git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2432 52acb1d6-8a22-11de-b505-999d5b087335
622 lines
23 KiB
C#
622 lines
23 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Net;
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using System.Threading;
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using ExtensionLoader;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace Simian
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{
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public struct IncomingPacket
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{
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public UDPClient Client;
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public Packet Packet;
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}
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public class OutgoingPacket
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{
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public Packet Packet;
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/// <summary>Number of times this packet has been resent</summary>
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public int ResendCount;
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/// <summary>Environment.TickCount when this packet was last sent over the wire</summary>
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public int TickCount;
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/// <summary>Category this packet belongs to</summary>
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public PacketCategory Category;
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public OutgoingPacket(Packet packet, PacketCategory category)
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{
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Packet = packet;
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Category = category;
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}
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}
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public class UDPClient
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{
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/// <summary></summary>
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public Agent Agent;
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/// <summary></summary>
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public IPEndPoint Address;
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/// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
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public Queue<uint> PacketArchive = new Queue<uint>();
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/// <summary>Packets we have sent that need to be ACKed by the client</summary>
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public Dictionary<uint, OutgoingPacket> NeedAcks = new Dictionary<uint, OutgoingPacket>();
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/// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
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public SortedList<uint, uint> PendingAcks = new SortedList<uint, uint>();
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/// <summary>Current packet sequence number</summary>
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public int CurrentSequence = 0;
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Timer ackTimer;
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UDPServer udpServer;
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public UDPClient(UDPServer server, Agent agent, IPEndPoint address)
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{
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udpServer = server;
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Agent = agent;
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Address = address;
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ackTimer = new Timer(new TimerCallback(AckTimer_Elapsed), null, Settings.NETWORK_TICK_INTERVAL,
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Settings.NETWORK_TICK_INTERVAL);
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}
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public void Shutdown()
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{
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ackTimer.Dispose();
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}
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private void AckTimer_Elapsed(object obj)
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{
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udpServer.SendAcks(this);
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udpServer.ResendUnacked(this);
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}
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}
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public class UDPManager : IExtension<Simian>, IUDPProvider
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{
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Simian server;
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UDPServer udpServer;
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public event OutgoingPacketCallback OnOutgoingPacket;
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public UDPManager()
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{
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}
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public void Start(Simian server)
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{
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this.server = server;
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udpServer = new UDPServer(server.UDPPort, server);
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}
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public void Stop()
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{
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if (udpServer != null)
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udpServer.Stop();
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}
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public void AddClient(Agent agent, IPEndPoint endpoint)
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{
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udpServer.AddClient(agent, endpoint);
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}
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public bool RemoveClient(Agent agent)
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{
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return udpServer.RemoveClient(agent);
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}
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public uint CreateCircuit(Agent agent)
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{
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return udpServer.CreateCircuit(agent);
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}
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public void SendPacket(UUID agentID, Packet packet, PacketCategory category)
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{
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if (OnOutgoingPacket == null || OnOutgoingPacket(packet, agentID, category))
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udpServer.SendPacket(agentID, packet, category);
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}
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public void BroadcastPacket(Packet packet, PacketCategory category)
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{
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if (OnOutgoingPacket == null || OnOutgoingPacket(packet, UUID.Zero, category))
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udpServer.BroadcastPacket(packet, category);
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}
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public void RegisterPacketCallback(PacketType type, PacketCallback callback)
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{
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udpServer.RegisterPacketCallback(type, callback);
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}
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}
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public class UDPServer : UDPBase
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{
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/// <summary>This is only used to fetch unassociated agents, which will
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/// be exposed through a login interface at some point</summary>
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Simian server;
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/// <summary>Handlers for incoming packets</summary>
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PacketEventDictionary packetEvents = new PacketEventDictionary();
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/// <summary>Incoming packets that are awaiting handling</summary>
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BlockingQueue<IncomingPacket> packetInbox = new BlockingQueue<IncomingPacket>(Settings.PACKET_INBOX_SIZE);
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/// <summary></summary>
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DoubleDictionary<UUID, IPEndPoint, UDPClient> clients = new DoubleDictionary<UUID, IPEndPoint, UDPClient>();
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/// <summary></summary>
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Dictionary<uint, Agent> unassociatedAgents = new Dictionary<uint, Agent>();
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/// <summary></summary>
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int currentCircuitCode = 0;
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public UDPServer(int port, Simian server)
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: base(port)
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{
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this.server = server;
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Start();
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// Start the incoming packet processing thread
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Thread incomingThread = new Thread(new ThreadStart(IncomingPacketHandler));
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incomingThread.Start();
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}
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public void RegisterPacketCallback(PacketType type, PacketCallback callback)
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{
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packetEvents.RegisterEvent(type, callback);
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}
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public void AddClient(Agent agent, IPEndPoint endpoint)
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{
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UDPClient client = new UDPClient(this, agent, endpoint);
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clients.Add(agent.Avatar.ID, endpoint, client);
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}
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public bool RemoveClient(Agent agent)
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{
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UDPClient client;
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if (clients.TryGetValue(agent.Avatar.ID, out client))
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{
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client.Shutdown();
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return clients.Remove(agent.Avatar.ID, client.Address);
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}
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else
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return false;
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}
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public uint CreateCircuit(Agent agent)
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{
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uint circuitCode = (uint)Interlocked.Increment(ref currentCircuitCode);
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// Put this client in the list of clients that have not been associated with an IPEndPoint yet
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lock (unassociatedAgents)
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unassociatedAgents[circuitCode] = agent;
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Logger.Log("Created circuit " + circuitCode + " for " + agent.FirstName, Helpers.LogLevel.Info);
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return circuitCode;
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}
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public void BroadcastPacket(Packet packet, PacketCategory category)
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{
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clients.ForEach(
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delegate(UDPClient client) { SendPacket(client, new OutgoingPacket(packet, category)); });
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}
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public void SendPacket(UUID agentID, Packet packet, PacketCategory category)
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{
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// Look up the UDPClient this is going to
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UDPClient client;
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if (clients.TryGetValue(agentID, out client))
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SendPacket(client, new OutgoingPacket(packet, category));
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}
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void SendPacket(UDPClient client, OutgoingPacket outgoingPacket)
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{
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Packet packet = outgoingPacket.Packet;
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byte[] buffer;
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int bytes;
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// Update the sent time for this packet
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outgoingPacket.TickCount = Environment.TickCount;
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if (!packet.Header.Resent)
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{
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// Reset to zero if we've hit the upper sequence number limit
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Interlocked.CompareExchange(ref client.CurrentSequence, 0, 0xFFFFFF);
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// Increment and fetch the current sequence number
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uint sequence = (uint)Interlocked.Increment(ref client.CurrentSequence);
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packet.Header.Sequence = sequence;
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if (packet.Header.Reliable)
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{
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// Add this packet to the list of ACK responses we are waiting on from this client
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lock (client.NeedAcks)
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client.NeedAcks[sequence] = outgoingPacket;
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// This packet is reliable and not a resend, check if the conditions are favorable
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// to ACK appending
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if (packet.Type != PacketType.PacketAck)
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{
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lock (client.PendingAcks)
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{
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int count = client.PendingAcks.Count;
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if (count > 0 && count < 10)
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{
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// Append all of the queued up outgoing ACKs to this packet
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packet.Header.AckList = new uint[count];
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for (int i = 0; i < count; i++)
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packet.Header.AckList[i] = client.PendingAcks.Values[i];
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client.PendingAcks.Clear();
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packet.Header.AppendedAcks = true;
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}
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}
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}
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}
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}
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else
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{
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// This packet has already been sent out once, strip any appended ACKs
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// off it and reinsert them into the outgoing ACK queue under the
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// assumption that this packet will continually be rejected from the
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// client or that the appended ACKs are possibly making the delivery fail
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if (packet.Header.AckList.Length > 0)
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{
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Logger.DebugLog(String.Format("Purging ACKs from packet #{0} ({1}) which will be resent.",
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packet.Header.Sequence, packet.GetType()));
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lock (client.PendingAcks)
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{
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foreach (uint ack in packet.Header.AckList)
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{
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if (!client.PendingAcks.ContainsKey(ack))
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client.PendingAcks[ack] = ack;
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}
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}
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packet.Header.AppendedAcks = false;
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packet.Header.AckList = new uint[0];
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}
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}
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// Serialize the packet
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buffer = packet.ToBytes();
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bytes = buffer.Length;
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//Stats.SentBytes += (ulong)bytes;
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//++Stats.SentPackets;
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UDPPacketBuffer buf = new UDPPacketBuffer(client.Address);
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// Zerocode if needed
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if (packet.Header.Zerocoded)
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bytes = Helpers.ZeroEncode(buffer, bytes, buf.Data);
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else
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Buffer.BlockCopy(buffer, 0, buf.Data, 0, bytes);
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buf.DataLength = bytes;
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AsyncBeginSend(buf);
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}
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void QueueAck(UDPClient client, uint ack)
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{
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// Add this packet to the list of ACKs that need to be sent out
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lock (client.PendingAcks)
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client.PendingAcks[ack] = ack;
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// Send out ACKs if we have a lot of them
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if (client.PendingAcks.Count >= 10)
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SendAcks(client);
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}
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void ProcessAcks(UDPClient client, List<uint> acks)
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{
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lock (client.NeedAcks)
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{
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foreach (uint ack in acks)
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client.NeedAcks.Remove(ack);
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}
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}
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void SendAck(UDPClient client, uint ack)
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{
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PacketAckPacket acks = new PacketAckPacket();
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acks.Header.Reliable = false;
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acks.Packets = new PacketAckPacket.PacketsBlock[1];
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acks.Packets[0] = new PacketAckPacket.PacketsBlock();
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acks.Packets[0].ID = ack;
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SendPacket(client, new OutgoingPacket(acks, PacketCategory.Overhead));
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}
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public void SendAcks(UDPClient client)
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{
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PacketAckPacket acks = null;
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lock (client.PendingAcks)
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{
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int count = client.PendingAcks.Count;
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if (count > 250)
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{
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Logger.Log("Too many ACKs queued up!", Helpers.LogLevel.Error);
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return;
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}
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else if (count > 0)
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{
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acks = new PacketAckPacket();
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acks.Header.Reliable = false;
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acks.Packets = new PacketAckPacket.PacketsBlock[count];
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for (int i = 0; i < count; i++)
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{
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acks.Packets[i] = new PacketAckPacket.PacketsBlock();
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acks.Packets[i].ID = client.PendingAcks.Values[i];
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}
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client.PendingAcks.Clear();
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}
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}
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if (acks != null)
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SendPacket(client, new OutgoingPacket(acks, PacketCategory.Overhead));
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}
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public void ResendUnacked(UDPClient client)
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{
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if (client.NeedAcks.Count > 0)
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{
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OutgoingPacket[] array;
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int now = Environment.TickCount;
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lock (client.NeedAcks)
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{
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// Create a temporary copy of the outgoing packets array to iterate over
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array = new OutgoingPacket[client.NeedAcks.Count];
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client.NeedAcks.Values.CopyTo(array, 0);
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}
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// Resend packets
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for (int i = 0; i < array.Length; i++)
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{
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OutgoingPacket outgoing = array[i];
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// FIXME: Make 4000 and 3 .ini settings
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if (outgoing.TickCount != 0 && now - outgoing.TickCount > 4000)
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{
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if (outgoing.ResendCount < 3)
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{
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Logger.DebugLog(String.Format("Resending packet #{0} ({1}), {2}ms have passed",
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outgoing.Packet.Header.Sequence, outgoing.Packet.GetType(), now - outgoing.TickCount));
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// The TickCount will be set to the current time when the packet
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// is actually sent out again
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outgoing.TickCount = 0;
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outgoing.Packet.Header.Resent = true;
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++outgoing.ResendCount;
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//++Stats.ResentPackets;
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SendPacket(client, outgoing);
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}
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else
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{
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Logger.Log(String.Format("Dropping packet #{0} ({1}) after {2} failed attempts",
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outgoing.Packet.Header.Sequence, outgoing.Packet.GetType(), outgoing.ResendCount),
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Helpers.LogLevel.Warning);
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lock (client.NeedAcks) client.NeedAcks.Remove(outgoing.Packet.Header.Sequence);
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//Disconnect an agent if no packets are received for some time
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//FIXME: Make 60000 an .ini setting
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if (Environment.TickCount - client.Agent.TickLastPacketReceived > 60000)
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{
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Logger.Log(String.Format("Ack timeout for {0}, disconnecting", client.Agent.Avatar.Name),
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Helpers.LogLevel.Warning);
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server.Scene.ObjectRemove(this, client.Agent.Avatar.ID);
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return;
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}
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}
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}
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}
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}
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}
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protected override void PacketReceived(UDPPacketBuffer buffer)
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{
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UDPClient client = null;
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Packet packet = null;
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int packetEnd = buffer.DataLength - 1;
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IPEndPoint address = (IPEndPoint)buffer.RemoteEndPoint;
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// Decoding
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try
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{
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packet = Packet.BuildPacket(buffer.Data, ref packetEnd, buffer.ZeroData);
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}
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catch (MalformedDataException)
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{
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Logger.Log(String.Format("Malformed data, cannot parse packet:\n{0}",
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Utils.BytesToHexString(buffer.Data, buffer.DataLength, null)), Helpers.LogLevel.Error);
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}
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// Fail-safe check
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if (packet == null)
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{
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Logger.Log("Couldn't build a message from the incoming data", Helpers.LogLevel.Warning);
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return;
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}
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//Stats.RecvBytes += (ulong)buffer.DataLength;
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//++Stats.RecvPackets;
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if (packet.Type == PacketType.UseCircuitCode)
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{
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UseCircuitCodePacket useCircuitCode = (UseCircuitCodePacket)packet;
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Agent agent;
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if (CompleteAgentConnection(useCircuitCode.CircuitCode.Code, out agent))
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{
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// Sanity check that the agent isn't already logged in
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if (clients.ContainsKey(agent.Avatar.ID))
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{
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Logger.Log("Client UDP reference already exists for " + agent.Avatar.ID.ToString() + ", removing",
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Helpers.LogLevel.Warning);
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server.Scene.ObjectRemove(this, agent.Avatar.ID);
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clients.Remove(agent.Avatar.ID);
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}
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AddClient(agent, address);
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if (clients.TryGetValue(agent.Avatar.ID, out client))
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{
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Logger.Log("Activated UDP circuit " + useCircuitCode.CircuitCode.Code, Helpers.LogLevel.Info);
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}
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else
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{
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Logger.Log("Failed to locate newly created UDPClient", Helpers.LogLevel.Error);
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return;
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}
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}
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else
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{
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Logger.Log("Received a UseCircuitCode packet for an unrecognized circuit: " +
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useCircuitCode.CircuitCode.Code.ToString(), Helpers.LogLevel.Warning);
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return;
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}
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}
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else
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{
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// Determine which agent this packet came from
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if (!clients.TryGetValue(address, out client))
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{
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Logger.Log("Received UDP packet from an unrecognized source: " + address.ToString(),
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Helpers.LogLevel.Warning);
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return;
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}
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}
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client.Agent.TickLastPacketReceived = Environment.TickCount;
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// Reliable handling
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if (packet.Header.Reliable)
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{
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// Queue up this sequence number for acknowledgement
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QueueAck(client, (uint)packet.Header.Sequence);
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//if (packet.Header.Resent) ++Stats.ReceivedResends;
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}
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// Inbox insertion
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IncomingPacket incomingPacket;
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incomingPacket.Client = client;
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incomingPacket.Packet = packet;
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// TODO: Prioritize the queue
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packetInbox.Enqueue(incomingPacket);
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}
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protected override void PacketSent(UDPPacketBuffer buffer, int bytesSent)
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{
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}
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void IncomingPacketHandler()
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{
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IncomingPacket incomingPacket = new IncomingPacket();
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Packet packet = null;
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UDPClient client = null;
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while (IsRunning)
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{
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// Reset packet to null for the check below
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packet = null;
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if (packetInbox.Dequeue(100, ref incomingPacket))
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{
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packet = incomingPacket.Packet;
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client = incomingPacket.Client;
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if (packet != null)
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{
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#region ACK accounting
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// Check the archives to see whether we already received this packet
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lock (client.PacketArchive)
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{
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if (client.PacketArchive.Contains(packet.Header.Sequence))
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{
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if (packet.Header.Resent)
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{
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Logger.DebugLog("Received resent packet #" + packet.Header.Sequence);
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}
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else
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{
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Logger.Log(String.Format("Received a duplicate of packet #{0}, current type: {1}",
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packet.Header.Sequence, packet.Type), Helpers.LogLevel.Warning);
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}
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// Avoid firing a callback twice for the same packet
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continue;
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}
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else
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{
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// Keep the PacketArchive size within a certain capacity
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while (client.PacketArchive.Count >= Settings.PACKET_ARCHIVE_SIZE)
|
|
{
|
|
client.PacketArchive.Dequeue(); client.PacketArchive.Dequeue();
|
|
client.PacketArchive.Dequeue(); client.PacketArchive.Dequeue();
|
|
}
|
|
|
|
client.PacketArchive.Enqueue(packet.Header.Sequence);
|
|
}
|
|
}
|
|
|
|
#endregion ACK accounting
|
|
|
|
#region ACK handling
|
|
|
|
// Handle appended ACKs
|
|
if (packet.Header.AppendedAcks)
|
|
{
|
|
lock (client.NeedAcks)
|
|
{
|
|
for (int i = 0; i < packet.Header.AckList.Length; i++)
|
|
client.NeedAcks.Remove(packet.Header.AckList[i]);
|
|
}
|
|
}
|
|
|
|
// Handle PacketAck packets
|
|
if (packet.Type == PacketType.PacketAck)
|
|
{
|
|
PacketAckPacket ackPacket = (PacketAckPacket)packet;
|
|
|
|
lock (client.NeedAcks)
|
|
{
|
|
for (int i = 0; i < ackPacket.Packets.Length; i++)
|
|
client.NeedAcks.Remove(ackPacket.Packets[i].ID);
|
|
}
|
|
}
|
|
|
|
#endregion ACK handling
|
|
|
|
packetEvents.BeginRaiseEvent(packet.Type, packet, client.Agent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CompleteAgentConnection(uint circuitCode, out Agent agent)
|
|
{
|
|
lock (unassociatedAgents)
|
|
{
|
|
if (unassociatedAgents.TryGetValue(circuitCode, out agent))
|
|
{
|
|
unassociatedAgents.Remove(circuitCode);
|
|
server.Scene.AgentAdd(this, agent, PrimFlags.None);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|