359 lines
13 KiB
C#
359 lines
13 KiB
C#
/*
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* Copyright (c) 2006, Clutch, Inc.
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* Original Author: Jeff Cesnik
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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.Net;
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using System.Net.Sockets;
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using log4net;
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using OpenSim.Framework;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using System.Threading;
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using System.Threading.Tasks;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public readonly struct IncomingPacket(LLClientView client, Packet packet)
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{
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/// <summary>Client this packet came from</summary>
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public readonly LLClientView Client = client;
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/// <summary>Packet data that has been received</summary>
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public readonly Packet Packet = packet;
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}
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/// <summary>
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/// Base UDP server
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/// </summary>
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public abstract class OpenSimUDPBase
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// This method is called when an incoming packet is received
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/// </summary>
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/// <param name="buffer">Incoming packet buffer</param>
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public abstract void PacketReceived(UDPPacketBuffer buffer);
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/// <summary>UDP port to bind to in server mode</summary>
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protected int m_udpPort;
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/// <summary>Local IP address to bind to in server mode</summary>
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protected IPAddress m_localBindAddress;
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/// <summary>UDP socket, used in either client or server mode</summary>
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private Socket m_udpSocket;
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public static Object m_udpBuffersPoolLock = new();
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public static UDPPacketBuffer[] m_udpBuffersPool = new UDPPacketBuffer[1000];
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public static int m_udpBuffersPoolPtr = -1;
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/// <summary>Returns true if the server is currently listening for inbound packets, otherwise false</summary>
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internal bool m_IsRunningInbound;
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public bool IsRunningInbound
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{
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get { return m_IsRunningInbound; }
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private set { m_IsRunningInbound = value; }
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}
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public CancellationTokenSource InboundCancellationSource = new();
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/// <summary>Returns true if the server is currently sending outbound packets, otherwise false</summary>
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/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
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internal bool m_IsRunningOutbound;
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public bool IsRunningOutbound
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{
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get { return m_IsRunningOutbound; }
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private set { m_IsRunningOutbound = value; }
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}
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/// <summary>
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/// Number of UDP receives.
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/// </summary>
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public int UdpReceives { get; private set; }
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/// <summary>
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/// Number of UDP sends
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/// </summary>
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public int UdpSends { get; private set; }
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/// <summary>
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/// Number of receives over which to establish a receive time average.
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/// </summary>
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private readonly static int s_receiveTimeSamples = 500;
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/// <summary>
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/// Current number of samples taken to establish a receive time average.
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/// </summary>
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private int m_currentReceiveTimeSamples;
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/// <summary>
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/// Cumulative receive time for the sample so far.
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/// </summary>
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private int m_receiveTicksInCurrentSamplePeriod;
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/// <summary>
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/// The average time taken for each require receive in the last sample.
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/// </summary>
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public float AverageReceiveTicksForLastSamplePeriod { get; private set; }
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public int Port
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{
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get { return m_udpPort; }
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}
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="bindAddress">Local IP address to bind the server to</param>
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/// <param name="port">Port to listening for incoming UDP packets on</param>
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/// /// <param name="usePool">Are we to use an object pool to get objects for handing inbound data?</param>
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public OpenSimUDPBase(IPAddress bindAddress, int port)
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{
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m_localBindAddress = bindAddress;
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m_udpPort = port;
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// for debugging purposes only, initializes the random number generator
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// used for simulating packet loss
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// m_dropRandomGenerator = new Random();
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}
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~OpenSimUDPBase()
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{
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if(m_udpSocket is not null)
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try { m_udpSocket.Close(); } catch { }
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}
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public static UDPPacketBuffer GetNewUDPBuffer(IPEndPoint remoteEndpoint)
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{
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lock (m_udpBuffersPoolLock)
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{
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if (m_udpBuffersPoolPtr >= 0)
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{
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UDPPacketBuffer buf = m_udpBuffersPool[m_udpBuffersPoolPtr];
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m_udpBuffersPool[m_udpBuffersPoolPtr] = null;
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m_udpBuffersPoolPtr--;
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buf.RemoteEndPoint = remoteEndpoint;
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buf.DataLength = 0;
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return buf;
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}
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}
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return new UDPPacketBuffer(remoteEndpoint);
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}
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public static void FreeUDPBuffer(UDPPacketBuffer buf)
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{
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lock (m_udpBuffersPoolLock)
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{
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if(buf.DataLength < 0)
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return; // avoid duplicated free that may still happen
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if (m_udpBuffersPoolPtr < 999)
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{
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buf.RemoteEndPoint = null;
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buf.DataLength = -1;
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m_udpBuffersPoolPtr++;
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m_udpBuffersPool[m_udpBuffersPoolPtr] = buf;
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}
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}
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}
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/// <summary>
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/// Start inbound UDP packet handling.
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/// </summary>
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/// <param name="recvBufferSize">The size of the receive buffer for
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/// the UDP socket. This value is passed up to the operating system
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/// and used in the system networking stack. Use zero to leave this
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/// value as the default</param>
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public virtual void StartInbound(int recvBufferSize)
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{
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if (!m_IsRunningInbound)
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{
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m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop");
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const int SIO_UDP_CONNRESET = -1744830452;
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m_udpSocket = new Socket( AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
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try
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{
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if (m_udpSocket.Ttl < 128)
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{
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m_udpSocket.Ttl = 128;
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}
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}
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catch (SocketException)
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{
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m_log.Debug("[UDPBASE]: Failed to increase default TTL");
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}
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try
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{
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m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
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}
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catch
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{
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m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
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}
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// On at least Mono 3.2.8, multiple UDP sockets can bind to the same port by default. At the moment
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// we never want two regions to listen on the same port as they cannot demultiplex each other's messages,
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// leading to a confusing bug.
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// By default, Windows does not allow two sockets to bind to the same port.
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//
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// Unfortunately, this also causes a crashed sim to leave the socket in a state
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// where it appears to be in use but is really just hung from the old process
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// crashing rather than closing it. While this protects agains misconfiguration,
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// allowing crashed sims to be started up again right away, rather than having to
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// wait 2 minutes for the socket to clear is more valuable. Commented 12/13/2016
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// m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false);
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if (recvBufferSize != 0)
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m_udpSocket.ReceiveBufferSize = recvBufferSize;
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IPEndPoint ipep = new(m_localBindAddress, m_udpPort);
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m_udpSocket.Bind(ipep);
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if (m_udpPort == 0)
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m_udpPort = ((IPEndPoint)m_udpSocket.LocalEndPoint).Port;
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m_IsRunningInbound = true;
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// kick start the receiver tasks dance.
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_ = Task.Run(AsyncBeginReceive);
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}
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}
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/// <summary>
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/// Start outbound UDP packet handling.
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/// </summary>
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public virtual void StartOutbound()
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{
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m_log.DebugFormat("[UDPBASE]: Starting outbound UDP loop");
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m_IsRunningOutbound = true;
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}
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public virtual void StopInbound()
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{
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if (m_IsRunningInbound)
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{
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m_log.DebugFormat("[UDPBASE]: Stopping inbound UDP loop");
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m_IsRunningInbound = false;
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InboundCancellationSource.Cancel();
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m_udpSocket.Close();
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m_udpSocket = null;
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}
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}
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public virtual void StopOutbound()
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{
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m_log.DebugFormat("[UDPBASE]: Stopping outbound UDP loop");
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m_IsRunningOutbound = false;
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}
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private async Task AsyncBeginReceive()
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{
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SocketAddress workSktAddress = new(m_udpSocket.AddressFamily);
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while (m_IsRunningInbound)
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{
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UDPPacketBuffer buf = GetNewUDPBuffer(null); // we need a fresh one here, for now at least
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try
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{
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int nbytes =
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await m_udpSocket.ReceiveFromAsync(buf.Data.AsMemory(), SocketFlags.None, workSktAddress, InboundCancellationSource.Token).ConfigureAwait(false);
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if (!m_IsRunningInbound || InboundCancellationSource.IsCancellationRequested)
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{
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FreeUDPBuffer(buf);
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return;
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}
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if (nbytes > 0)
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{
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int startTick = Util.EnvironmentTickCount();
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buf.RemoteEndPoint = Util.GetEndPoint(workSktAddress);
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buf.DataLength = nbytes;
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UdpReceives++;
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PacketReceived(buf);
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if (m_currentReceiveTimeSamples >= s_receiveTimeSamples)
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{
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AverageReceiveTicksForLastSamplePeriod
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= (float)m_receiveTicksInCurrentSamplePeriod / s_receiveTimeSamples;
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m_receiveTicksInCurrentSamplePeriod = 0;
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m_currentReceiveTimeSamples = 0;
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}
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else
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{
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m_receiveTicksInCurrentSamplePeriod += Util.EnvironmentTickCountSubtract(startTick);
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m_currentReceiveTimeSamples++;
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}
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}
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else
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FreeUDPBuffer(buf);
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}
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catch (OperationCanceledException)
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{
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}
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catch (Exception e)
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{
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m_log.Error($"[UDPBASE]: Error processing UDP receiveFrom. Exception ", e);
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}
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}
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}
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public void SyncSend(UDPPacketBuffer buf)
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{
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if(buf.RemoteEndPoint is null)
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return; // already expired
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try
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{
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m_udpSocket.SendTo(
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buf.Data,
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0,
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buf.DataLength,
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SocketFlags.None,
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buf.RemoteEndPoint
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);
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UdpSends++;
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}
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catch (SocketException e)
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{
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m_log.WarnFormat("[UDPBASE]: sync send SocketException {0} {1}", buf.RemoteEndPoint, e.Message);
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}
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catch (ObjectDisposedException) { }
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}
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}
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}
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