Layout.Name == null)
{
Helpers.Log("Received an unrecognized packet", Helpers.LogLevel.Warning);
return;
}
else if (packet.Layout.Name == "PacketAck")
{
// PacketAck is handled directly instead of using a callback to simplify access to
// the NeedAck hashtable and its mutex
ArrayList blocks = packet.Blocks();
NeedAckMutex.WaitOne();
// Remove each ACK in this packet from the NeedAck waiting list
foreach (Block block in blocks)
{
foreach (Field field in block.Fields)
{
Beginning:
ICollection reliablePackets = NeedAck.Keys;
// Remove this packet if it exists
foreach (Packet reliablePacket in reliablePackets)
{
if ((uint)reliablePacket.Sequence == (uint)field.Data)
{
NeedAck.Remove(reliablePacket);
// Restart the loop to avoid upsetting the enumerator
goto Beginning;
}
}
}
}
NeedAckMutex.ReleaseMutex();
}
// Fire any internal callbacks registered with this packet type
PacketCallback callback = (PacketCallback)Network.InternalCallbacks[packet.Layout.Name];
if (callback != null)
{
callback(packet, this);
}
// Fire any user callbacks registered with this packet type
callback = (PacketCallback)Network.UserCallbacks[packet.Layout.Name];
if (callback != null)
{
callback(packet, this);
}
else
{
// Attempt to fire a default user callback
callback = (PacketCallback)Network.UserCallbacks["Default"];
if (callback != null)
{
callback(packet, this);
}
}
}
catch (Exception e)
{
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
private void OpenTimerEvent(object source, System.Timers.ElapsedEventArgs ea)
{
try
{
Timeout = true;
OpenTimer.Stop();
}
catch (Exception e)
{
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
private void ACKTimerEvent(object source, System.Timers.ElapsedEventArgs ea)
{
try
{
// Send any ACKs in the queue
SendACKs();
ResendTick++;
if (ResendTick >= 3)
{
ResendTick = 0;
Beginning:
// Check if any reliable packets haven't been ACKed by the server
NeedAckMutex.WaitOne();
IDictionaryEnumerator packetEnum = NeedAck.GetEnumerator();
NeedAckMutex.ReleaseMutex();
while (packetEnum.MoveNext())
{
int ticks = (int)packetEnum.Value;
// TODO: Is this hardcoded value correct? Should it be a higher level define or a
// changeable property?
if (Environment.TickCount - ticks > 3000)
{
Packet packet = (Packet)packetEnum.Key;
// Adjust the timeout value for this packet
NeedAckMutex.WaitOne();
if (NeedAck.ContainsKey(packet))
{
NeedAck[packet] = Environment.TickCount;
NeedAckMutex.ReleaseMutex();
// Add the resent flag
packet.Data[0] += Helpers.MSG_RESENT;
// Resend the packet
SendPacket((Packet)packet, false);
Helpers.Log("Resending " + packet.Layout.Name + " packet, sequence=" + packet.Sequence,
Helpers.LogLevel.Info);
// Rate limiting
System.Threading.Thread.Sleep(100);
// Restart the loop since we modified a value and the iterator will fail
goto Beginning;
}
else
{
NeedAckMutex.ReleaseMutex();
}
}
}
}
}
catch (Exception e)
{
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
}
public class NetworkManager
{
public LLUUID AgentID;
public LLUUID SessionID;
public string LoginError;
public Hashtable UserCallbacks;
public Hashtable InternalCallbacks;
public Circuit CurrentCircuit;
private ProtocolManager Protocol;
private ArrayList Circuits;
public NetworkManager(ProtocolManager protocol)
{
Protocol = protocol;
Circuits = new ArrayList();
UserCallbacks = new Hashtable();
InternalCallbacks = new Hashtable();
CurrentCircuit = null;
// Register the internal callbacks
PacketCallback callback = new PacketCallback(RegionHandshakeHandler);
InternalCallbacks["RegionHandshake"] = callback;
callback = new PacketCallback(StartPingCheckHandler);
InternalCallbacks["StartPingCheck"] = callback;
}
public void SendPacket(Packet packet)
{
if (CurrentCircuit != null)
{
CurrentCircuit.SendPacket(packet, true);
}
else
{
Helpers.Log("Trying to send a packet when there is no current circuit", Helpers.LogLevel.Error);
}
}
public void SendPacket(Packet packet, Circuit circuit)
{
circuit.SendPacket(packet, true);
}
public static Hashtable DefaultLoginValues(string firstName, string lastName, string password, string mac,
string startLocation, int major, int minor, int patch, int build, string platform, string viewerDigest,
string userAgent, string author)
{
Hashtable values = new Hashtable();
// Generate an MD5 hash of the password
MD5 md5 = new MD5CryptoServiceProvider();
byte[] hash = md5.ComputeHash(Encoding.ASCII.GetBytes(password));
StringBuilder passwordDigest = new StringBuilder();
// Convert the hash to a hex string
foreach(byte b in hash)
{
passwordDigest.AppendFormat("{0:x2}", b);
}
values["first"] = firstName;
values["last"] = lastName;
values["passwd"] = "$1$" + passwordDigest;
values["start"] = startLocation;
values["major"] = major;
values["minor"] = minor;
values["patch"] = patch;
values["build"] = build;
values["platform"] = platform;
values["mac"] = mac;
values["viewer_digest"] = viewerDigest;
values["user-agent"] = userAgent + " (" + Helpers.VERSION + ")";
values["author"] = author;
return values;
}
public bool Login(Hashtable loginParams, out Hashtable values)
{
return Login(loginParams, "https://login.agni.lindenlab.com/cgi-bin/login.cgi", out values);
}
public bool Login(Hashtable loginParams, string url, out Hashtable values)
{
XmlRpcResponse result;
XmlRpcRequest xmlrpc = new XmlRpcRequest();
xmlrpc.MethodName = "login_to_simulator";
xmlrpc.Params.Clear();
xmlrpc.Params.Add(loginParams);
try
{
result = (XmlRpcResponse)xmlrpc.Send(url);
}
catch (Exception e)
{
Helpers.Log(e.ToString(), Helpers.LogLevel.Error);
LoginError = e.Message;
values = null;
return false;
}
if (result.IsFault)
{
Helpers.Log("Fault " + result.FaultCode + ": " + result.FaultString, Helpers.LogLevel.Error);
LoginError = "Fault " + result.FaultCode + ": " + result.FaultString;
values = null;
return false;
}
values = (Hashtable)result.Value;
if ((string)values["login"] == "false")
{
LoginError = values["reason"] + ": " + values["message"];
return false;
}
AgentID = new LLUUID((string)values["agent_id"]);
SessionID = new LLUUID((string)values["session_id"]);
uint circuitCode = (uint)(int)values["circuit_code"];
// Connect to the sim given in the login reply
Circuit circuit = new Circuit(Protocol, this, circuitCode);
if (!circuit.Open((string)values["sim_ip"], (int)values["sim_port"]))
{
return false;
}
// Circuit was successfully opened, add it to the list and set it as default
Circuits.Add(circuit);
CurrentCircuit = circuit;
// Move our agent in to the sim to complete the connection
Packet packet = PacketBuilder.CompleteAgentMovement(Protocol, AgentID, SessionID, circuitCode);
SendPacket(packet);
return true;
}
public bool Connect(IPAddress ip, ushort port, bool setDefault)
{
Circuit circuit = new Circuit(Protocol, this);
if (!circuit.Open(ip, port))
{
return false;
}
Circuits.Add(circuit);
if (setDefault)
{
CurrentCircuit = circuit;
}
return true;
}
public void Disconnect(uint circuitCode)
{
foreach (Circuit circuit in Circuits)
{
if (circuit.CircuitCode == circuitCode)
{
circuit.Close();
Circuits.Remove(circuit);
return;
}
}
}
public void Logout()
{
// TODO: Close all circuits except the current one
// Halt all timers on the current circuit
CurrentCircuit.StopTimers();
Packet packet = PacketBuilder.LogoutRequest(Protocol, AgentID, SessionID);
SendPacket(packet);
// TODO: We should probably check if the server actually received the logout request
// Instead we'll use this silly Sleep()
System.Threading.Thread.Sleep(1000);
}
private void StartPingCheckHandler(Packet packet, Circuit circuit)
{
//TODO: Should we care about OldestUnacked?
// Respond to the ping request
Packet pingPacket = PacketBuilder.CompletePingCheck(Protocol, packet.Data[5]);
SendPacket(pingPacket, circuit);
}
private void RegionHandshakeHandler(Packet packet, Circuit circuit)
{
// Send a RegionHandshakeReply
Packet replyPacket = new Packet("RegionHandshakeReply", Protocol, 12);
SendPacket(replyPacket, circuit);
}
}
}