/*
* Copyright (c) 2006, Clutch, Inc.
* Original Author: Jeff Cesnik
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the openmetaverse.org nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace OpenMetaverse
{
///
///
///
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
protected int udpPort;
// the remote endpoint to communicate with
protected IPEndPoint remoteEndPoint = null;
// the UDP socket
private Socket udpSocket;
// the all important shutdownFlag.
private volatile bool shutdownFlag = true;
///
/// Initialize the UDP packet handler in server mode
///
/// Port to listening for incoming UDP packets on
public UDPBase(int port)
{
udpPort = port;
}
///
/// Initialize the UDP packet handler in client mode
///
/// Remote UDP server to connect to
public UDPBase(IPEndPoint endPoint)
{
remoteEndPoint = endPoint;
udpPort = 0;
}
///
///
///
public void Start()
{
if (shutdownFlag)
{
const int SIO_UDP_CONNRESET = -1744830452;
IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
udpSocket = new Socket(
AddressFamily.InterNetwork,
SocketType.Dgram,
ProtocolType.Udp);
try
{
// this udp socket flag is not supported under mono,
// so we'll catch the exception and continue
udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
}
catch (SocketException)
{
Logger.DebugLog("UDP SIO_UDP_CONNRESET flag not supported on this platform");
}
// On at least Mono 3.2.8, multiple UDP sockets can bind to the same port by default. This means that
// when running multiple connections, two can occasionally bind to the same port, leading to unexpected
// errors as they intercept each others messages. We need to prevent this. This is not allowed by
// default on Windows.
udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false);
udpSocket.Bind(ipep);
// 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();
}
}
///
///
///
public void Stop()
{
if (!shutdownFlag)
{
// wait indefinitely for a writer lock. Once this is called, the .NET runtime
// will deny any more reader locks, in effect blocking all other send/receive
// threads. Once we have the lock, we set shutdownFlag to inform the other
// threads that the socket is closed.
shutdownFlag = true;
udpSocket.Close();
}
}
///
///
///
public bool IsRunning
{
get { return !shutdownFlag; }
}
private void AsyncBeginReceive()
{
// allocate a packet buffer
//WrappedObject wrappedBuffer = Pool.CheckOut();
UDPPacketBuffer buf = new UDPPacketBuffer();
if (!shutdownFlag)
{
try
{
// kick off an async read
udpSocket.BeginReceiveFrom(
//wrappedBuffer.Instance.Data,
buf.Data,
0,
UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None,
ref buf.RemoteEndPoint,
AsyncEndReceive,
//wrappedBuffer);
buf);
}
catch (SocketException e)
{
if (e.SocketErrorCode == SocketError.ConnectionReset)
{
Logger.Log("SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + udpPort, Helpers.LogLevel.Error);
bool salvaged = false;
while (!salvaged)
{
try
{
udpSocket.BeginReceiveFrom(
//wrappedBuffer.Instance.Data,
buf.Data,
0,
UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None,
ref buf.RemoteEndPoint,
AsyncEndReceive,
//wrappedBuffer);
buf);
salvaged = true;
}
catch (SocketException) { }
catch (ObjectDisposedException) { return; }
}
Logger.Log("Salvaged the UDP listener on port " + udpPort, Helpers.LogLevel.Info);
}
}
catch (ObjectDisposedException) { }
}
}
private void AsyncEndReceive(IAsyncResult iar)
{
// Asynchronous receive operations will complete here through the call
// to AsyncBeginReceive
if (!shutdownFlag)
{
// start another receive - this keeps the server going!
AsyncBeginReceive();
// get the buffer that was created in AsyncBeginReceive
// this is the received data
//WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
//UDPPacketBuffer buffer = wrappedBuffer.Instance;
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
try
{
// get the length of data actually read from the socket, store it with the
// buffer
buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
// call the abstract method PacketReceived(), passing the buffer that
// has just been filled from the socket read.
PacketReceived(buffer);
}
catch (SocketException) { }
catch (ObjectDisposedException) { }
//finally { wrappedBuffer.Dispose(); }
}
}
public void AsyncBeginSend(UDPPacketBuffer buf)
{
if (!shutdownFlag)
{
try
{
// Profiling heavily loaded clients was showing better performance with
// synchronous UDP packet sending
udpSocket.SendTo(
buf.Data,
0,
buf.DataLength,
SocketFlags.None,
buf.RemoteEndPoint);
//udpSocket.BeginSendTo(
// buf.Data,
// 0,
// buf.DataLength,
// SocketFlags.None,
// buf.RemoteEndPoint,
// AsyncEndSend,
// buf);
}
catch (SocketException) { }
catch (ObjectDisposedException) { }
}
}
//void AsyncEndSend(IAsyncResult result)
//{
// try
// {
// UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
// if (!udpSocket.Connected) return;
// int bytesSent = udpSocket.EndSendTo(result);
// PacketSent(buf, bytesSent);
// }
// catch (SocketException) { }
// catch (ObjectDisposedException) { }
//}
}
}