git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@3008 52acb1d6-8a22-11de-b505-999d5b087335
1149 lines
43 KiB
C#
1149 lines
43 KiB
C#
/*
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* Copyright (c) 2007-2008, openmetaverse.org
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* All rights reserved.
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*
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* - Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the openmetaverse.org nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Net;
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using System.Net.Sockets;
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using OpenMetaverse.Packets;
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namespace OpenMetaverse
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{
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#region Enums
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/// <summary>
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/// Simulator (region) properties
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/// </summary>
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[Flags]
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public enum RegionFlags
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{
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/// <summary>No flags set</summary>
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None = 0,
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/// <summary>Agents can take damage and be killed</summary>
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AllowDamage = 1 << 0,
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/// <summary>Landmarks can be created here</summary>
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AllowLandmark = 1 << 1,
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/// <summary>Home position can be set in this sim</summary>
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AllowSetHome = 1 << 2,
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/// <summary>Home position is reset when an agent teleports away</summary>
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ResetHomeOnTeleport = 1 << 3,
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/// <summary>Sun does not move</summary>
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SunFixed = 1 << 4,
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/// <summary>No object, land, etc. taxes</summary>
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TaxFree = 1 << 5,
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/// <summary>Disable heightmap alterations (agents can still plant
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/// foliage)</summary>
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BlockTerraform = 1 << 6,
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/// <summary>Land cannot be released, sold, or purchased</summary>
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BlockLandResell = 1 << 7,
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/// <summary>All content is wiped nightly</summary>
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Sandbox = 1 << 8,
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/// <summary></summary>
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NullLayer = 1 << 9,
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/// <summary></summary>
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SkipAgentAction = 1 << 10,
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/// <summary></summary>
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SkipUpdateInterestList = 1 << 11,
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/// <summary>No collision detection for non-agent objects</summary>
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SkipCollisions = 1 << 12,
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/// <summary>No scripts are ran</summary>
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SkipScripts = 1 << 13,
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/// <summary>All physics processing is turned off</summary>
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SkipPhysics = 1 << 14,
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/// <summary></summary>
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ExternallyVisible = 1 << 15,
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/// <summary></summary>
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MainlandVisible = 1 << 16,
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/// <summary></summary>
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PublicAllowed = 1 << 17,
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/// <summary></summary>
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BlockDwell = 1 << 18,
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/// <summary>Flight is disabled (not currently enforced by the sim)</summary>
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NoFly = 1 << 19,
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/// <summary>Allow direct (p2p) teleporting</summary>
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AllowDirectTeleport = 1 << 20,
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/// <summary>Estate owner has temporarily disabled scripting</summary>
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EstateSkipScripts = 1 << 21,
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/// <summary></summary>
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RestrictPushObject = 1 << 22,
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/// <summary>Deny agents with no payment info on file</summary>
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DenyAnonymous = 1 << 23,
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/// <summary>Deny agents with payment info on file</summary>
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DenyIdentified = 1 << 24,
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/// <summary>Deny agents who have made a monetary transaction</summary>
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DenyTransacted = 1 << 25,
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/// <summary></summary>
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AllowParcelChanges = 1 << 26,
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/// <summary></summary>
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AbuseEmailToEstateOwner = 1 << 27,
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/// <summary>Region is Voice Enabled</summary>
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AllowVoice = 1 << 28
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}
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/// <summary>
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/// Access level for a simulator
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/// </summary>
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public enum SimAccess : byte
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{
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/// <summary>Minimum access level, no additional checks</summary>
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Min = 0,
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/// <summary>Trial accounts allowed</summary>
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Trial = 7,
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/// <summary>PG rating</summary>
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PG = 13,
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/// <summary>Mature rating</summary>
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Mature = 21,
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/// <summary>Simulator is offline</summary>
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Down = 254,
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/// <summary>Simulator does not exist</summary>
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NonExistent = 255
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}
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#endregion Enums
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/// <summary>
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///
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/// </summary>
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public class Simulator : UDPBase, IDisposable
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{
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#region Structs
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/// <summary>
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/// Simulator Statistics
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/// </summary>
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public struct SimStats
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{
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/// <summary>Total number of packets sent by this simulator to this agent</summary>
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public long SentPackets;
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/// <summary>Total number of packets received by this simulator to this agent</summary>
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public long RecvPackets;
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/// <summary>Total number of bytes sent by this simulator to this agent</summary>
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public long SentBytes;
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/// <summary>Total number of bytes received by this simulator to this agent</summary>
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public long RecvBytes;
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/// <summary>Time in seconds agent has been connected to simulator</summary>
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public int ConnectTime;
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/// <summary>Total number of packets that have been resent</summary>
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public int ResentPackets;
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/// <summary>Total number of resent packets recieved</summary>
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public int ReceivedResends;
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/// <summary>Total number of pings sent to this simulator by this agent</summary>
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public int SentPings;
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/// <summary>Total number of ping replies sent to this agent by this simulator</summary>
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public int ReceivedPongs;
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/// <summary>
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/// Incoming bytes per second
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/// </summary>
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/// <remarks>It would be nice to have this claculated on the fly, but
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/// this is far, far easier</remarks>
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public int IncomingBPS;
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/// <summary>
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/// Outgoing bytes per second
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/// </summary>
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/// <remarks>It would be nice to have this claculated on the fly, but
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/// this is far, far easier</remarks>
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public int OutgoingBPS;
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/// <summary>Time last ping was sent</summary>
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public int LastPingSent;
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/// <summary>ID of last Ping sent</summary>
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public byte LastPingID;
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/// <summary></summary>
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public int LastLag;
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/// <summary></summary>
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public int MissedPings;
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/// <summary>Current time dilation of this simulator</summary>
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public float Dilation;
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/// <summary>Current Frames per second of simulator</summary>
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public int FPS;
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/// <summary>Current Physics frames per second of simulator</summary>
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public float PhysicsFPS;
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/// <summary></summary>
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public float AgentUpdates;
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/// <summary></summary>
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public float FrameTime;
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/// <summary></summary>
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public float NetTime;
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/// <summary></summary>
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public float PhysicsTime;
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/// <summary></summary>
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public float ImageTime;
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/// <summary></summary>
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public float ScriptTime;
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/// <summary></summary>
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public float AgentTime;
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/// <summary></summary>
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public float OtherTime;
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/// <summary>Total number of objects Simulator is simulating</summary>
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public int Objects;
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/// <summary>Total number of Active (Scripted) objects running</summary>
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public int ScriptedObjects;
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/// <summary>Number of agents currently in this simulator</summary>
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public int Agents;
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/// <summary>Number of agents in neighbor simulators</summary>
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public int ChildAgents;
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/// <summary>Number of Active scripts running in this simulator</summary>
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public int ActiveScripts;
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/// <summary></summary>
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public int LSLIPS;
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/// <summary></summary>
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public int INPPS;
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/// <summary></summary>
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public int OUTPPS;
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/// <summary>Number of downloads pending</summary>
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public int PendingDownloads;
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/// <summary>Number of uploads pending</summary>
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public int PendingUploads;
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/// <summary></summary>
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public int VirtualSize;
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/// <summary></summary>
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public int ResidentSize;
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/// <summary>Number of local uploads pending</summary>
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public int PendingLocalUploads;
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/// <summary>Unacknowledged bytes in queue</summary>
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public int UnackedBytes;
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}
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#endregion Structs
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#region Public Members
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/// <summary>A public reference to the client that this Simulator object
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/// is attached to</summary>
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public GridClient Client;
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/// <summary>A Unique Cache identifier for this simulator</summary>
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public UUID ID = UUID.Zero;
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/// <summary>The capabilities for this simulator</summary>
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public Caps Caps = null;
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/// <summary></summary>
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public ulong Handle;
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/// <summary>The current version of software this simulator is running</summary>
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public string SimVersion = String.Empty;
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/// <summary></summary>
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public string Name = String.Empty;
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/// <summary>A 64x64 grid of parcel coloring values. The values stored
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/// in this array are of the <seealso cref="ParcelArrayType"/> type</summary>
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public byte[] ParcelOverlay = new byte[4096];
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/// <summary></summary>
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public int ParcelOverlaysReceived;
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/// <summary></summary>
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public float TerrainHeightRange00;
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/// <summary></summary>
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public float TerrainHeightRange01;
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/// <summary></summary>
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public float TerrainHeightRange10;
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/// <summary></summary>
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public float TerrainHeightRange11;
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/// <summary></summary>
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public float TerrainStartHeight00;
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/// <summary></summary>
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public float TerrainStartHeight01;
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/// <summary></summary>
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public float TerrainStartHeight10;
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/// <summary></summary>
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public float TerrainStartHeight11;
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/// <summary></summary>
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public float WaterHeight;
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/// <summary></summary>
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public UUID SimOwner = UUID.Zero;
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/// <summary></summary>
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public UUID TerrainBase0 = UUID.Zero;
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/// <summary></summary>
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public UUID TerrainBase1 = UUID.Zero;
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/// <summary></summary>
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public UUID TerrainBase2 = UUID.Zero;
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/// <summary></summary>
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public UUID TerrainBase3 = UUID.Zero;
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/// <summary></summary>
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public UUID TerrainDetail0 = UUID.Zero;
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/// <summary></summary>
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public UUID TerrainDetail1 = UUID.Zero;
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/// <summary></summary>
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public UUID TerrainDetail2 = UUID.Zero;
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/// <summary></summary>
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public UUID TerrainDetail3 = UUID.Zero;
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/// <summary>true if your agent has Estate Manager rights on this region</summary>
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public bool IsEstateManager;
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/// <summary></summary>
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public RegionFlags Flags;
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/// <summary></summary>
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public SimAccess Access;
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/// <summary></summary>
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public float BillableFactor;
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/// <summary>Statistics information for this simulator and the
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/// connection to the simulator, calculated by the simulator itself
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/// and the library</summary>
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public SimStats Stats;
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/// <summary>The regions Unique ID</summary>
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public UUID RegionID = UUID.Zero;
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/// <summary>The physical data center the simulator is located</summary>
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/// <remarks>Known values are:
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/// <list type="table">
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/// <item>Dallas</item>
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/// <item>Chandler</item>
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/// <item>SF</item>
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/// </list>
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/// </remarks>
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public string ColoLocation;
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/// <summary>The CPU Class of the simulator</summary>
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/// <remarks>Most full mainland/estate sims appear to be 5,
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/// Homesteads and Openspace appear to be 501</remarks>
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public int CPUClass;
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/// <summary>The number of regions sharing the same CPU as this one</summary>
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/// <remarks>"Full Sims" appear to be 1, Homesteads appear to be 4</remarks>
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public int CPURatio;
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/// <summary>The billing product name</summary>
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/// <remarks>Known values are:
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/// <list type="table">
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/// <item>Mainland / Full Region (Sku: 023)</item>
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/// <item>Estate / Full Region (Sku: 024)</item>
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/// <item>Estate / Openspace (Sku: 027)</item>
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/// <item>Estate / Homestead (Sku: 029)</item>
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/// <item>Mainland / Homestead (Sku: 129) (Linden Owned)</item>
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/// </list>
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/// </remarks>
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public string ProductName;
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/// <summary>The billing product SKU</summary>
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/// <remarks>Known values are:
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/// <list type="table">
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/// <item>023 Mainland / Full Region</item>
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/// <item>024 Estate / Full Region</item>
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/// <item>027 Estate / Openspace</item>
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/// <item>029 Estate / Homestead</item>
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/// <item>129 Mainland / Homestead (Linden Owned)</item>
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/// </list>
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/// </remarks>
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public string ProductSku;
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/// <summary>Provides access to two thread-safe dictionaries containing
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/// avatars and primitives found in this simulator</summary>
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//public ObjectTracker Objects = new ObjectTracker();
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public InternalDictionary<uint, Avatar> ObjectsAvatars = new InternalDictionary<uint, Avatar>();
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public InternalDictionary<uint, Primitive> ObjectsPrimitives = new InternalDictionary<uint, Primitive>();
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/// <summary>The current sequence number for packets sent to this
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/// simulator. Must be Interlocked before modifying. Only
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/// useful for applications manipulating sequence numbers</summary>
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public int Sequence;
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/// <summary>
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/// Provides access to an internal thread-safe dictionary containing parcel
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/// information found in this simulator
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/// </summary>
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public InternalDictionary<int, Parcel> Parcels = new InternalDictionary<int, Parcel>();
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/// <summary>
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/// Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped
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/// each 64x64 parcel's LocalID.
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/// </summary>
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public int[,] ParcelMap
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{
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get
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{
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lock (this)
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return _ParcelMap;
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}
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set
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{
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lock (this)
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_ParcelMap = value;
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}
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}
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/// <summary>
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/// Checks simulator parcel map to make sure it has downloaded all data successfully
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/// </summary>
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/// <returns>true if map is full (contains no 0's)</returns>
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public bool IsParcelMapFull()
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{
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for (int y = 0; y < 64; y++)
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{
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for (int x = 0; x < 64; x++)
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{
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if (this.ParcelMap[y, x] == 0)
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return false;
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}
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}
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return true;
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}
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#endregion Public Members
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#region Properties
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/// <summary>The IP address and port of the server</summary>
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public IPEndPoint IPEndPoint { get { return remoteEndPoint; } }
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/// <summary>Whether there is a working connection to the simulator or
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/// not</summary>
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public bool Connected { get { return connected; } }
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/// <summary>Coarse locations of avatars in this simulator</summary>
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public InternalDictionary<UUID, Vector3> AvatarPositions { get { return avatarPositions; } }
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/// <summary>AvatarPositions key representing TrackAgent target</summary>
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public UUID PreyID { get { return preyID; } }
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#endregion Properties
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#region Internal/Private Members
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/// <summary>Used internally to track sim disconnections</summary>
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internal bool DisconnectCandidate = false;
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/// <summary>Event that is triggered when the simulator successfully
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/// establishes a connection</summary>
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internal AutoResetEvent ConnectedEvent = new AutoResetEvent(false);
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/// <summary>Whether this sim is currently connected or not. Hooked up
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/// to the property Connected</summary>
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internal bool connected;
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/// <summary>Coarse locations of avatars in this simulator</summary>
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internal InternalDictionary<UUID, Vector3> avatarPositions = new InternalDictionary<UUID, Vector3>();
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/// <summary>AvatarPositions key representing TrackAgent target</summary>
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internal UUID preyID = UUID.Zero;
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/// <summary>Sequence numbers of packets we've received
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/// (for duplicate checking)</summary>
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internal IncomingPacketIDCollection PacketArchive;
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/// <summary>Packets we sent out that need ACKs from the simulator</summary>
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internal SortedDictionary<uint, NetworkManager.OutgoingPacket> NeedAck = new SortedDictionary<uint, NetworkManager.OutgoingPacket>();
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/// <summary>Sequence number for pause/resume</summary>
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internal int pauseSerial;
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private NetworkManager Network;
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private Queue<long> InBytes, OutBytes;
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// ACKs that are queued up to be sent to the simulator
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private LocklessQueue<uint> PendingAcks = new LocklessQueue<uint>();
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private int PendingAckCount = 0;
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private Timer AckTimer;
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private Timer PingTimer;
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private Timer StatsTimer;
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// simulator <> parcel LocalID Map
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private int[,] _ParcelMap = new int[64, 64];
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internal bool DownloadingParcelMap = false;
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#endregion Internal/Private Members
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/// <summary>
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///
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/// </summary>
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/// <param name="client">Reference to the GridClient object</param>
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/// <param name="address">IPEndPoint of the simulator</param>
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/// <param name="handle">handle of the simulator</param>
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public Simulator(GridClient client, IPEndPoint address, ulong handle)
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: base(address)
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{
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Client = client;
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Handle = handle;
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Network = Client.Network;
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PacketArchive = new IncomingPacketIDCollection(Settings.PACKET_ARCHIVE_SIZE);
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InBytes = new Queue<long>(Client.Settings.STATS_QUEUE_SIZE);
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OutBytes = new Queue<long>(Client.Settings.STATS_QUEUE_SIZE);
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}
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/// <summary>
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/// Called when this Simulator object is being destroyed
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/// </summary>
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public void Dispose()
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{
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// Force all the CAPS connections closed for this simulator
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if (Caps != null)
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{
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Caps.Disconnect(true);
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}
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}
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/// <summary>
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/// Attempt to connect to this simulator
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/// </summary>
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/// <param name="moveToSim">Whether to move our agent in to this sim or not</param>
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/// <returns>True if the connection succeeded or connection status is
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/// unknown, false if there was a failure</returns>
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public bool Connect(bool moveToSim)
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{
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if (connected)
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{
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Client.Self.CompleteAgentMovement(this);
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return true;
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}
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#region Start Timers
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// Timer for sending out queued packet acknowledgements
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if (AckTimer == null)
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AckTimer = new Timer(AckTimer_Elapsed, null, Settings.NETWORK_TICK_INTERVAL, Timeout.Infinite);
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// Timer for recording simulator connection statistics
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if (StatsTimer == null)
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StatsTimer = new Timer(StatsTimer_Elapsed, null, 1000, 1000);
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// Timer for periodically pinging the simulator
|
|
if (PingTimer == null && Client.Settings.SEND_PINGS)
|
|
PingTimer = new Timer(PingTimer_Elapsed, null, Settings.PING_INTERVAL, Settings.PING_INTERVAL);
|
|
|
|
#endregion Start Timers
|
|
|
|
Logger.Log("Connecting to " + this.ToString(), Helpers.LogLevel.Info, Client);
|
|
|
|
try
|
|
{
|
|
// Create the UDP connection
|
|
Start();
|
|
|
|
// Mark ourselves as connected before firing everything else up
|
|
connected = true;
|
|
|
|
// Send the UseCircuitCode packet to initiate the connection
|
|
UseCircuitCodePacket use = new UseCircuitCodePacket();
|
|
use.CircuitCode.Code = Network.CircuitCode;
|
|
use.CircuitCode.ID = Client.Self.AgentID;
|
|
use.CircuitCode.SessionID = Client.Self.SessionID;
|
|
|
|
// Send the initial packet out
|
|
SendPacket(use);
|
|
|
|
Stats.ConnectTime = Environment.TickCount;
|
|
|
|
// Move our agent in to the sim to complete the connection
|
|
if (moveToSim) Client.Self.CompleteAgentMovement(this);
|
|
|
|
if (Client.Settings.SEND_AGENT_UPDATES)
|
|
Client.Self.Movement.SendUpdate(true, this);
|
|
|
|
if (!ConnectedEvent.WaitOne(Client.Settings.SIMULATOR_TIMEOUT, false))
|
|
{
|
|
Logger.Log("Giving up on waiting for RegionHandshake for " + this.ToString(),
|
|
Helpers.LogLevel.Warning, Client);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Logger.Log(e.Message, Helpers.LogLevel.Error, Client, e);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void SetSeedCaps(string seedcaps)
|
|
{
|
|
if (Caps != null)
|
|
{
|
|
if (Caps._SeedCapsURI == seedcaps) return;
|
|
|
|
Logger.Log("Unexpected change of seed capability", Helpers.LogLevel.Warning, Client);
|
|
Caps.Disconnect(true);
|
|
Caps = null;
|
|
}
|
|
|
|
if (Client.Settings.ENABLE_CAPS)
|
|
{
|
|
// Connect to the new CAPS system
|
|
if (!String.IsNullOrEmpty(seedcaps))
|
|
Caps = new Caps(this, seedcaps);
|
|
else
|
|
Logger.Log("Setting up a sim without a valid capabilities server!", Helpers.LogLevel.Error, Client);
|
|
}
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disconnect from this simulator
|
|
/// </summary>
|
|
public void Disconnect(bool sendCloseCircuit)
|
|
{
|
|
if (connected)
|
|
{
|
|
connected = false;
|
|
|
|
// Destroy the timers
|
|
if (AckTimer != null) AckTimer.Dispose();
|
|
if (StatsTimer != null) StatsTimer.Dispose();
|
|
if (PingTimer != null) PingTimer.Dispose();
|
|
|
|
AckTimer = null;
|
|
StatsTimer = null;
|
|
PingTimer = null;
|
|
|
|
// Kill the current CAPS system
|
|
if (Caps != null)
|
|
{
|
|
Caps.Disconnect(true);
|
|
Caps = null;
|
|
}
|
|
|
|
if (sendCloseCircuit)
|
|
{
|
|
// Try to send the CloseCircuit notice
|
|
CloseCircuitPacket close = new CloseCircuitPacket();
|
|
UDPPacketBuffer buf = new UDPPacketBuffer(remoteEndPoint);
|
|
byte[] data = close.ToBytes();
|
|
Buffer.BlockCopy(data, 0, buf.Data, 0, data.Length);
|
|
buf.DataLength = data.Length;
|
|
|
|
AsyncBeginSend(buf);
|
|
}
|
|
|
|
// Shut the socket communication down
|
|
Stop();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Instructs the simulator to stop sending update (and possibly other) packets
|
|
/// </summary>
|
|
public void Pause()
|
|
{
|
|
AgentPausePacket pause = new AgentPausePacket();
|
|
pause.AgentData.AgentID = Client.Self.AgentID;
|
|
pause.AgentData.SessionID = Client.Self.SessionID;
|
|
pause.AgentData.SerialNum = (uint)Interlocked.Exchange(ref pauseSerial, pauseSerial + 1);
|
|
|
|
Client.Network.SendPacket(pause, this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Instructs the simulator to resume sending update packets (unpause)
|
|
/// </summary>
|
|
public void Resume()
|
|
{
|
|
AgentResumePacket resume = new AgentResumePacket();
|
|
resume.AgentData.AgentID = Client.Self.AgentID;
|
|
resume.AgentData.SessionID = Client.Self.SessionID;
|
|
resume.AgentData.SerialNum = (uint)Interlocked.Exchange(ref pauseSerial, pauseSerial + 1);
|
|
|
|
Client.Network.SendPacket(resume, this);
|
|
}
|
|
|
|
#region Packet Sending
|
|
|
|
/// <summary>
|
|
/// Sends a packet
|
|
/// </summary>
|
|
/// <param name="packet">Packet to be sent</param>
|
|
public void SendPacket(Packet packet)
|
|
{
|
|
// DEBUG: This can go away after we are sure nothing in the library is trying to do this
|
|
if (packet.Header.AppendedAcks || (packet.Header.AckList != null && packet.Header.AckList.Length > 0))
|
|
Logger.Log("Attempting to send packet " + packet.Type + " with ACKs appended before serialization", Helpers.LogLevel.Error);
|
|
|
|
if (packet.HasVariableBlocks)
|
|
{
|
|
byte[][] datas;
|
|
try { datas = packet.ToBytesMultiple(); }
|
|
catch (NullReferenceException)
|
|
{
|
|
Logger.Log("Failed to serialize " + packet.Type + " packet to one or more payloads due to a missing block or field. StackTrace: " +
|
|
Environment.StackTrace, Helpers.LogLevel.Error);
|
|
return;
|
|
}
|
|
int packetCount = datas.Length;
|
|
|
|
if (packetCount > 1)
|
|
Logger.DebugLog("Split " + packet.Type + " packet into " + packetCount + " packets");
|
|
|
|
for (int i = 0; i < packetCount; i++)
|
|
{
|
|
byte[] data = datas[i];
|
|
SendPacketData(data, data.Length, packet.Type, packet.Header.Zerocoded);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
byte[] data = packet.ToBytes();
|
|
SendPacketData(data, data.Length, packet.Type, packet.Header.Zerocoded);
|
|
}
|
|
}
|
|
|
|
public void SendPacketData(byte[] data, int dataLength, PacketType type, bool doZerocode)
|
|
{
|
|
UDPPacketBuffer buffer = new UDPPacketBuffer(remoteEndPoint, Packet.MTU);
|
|
|
|
// Zerocode if needed
|
|
if (doZerocode)
|
|
{
|
|
try { dataLength = Helpers.ZeroEncode(data, dataLength, buffer.Data); }
|
|
catch (IndexOutOfRangeException)
|
|
{
|
|
// The packet grew larger than Packet.MTU bytes while zerocoding.
|
|
// Remove the MSG_ZEROCODED flag and send the unencoded data
|
|
// instead
|
|
data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
|
|
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
|
|
}
|
|
buffer.DataLength = dataLength;
|
|
|
|
#region Queue or Send
|
|
|
|
NetworkManager.OutgoingPacket outgoingPacket = new NetworkManager.OutgoingPacket(this, buffer);
|
|
|
|
// Send ACK and logout packets directly, everything else goes through the queue
|
|
if (Client.Settings.THROTTLE_OUTGOING_PACKETS == false ||
|
|
type == PacketType.PacketAck ||
|
|
type == PacketType.LogoutRequest)
|
|
{
|
|
SendPacketFinal(outgoingPacket);
|
|
}
|
|
else
|
|
{
|
|
Network.PacketOutbox.Enqueue(outgoingPacket);
|
|
}
|
|
|
|
#endregion Queue or Send
|
|
}
|
|
|
|
internal void SendPacketFinal(NetworkManager.OutgoingPacket outgoingPacket)
|
|
{
|
|
UDPPacketBuffer buffer = outgoingPacket.Buffer;
|
|
byte flags = buffer.Data[0];
|
|
bool isResend = (flags & Helpers.MSG_RESENT) != 0;
|
|
bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
|
|
|
|
// Keep track of when this packet was sent out (right now)
|
|
outgoingPacket.TickCount = Environment.TickCount;
|
|
|
|
#region ACK Appending
|
|
|
|
int dataLength = buffer.DataLength;
|
|
|
|
// Keep appending ACKs until there is no room left in the packet or there are
|
|
// no more ACKs to append
|
|
uint ackCount = 0;
|
|
uint ack;
|
|
while (dataLength + 5 < Packet.MTU && PendingAcks.Dequeue(out ack))
|
|
{
|
|
Utils.UIntToBytesBig(ack, buffer.Data, dataLength);
|
|
dataLength += 4;
|
|
++ackCount;
|
|
}
|
|
|
|
if (ackCount > 0)
|
|
{
|
|
// Set the last byte of the packet equal to the number of appended ACKs
|
|
buffer.Data[dataLength++] = (byte)ackCount;
|
|
// Set the appended ACKs flag on this packet
|
|
buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
|
|
}
|
|
|
|
buffer.DataLength = dataLength;
|
|
|
|
#endregion ACK Appending
|
|
|
|
if (!isResend)
|
|
{
|
|
// Not a resend, assign a new sequence number
|
|
uint sequenceNumber = (uint)Interlocked.Increment(ref Sequence);
|
|
Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1);
|
|
outgoingPacket.SequenceNumber = sequenceNumber;
|
|
|
|
if (isReliable)
|
|
{
|
|
// Add this packet to the list of ACK responses we are waiting on from the server
|
|
lock (NeedAck) NeedAck[sequenceNumber] = outgoingPacket;
|
|
}
|
|
}
|
|
|
|
// Put the UDP payload on the wire
|
|
AsyncBeginSend(buffer);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
public void SendPing()
|
|
{
|
|
uint oldestUnacked = 0;
|
|
|
|
// Get the oldest NeedAck value, the first entry in the sorted dictionary
|
|
lock (NeedAck)
|
|
{
|
|
if (NeedAck.Count > 0)
|
|
{
|
|
SortedDictionary<uint, NetworkManager.OutgoingPacket>.KeyCollection.Enumerator en = NeedAck.Keys.GetEnumerator();
|
|
en.MoveNext();
|
|
oldestUnacked = en.Current;
|
|
}
|
|
}
|
|
|
|
//if (oldestUnacked != 0)
|
|
// Logger.DebugLog("Sending ping with oldestUnacked=" + oldestUnacked);
|
|
|
|
StartPingCheckPacket ping = new StartPingCheckPacket();
|
|
ping.PingID.PingID = Stats.LastPingID++;
|
|
ping.PingID.OldestUnacked = oldestUnacked;
|
|
ping.Header.Reliable = false;
|
|
SendPacket(ping);
|
|
Stats.LastPingSent = Environment.TickCount;
|
|
}
|
|
|
|
#endregion Packet Sending
|
|
|
|
/// <summary>
|
|
/// Returns Simulator Name as a String
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public override string ToString()
|
|
{
|
|
if (!String.IsNullOrEmpty(Name))
|
|
return String.Format("{0} ({1})", Name, remoteEndPoint);
|
|
else
|
|
return String.Format("({0})", remoteEndPoint);
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
public override int GetHashCode()
|
|
{
|
|
return Handle.GetHashCode();
|
|
}
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="obj"></param>
|
|
/// <returns></returns>
|
|
public override bool Equals(object obj)
|
|
{
|
|
Simulator sim = obj as Simulator;
|
|
if (sim == null)
|
|
return false;
|
|
return (remoteEndPoint.Equals(sim.remoteEndPoint));
|
|
}
|
|
|
|
public static bool operator ==(Simulator lhs, Simulator rhs)
|
|
{
|
|
// If both are null, or both are same instance, return true
|
|
if (System.Object.ReferenceEquals(lhs, rhs))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// If one is null, but not both, return false.
|
|
if (((object)lhs == null) || ((object)rhs == null))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return lhs.remoteEndPoint.Equals(rhs.remoteEndPoint);
|
|
}
|
|
|
|
public static bool operator !=(Simulator lhs, Simulator rhs)
|
|
{
|
|
return !(lhs == rhs);
|
|
}
|
|
|
|
protected override void PacketReceived(UDPPacketBuffer buffer)
|
|
{
|
|
Packet packet = null;
|
|
|
|
// Check if this packet came from the server we expected it to come from
|
|
if (!remoteEndPoint.Address.Equals(((IPEndPoint)buffer.RemoteEndPoint).Address))
|
|
{
|
|
Logger.Log("Received " + buffer.DataLength + " bytes of data from unrecognized source " +
|
|
((IPEndPoint)buffer.RemoteEndPoint).ToString(), Helpers.LogLevel.Warning, Client);
|
|
return;
|
|
}
|
|
|
|
// Update the disconnect flag so this sim doesn't time out
|
|
DisconnectCandidate = false;
|
|
|
|
#region Packet Decoding
|
|
|
|
int packetEnd = buffer.DataLength - 1;
|
|
|
|
try
|
|
{
|
|
packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
|
|
// Only allocate a buffer for zerodecoding if the packet is zerocoded
|
|
((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[8192] : null);
|
|
}
|
|
catch (MalformedDataException)
|
|
{
|
|
Logger.Log(String.Format("Malformed data, cannot parse packet:\n{0}",
|
|
Utils.BytesToHexString(buffer.Data, buffer.DataLength, null)), Helpers.LogLevel.Error);
|
|
}
|
|
|
|
// Fail-safe check
|
|
if (packet == null)
|
|
{
|
|
Logger.Log("Couldn't build a message from the incoming data", Helpers.LogLevel.Warning, Client);
|
|
return;
|
|
}
|
|
|
|
Interlocked.Add(ref Stats.RecvBytes, buffer.DataLength);
|
|
Interlocked.Increment(ref Stats.RecvPackets);
|
|
|
|
#endregion Packet Decoding
|
|
|
|
if (packet.Header.Resent)
|
|
Interlocked.Increment(ref Stats.ReceivedResends);
|
|
|
|
#region ACK Receiving
|
|
|
|
// Handle appended ACKs
|
|
if (packet.Header.AppendedAcks && packet.Header.AckList != null)
|
|
{
|
|
lock (NeedAck)
|
|
{
|
|
for (int i = 0; i < packet.Header.AckList.Length; i++)
|
|
NeedAck.Remove(packet.Header.AckList[i]);
|
|
}
|
|
}
|
|
|
|
// Handle PacketAck packets
|
|
if (packet.Type == PacketType.PacketAck)
|
|
{
|
|
PacketAckPacket ackPacket = (PacketAckPacket)packet;
|
|
|
|
lock (NeedAck)
|
|
{
|
|
for (int i = 0; i < ackPacket.Packets.Length; i++)
|
|
NeedAck.Remove(ackPacket.Packets[i].ID);
|
|
}
|
|
}
|
|
|
|
#endregion ACK Receiving
|
|
|
|
#region ACK Sending
|
|
|
|
// Add this packet to the list of ACKs that need to be sent out
|
|
uint sequence = (uint)packet.Header.Sequence;
|
|
PendingAcks.Enqueue(sequence);
|
|
int pendingAckCount = Interlocked.Increment(ref PendingAckCount);
|
|
|
|
// Send out ACKs if we have a lot of them
|
|
if (pendingAckCount >= Client.Settings.MAX_PENDING_ACKS)
|
|
SendAcks();
|
|
|
|
#endregion ACK Sending
|
|
|
|
// Check the archive of received packet IDs to see whether we already received this packet
|
|
if (packet.Header.Reliable && !PacketArchive.TryEnqueue(packet.Header.Sequence))
|
|
{
|
|
if (packet.Header.Resent)
|
|
Logger.DebugLog("Received a resend of already processed packet #" + packet.Header.Sequence + ", type: " + packet.Type);
|
|
else
|
|
Logger.Log("Received a duplicate (not marked as resend) of packet #" + packet.Header.Sequence + ", type: " + packet.Type,
|
|
Helpers.LogLevel.Warning);
|
|
|
|
// Avoid firing a callback twice for the same packet
|
|
return;
|
|
}
|
|
|
|
#region Inbox Insertion
|
|
|
|
NetworkManager.IncomingPacket incomingPacket;
|
|
incomingPacket.Simulator = this;
|
|
incomingPacket.Packet = packet;
|
|
|
|
Network.PacketInbox.Enqueue(incomingPacket);
|
|
|
|
#endregion Inbox Insertion
|
|
}
|
|
|
|
protected override void PacketSent(UDPPacketBuffer buffer, int bytesSent)
|
|
{
|
|
// Stats tracking
|
|
Interlocked.Add(ref Stats.SentBytes, bytesSent);
|
|
Interlocked.Increment(ref Stats.SentPackets);
|
|
|
|
Client.Network.PacketSent(buffer.Data, bytesSent, this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sends out pending acknowledgements
|
|
/// </summary>
|
|
private void SendAcks()
|
|
{
|
|
uint ack;
|
|
|
|
if (PendingAcks.Dequeue(out ack))
|
|
{
|
|
Interlocked.Decrement(ref PendingAckCount);
|
|
|
|
List<PacketAckPacket.PacketsBlock> blocks = new List<PacketAckPacket.PacketsBlock>();
|
|
PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock();
|
|
block.ID = ack;
|
|
blocks.Add(block);
|
|
|
|
while (PendingAcks.Dequeue(out ack))
|
|
{
|
|
Interlocked.Decrement(ref PendingAckCount);
|
|
|
|
block = new PacketAckPacket.PacketsBlock();
|
|
block.ID = ack;
|
|
blocks.Add(block);
|
|
}
|
|
|
|
PacketAckPacket packet = new PacketAckPacket();
|
|
packet.Header.Reliable = false;
|
|
packet.Packets = blocks.ToArray();
|
|
|
|
SendPacket(packet);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Resend unacknowledged packets
|
|
/// </summary>
|
|
private void ResendUnacked()
|
|
{
|
|
if (NeedAck.Count > 0)
|
|
{
|
|
NetworkManager.OutgoingPacket[] array;
|
|
|
|
lock (NeedAck)
|
|
{
|
|
// Create a temporary copy of the outgoing packets array to iterate over
|
|
array = new NetworkManager.OutgoingPacket[NeedAck.Count];
|
|
NeedAck.Values.CopyTo(array, 0);
|
|
}
|
|
|
|
int now = Environment.TickCount;
|
|
|
|
// Resend packets
|
|
for (int i = 0; i < array.Length; i++)
|
|
{
|
|
NetworkManager.OutgoingPacket outgoing = array[i];
|
|
|
|
if (outgoing.TickCount != 0 && now - outgoing.TickCount > Client.Settings.RESEND_TIMEOUT)
|
|
{
|
|
if (outgoing.ResendCount < Client.Settings.MAX_RESEND_COUNT)
|
|
{
|
|
// The TickCount will be set to the current time when the packet
|
|
// is actually sent out again
|
|
outgoing.TickCount = 0;
|
|
|
|
// Set the resent flag
|
|
outgoing.Buffer.Data[0] = (byte)(outgoing.Buffer.Data[0] | Helpers.MSG_RESENT);
|
|
|
|
// Stats tracking
|
|
Interlocked.Increment(ref outgoing.ResendCount);
|
|
Interlocked.Increment(ref Stats.ResentPackets);
|
|
|
|
if (Client.Settings.LOG_RESENDS)
|
|
{
|
|
Logger.DebugLog(String.Format("Resending packet #{0}, {1}ms have passed",
|
|
outgoing.SequenceNumber, now - outgoing.TickCount), Client);
|
|
}
|
|
|
|
SendPacketFinal(outgoing);
|
|
}
|
|
else
|
|
{
|
|
Logger.DebugLog(String.Format("Dropping packet #{0} after {1} failed attempts",
|
|
outgoing.SequenceNumber, outgoing.ResendCount));
|
|
|
|
lock (NeedAck) NeedAck.Remove(outgoing.SequenceNumber);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void AckTimer_Elapsed(object obj)
|
|
{
|
|
SendAcks();
|
|
ResendUnacked();
|
|
|
|
// Start the ACK handling functions again after NETWORK_TICK_INTERVAL milliseconds
|
|
try { AckTimer.Change(Settings.NETWORK_TICK_INTERVAL, Timeout.Infinite); }
|
|
catch (Exception) { }
|
|
}
|
|
|
|
private void StatsTimer_Elapsed(object obj)
|
|
{
|
|
long old_in = 0, old_out = 0;
|
|
long recv = Stats.RecvBytes;
|
|
long sent = Stats.SentBytes;
|
|
|
|
if (InBytes.Count >= Client.Settings.STATS_QUEUE_SIZE)
|
|
old_in = InBytes.Dequeue();
|
|
if (OutBytes.Count >= Client.Settings.STATS_QUEUE_SIZE)
|
|
old_out = OutBytes.Dequeue();
|
|
|
|
InBytes.Enqueue(recv);
|
|
OutBytes.Enqueue(sent);
|
|
|
|
if (old_in > 0 && old_out > 0)
|
|
{
|
|
Stats.IncomingBPS = (int)(recv - old_in) / Client.Settings.STATS_QUEUE_SIZE;
|
|
Stats.OutgoingBPS = (int)(sent - old_out) / Client.Settings.STATS_QUEUE_SIZE;
|
|
//Client.Log("Incoming: " + IncomingBPS + " Out: " + OutgoingBPS +
|
|
// " Lag: " + LastLag + " Pings: " + ReceivedPongs +
|
|
// "/" + SentPings, Helpers.LogLevel.Debug);
|
|
}
|
|
}
|
|
|
|
private void PingTimer_Elapsed(object obj)
|
|
{
|
|
SendPing();
|
|
Interlocked.Increment(ref Stats.SentPings);
|
|
}
|
|
}
|
|
|
|
public sealed class IncomingPacketIDCollection
|
|
{
|
|
readonly uint[] Items;
|
|
HashSet<uint> hashSet;
|
|
int first;
|
|
int next;
|
|
int capacity;
|
|
|
|
public IncomingPacketIDCollection(int capacity)
|
|
{
|
|
this.capacity = capacity;
|
|
Items = new uint[capacity];
|
|
hashSet = new HashSet<uint>();
|
|
}
|
|
|
|
public bool TryEnqueue(uint ack)
|
|
{
|
|
lock (hashSet)
|
|
{
|
|
if (hashSet.Add(ack))
|
|
{
|
|
Items[next] = ack;
|
|
next = (next + 1) % capacity;
|
|
if (next == first)
|
|
{
|
|
hashSet.Remove(Items[first]);
|
|
first = (first + 1) % capacity;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|