Files
libremetaverse/libsecondlife/UDPBase.cs

422 lines
16 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 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.Net;
using System.Net.Sockets;
using System.Threading;
namespace libsecondlife
{
// this class encapsulates a single packet that
// is either sent or received by a UDP socket
public class UDPPacketBuffer
{
// size of the buffer
public const int BUFFER_SIZE = 2048;
/// <summary>Size of the temporary buffer for zerodecoding and
/// zeroencoding this packet</summary>
public const int ZERO_BUFFER_SIZE = 4096;
// the buffer itself
public byte[] Data;
/// <summary>Temporary buffer used for zerodecoding and zeroencoding
/// this packet</summary>
public byte[] ZeroData;
// length of data to transmit
public int DataLength;
// the (IP)Endpoint of the remote host
// this will be filled in by the call to udpSocket.BeginReceiveFrom
public EndPoint RemoteEndPoint;
/// <summary>
/// Create an allocated UDP packet buffer for receiving a packet
/// </summary>
public UDPPacketBuffer()
{
Data = new byte[UDPPacketBuffer.BUFFER_SIZE];
ZeroData = new byte[UDPPacketBuffer.ZERO_BUFFER_SIZE];
// Will be modified later by BeginReceiveFrom()
RemoteEndPoint = (EndPoint)new IPEndPoint(IPAddress.Any, 0);
}
public UDPPacketBuffer(IPEndPoint endPoint, bool allocate)
{
if (allocate) Data = new byte[UDPPacketBuffer.BUFFER_SIZE];
ZeroData = new byte[UDPPacketBuffer.ZERO_BUFFER_SIZE];
RemoteEndPoint = (EndPoint)endPoint;
}
public UDPPacketBuffer(EndPoint endPoint, bool allocate, bool allocateZero)
{
if (allocate) Data = new byte[UDPPacketBuffer.BUFFER_SIZE];
if (allocateZero) ZeroData = new byte[UDPPacketBuffer.ZERO_BUFFER_SIZE];
RemoteEndPoint = endPoint;
}
}
public class PacketBufferPool : ObjectPoolBase<UDPPacketBuffer>
{
private IPEndPoint EndPoint;
/// <summary>
/// Initialize the object pool in client mode
/// </summary>
/// <param name="endPoint">Server to connect to</param>
/// <param name="itemsPerSegment"></param>
/// <param name="minSegments"></param>
public PacketBufferPool(IPEndPoint endPoint, int itemsPerSegment, int minSegments)
: base()
{
EndPoint = endPoint;
Initialize(itemsPerSegment, minSegments, true, 1000 * 60 * 5);
}
/// <summary>
/// Initialize the object pool in server mode
/// </summary>
/// <param name="itemsPerSegment"></param>
/// <param name="minSegments"></param>
public PacketBufferPool(int itemsPerSegment, int minSegments)
: base()
{
EndPoint = null;
Initialize(itemsPerSegment, minSegments, true, 1000 * 60 * 5);
}
protected override UDPPacketBuffer GetObjectInstance()
{
if (EndPoint != null)
return new UDPPacketBuffer(EndPoint, true);
else
return new UDPPacketBuffer();
}
}
/// <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;
private PacketBufferPool _bufferPool;
// the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
// since there are potentially many "reader" threads in the internal .NET IOCP
// thread pool, this is a cheaper synchronization primitive than using
// a Mutex object. This allows many UDP socket "reads" concurrently - when
// Stop() is called, it attempts to obtain a writer lock which will then
// wait until all outstanding operations are completed before shutting down.
// this avoids the problem of closing the socket with outstanding operations
// and trying to catch the inevitable ObjectDisposedException.
#if PocketPC
private libsecondlife.ReaderWriterLock rwLock = new libsecondlife.ReaderWriterLock();
#else
private ReaderWriterLock rwLock = new ReaderWriterLock();
#endif
// number of outstanding operations. This is a reference count
// which we use to ensure that the threads exit cleanly. Note that
// we need this because the threads will potentially still need to process
// data even after the socket is closed.
private int rwOperationCount = 0;
// the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
private bool shutdownFlag = true;
//
private 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;
_bufferPool = new PacketBufferPool(new IPEndPoint(IPAddress.Any, udpPort), 64, 1);
}
/// <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;
_bufferPool = new PacketBufferPool(endPoint, 64, 1);
}
/// <summary>
///
/// </summary>
public void Start()
{
if (shutdownFlag)
{
if (remoteEndPoint == null)
{
// Server mode
// create and bind the socket
IPEndPoint ipep = new IPEndPoint(IPAddress.Any, udpPort);
udpSocket = new Socket(
AddressFamily.InterNetwork,
SocketType.Dgram,
ProtocolType.Udp);
udpSocket.Bind(ipep);
}
else
{
// Client mode
IPEndPoint ipep = new IPEndPoint(IPAddress.Any, 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.
rwLock.AcquireWriterLock(-1);
shutdownFlag = true;
udpSocket.Close();
rwLock.ReleaseWriterLock();
// wait for any pending operations to complete on other
// threads before exiting.
while (rwOperationCount > 0)
Thread.Sleep(1);
}
}
/// <summary>
///
/// </summary>
public bool IsRunning
{
get { return !shutdownFlag; }
}
private void AsyncBeginReceive()
{
// this method actually kicks off the async read on the socket.
// we aquire a reader lock here to ensure that no other thread
// is trying to set shutdownFlag and close the socket.
rwLock.AcquireReaderLock(-1);
if (!shutdownFlag)
{
// increment the count of pending operations
Interlocked.Increment(ref rwOperationCount);
// allocate a packet buffer
WrappedObject<UDPPacketBuffer> buf = _bufferPool.CheckOut();
//UDPPacketBuffer buf = new UDPPacketBuffer();
try
{
// kick off an async read
udpSocket.BeginReceiveFrom(
buf.Instance.Data,
//buf.Data,
0,
UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None,
ref buf.Instance.RemoteEndPoint,
new AsyncCallback(AsyncEndReceive),
buf);
}
catch (SocketException)
{
// something bad happened
//SecondLife.LogStatic(
// "A SocketException occurred in UDPServer.AsyncBeginReceive()",
// Helpers.LogLevel.Error, se);
// an error occurred, therefore the operation is void. Decrement the reference count.
Interlocked.Decrement(ref rwOperationCount);
}
}
// we're done with the socket for now, release the reader lock.
rwLock.ReleaseReaderLock();
}
private void AsyncEndReceive(IAsyncResult iar)
{
// Asynchronous receive operations will complete here through the call
// to AsyncBeginReceive
// aquire a reader lock
rwLock.AcquireReaderLock(-1);
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);
// this operation is now complete, decrement the reference count
Interlocked.Decrement(ref rwOperationCount);
// we're done with the socket, release the reader lock
rwLock.ReleaseReaderLock();
// call the abstract method PacketReceived(), passing the buffer that
// has just been filled from the socket read.
PacketReceived(buffer);
}
catch (SocketException)
{
// something bad happened
//SecondLife.LogStatic(
// "A SocketException occurred in UDPServer.AsyncEndReceive()",
// Helpers.LogLevel.Error, se);
// an error occurred, therefore the operation is void. Decrement the reference count.
Interlocked.Decrement(ref rwOperationCount);
// we're done with the socket for now, release the reader lock.
rwLock.ReleaseReaderLock();
}
wrappedBuffer.Dispose();
}
else
{
// nothing bad happened, but we are done with the operation
// decrement the reference count and release the reader lock
Interlocked.Decrement(ref rwOperationCount);
rwLock.ReleaseReaderLock();
}
}
public void AsyncBeginSend(UDPPacketBuffer buf)
{
rwLock.AcquireReaderLock(-1);
if (!shutdownFlag)
{
try
{
Interlocked.Increment(ref rwOperationCount);
udpSocket.BeginSendTo(
buf.Data,
0,
buf.DataLength,
SocketFlags.None,
buf.RemoteEndPoint,
new AsyncCallback(AsyncEndSend),
buf);
}
catch (SocketException)
{
//SecondLife.LogStatic(
// "A SocketException occurred in UDPServer.AsyncBeginSend()",
// Helpers.LogLevel.Error, se);
}
}
rwLock.ReleaseReaderLock();
}
private void AsyncEndSend(IAsyncResult iar)
{
rwLock.AcquireReaderLock(-1);
if (!shutdownFlag)
{
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
try
{
int bytesSent = udpSocket.EndSendTo(iar);
// note that call to the abstract PacketSent() method - we are passing the number
// of bytes sent in a separate parameter, since we can't use buffer.DataLength which
// is the number of bytes to send (or bytes received depending upon whether this
// buffer was part of a send or a receive).
PacketSent(buffer, bytesSent);
}
catch (SocketException)
{
//SecondLife.LogStatic(
// "A SocketException occurred in UDPServer.AsyncEndSend()",
// Helpers.LogLevel.Error, se);
}
}
Interlocked.Decrement(ref rwOperationCount);
rwLock.ReleaseReaderLock();
}
}
}