Files
libremetaverse/OpenMetaverse/UDPBase.cs
John Hurliman f1e8fd4fe8 Major rewrite of the packet sending code:
* Automatic packet splitting. You can send packets with any number of blocks and the networking layer will split them up automatically
* Less memory is allocated for outgoing packet buffers
* Memory is only allocated for zerocoding (outgoing and incoming) when it is needed
* A lockless queue is used to hold outgoing ACKs
* ACKs are stuffed into packets until they hit the MTU
* All outgoing packets are serialized exactly once, instead of serializing every resend
* Improved the clarity of the networking layer (I will upload a flow chart of packet sending soon)

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2800 52acb1d6-8a22-11de-b505-999d5b087335
2009-05-22 19:54:00 +00:00

234 lines
8.3 KiB
C#

/*
* 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;
namespace OpenMetaverse
{
/// <summary>
///
/// </summary>
public abstract class UDPBase
{
// 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 UDPBase(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 UDPBase(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.
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 wrappedBuffer.Instance.RemoteEndPoint,
ref buf.RemoteEndPoint,
AsyncEndReceive,
//wrappedBuffer);
buf);
}
catch (SocketException) { }
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) { }
}
}
}