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https://github.com/livingcomputermuseum/IFS.git
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287 lines
11 KiB
C#
287 lines
11 KiB
C#
using System;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using System.Net.NetworkInformation;
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using IFS.Logging;
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using System.IO;
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using IFS.Gateway;
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namespace IFS.Transport
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{
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/// <summary>
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/// Implements the logic for encapsulating a 3mbit ethernet packet into/out of UDP datagrams.
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/// Sent packets are broadcast to the subnet.
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///
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/// A brief diversion into the subject of broadcasts and the reason for using them. (This applies
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/// to the Ethernet transport as well.)
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///
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/// Effectively, the IFS suite is implemented on top of a virtual 3 Megabit Ethernet network
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/// encapsulated over a modern network (UDP over IP, raw Ethernet frames, etc.). Participants
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/// on this virtual network are virtual Altos (ContrAlto or others) and real Altos bridged via
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/// a 3M<->100M device.
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///
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/// Any of these virtual or real Altos can, at any time, be running in Promiscuous mode, can send
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/// arbitrary packets with any source or destination address in the header, or send broadcasts.
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/// This makes address translation from the virtual (3M) side to the physical (UDP, 100M) side and
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/// back again tricky.
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///
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/// If each participant on the virtual network were to have a table mapping physical (UDP IP, 100M MAC) to
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/// virtual (3M MAC) addresses then broadcasts could be avoided, but it complicates the logic in all
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/// parties and requires each user to maintain this mapping table manually.
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///
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/// Resorting to using broadcasts at all times on the physical network removes these complications and
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/// makes it easy for end-users to deal with.
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/// The drawback is that broadcasts can reduce the efficiency of the network segment they're broadcast to.
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/// However, most Alto networks are extremely quiet (by today's standards) -- the maximum throughput
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/// of one Alto continuously transferring data to another is on the order of 20-30 kilobytes/sec.
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/// (Most of the time, a given Alto will be completely silent.)
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/// On a modern 100M or 1G network, this is background noise and modern computers receiving these broadcasts
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/// will hardly notice.
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///
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/// Based on the above, and after a lot of experimentation, it was decided to err on the side of simplicity
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/// and go with the broadcast implementation.
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///
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/// </summary>
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public class UDPEncapsulation : IPupPacketInterface, IRawPacketInterface
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{
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public UDPEncapsulation(NetworkInterface iface)
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{
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// Try to set up UDP client.
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try
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{
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_udpClient = new UdpClient(_udpPort, AddressFamily.InterNetwork);
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_udpClient.Client.Blocking = true;
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_udpClient.EnableBroadcast = true;
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_udpClient.MulticastLoopback = false;
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//
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// Grab the broadcast address for the interface so that we know what broadcast address to use
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// for our UDP datagrams.
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//
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IPInterfaceProperties props = iface.GetIPProperties();
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foreach (UnicastIPAddressInformation unicast in props.UnicastAddresses)
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{
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// Find the first InterNetwork address for this interface and
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// go with it.
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if (unicast.Address.AddressFamily == AddressFamily.InterNetwork)
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{
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_thisIPAddress = unicast.Address;
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_broadcastEndpoint = new IPEndPoint(GetBroadcastAddress(_thisIPAddress, unicast.IPv4Mask), _udpPort);
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break;
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}
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}
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if (_broadcastEndpoint == null)
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{
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throw new InvalidOperationException(String.Format("No IPV4 network information was found for interface '{0}'.", iface.Name));
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}
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}
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catch (Exception e)
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{
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Log.Write(LogType.Error, LogComponent.UDP,
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"Error configuring UDP socket {0} for use with IFS on interface {1}. Ensure that the selected network interface is valid, configured properly, and that nothing else is using this port.",
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_udpPort,
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iface.Name);
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Log.Write(LogType.Error, LogComponent.UDP,
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"Error was '{0}'.",
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e.Message);
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_udpClient = null;
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}
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}
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/// <summary>
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/// Registers a gateway to handle incoming PUPs.
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/// </summary>
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/// <param name="callback"></param>
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public void RegisterRouterCallback(RoutePupCallback callback)
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{
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_routerCallback = callback;
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// Now that we have a callback we can start receiving stuff.
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BeginReceive();
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}
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public void Shutdown()
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{
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_receiveThread.Abort();
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_routerCallback = null;
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}
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public void Send(PUP p)
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{
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//
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// Write PUP to UDP:
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//
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// For now, no actual routing (Gateway not implemented yet), everything is on the same 'net.
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// Just send a broadcast UDP with the encapsulated frame inside of it.
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//
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// Build the outgoing data; this is:
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// 1st word: length of data following
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// 2nd word: 3mbit destination / source bytes
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// 3rd word: frame type (PUP)
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byte[] encapsulatedFrame = new byte[6 + p.RawData.Length];
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// 3mbit Packet length
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encapsulatedFrame[0] = (byte)((p.RawData.Length / 2 + 2) >> 8);
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encapsulatedFrame[1] = (byte)(p.RawData.Length / 2 + 2);
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// addressing
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encapsulatedFrame[2] = p.DestinationPort.Host;
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encapsulatedFrame[3] = p.SourcePort.Host;
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// frame type
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encapsulatedFrame[4] = (byte)(_pupFrameType >> 8);
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encapsulatedFrame[5] = (byte)_pupFrameType;
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// Actual data
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p.RawData.CopyTo(encapsulatedFrame, 6);
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// Send as UDP broadcast.
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// TODO: this could be done without broadcasts if we kept a table mapping IPs to 3mbit MACs.
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_udpClient.Send(encapsulatedFrame, encapsulatedFrame.Length, _broadcastEndpoint);
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}
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/// <summary>
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/// Sends an array of bytes over the ethernet as a 3mbit packet encapsulated in a 10mbit packet.
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/// </summary>
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/// <param name="packet"></param>
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/// <param name="hostId"></param>
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public void Send(byte[] data, byte source, byte destination, ushort frameType)
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{
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// Build the outgoing data; this is:
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// 1st word: length of data following
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// 2nd word: 3mbit destination / source bytes
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// 3rd word: frame type (PUP)
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byte[] encapsulatedFrame = new byte[6 + data.Length];
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// 3mbit Packet length
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encapsulatedFrame[0] = (byte)((data.Length / 2 + 2) >> 8);
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encapsulatedFrame[1] = (byte)(data.Length / 2 + 2);
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// addressing
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encapsulatedFrame[2] = destination;
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encapsulatedFrame[3] = source;
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// frame type
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encapsulatedFrame[4] = (byte)(frameType >> 8);
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encapsulatedFrame[5] = (byte)frameType;
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// Actual data
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data.CopyTo(encapsulatedFrame, 6);
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// Send as UDP broadcast.
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// TODO: this could be done without broadcasts if we kept a table mapping IPs to 3mbit MACs.
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_udpClient.Send(encapsulatedFrame, encapsulatedFrame.Length, _broadcastEndpoint);
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}
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private void Receive(MemoryStream packetStream)
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{
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//
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// Look for PUPs, forward them on.
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//
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// Read the length prefix (in words), convert to bytes.
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// Subtract off 2 words for the ethernet header
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int length = ((packetStream.ReadByte() << 8) | (packetStream.ReadByte())) * 2 - 4;
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// Read the address (1st word of 3mbit packet)
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byte destination = (byte)packetStream.ReadByte();
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byte source = (byte)packetStream.ReadByte();
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// Read the type and switch on it
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int etherType3mbit = ((packetStream.ReadByte() << 8) | (packetStream.ReadByte()));
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if (etherType3mbit == _pupFrameType)
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{
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try
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{
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PUP pup = new PUP(packetStream, length);
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_routerCallback(pup);
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}
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catch(Exception e)
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{
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// An error occurred, log it.
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Log.Write(LogType.Error, LogComponent.PUP, "Error handling PUP: {0}", e.Message);
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}
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}
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else
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{
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Log.Write(LogType.Warning, LogComponent.Ethernet, "UDP packet is not a PUP, dropping");
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}
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}
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/// <summary>
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/// Begin receiving packets, forever.
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/// </summary>
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private void BeginReceive()
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{
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// Kick off receive thread.
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_receiveThread = new Thread(ReceiveThread);
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_receiveThread.Start();
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}
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/// <summary>
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/// Worker thread for UDP packet receipt.
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/// </summary>
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private void ReceiveThread()
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{
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// Just call ReceivePackets, that's it. This will never return.
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// (probably need to make this more elegant so we can tear down the thread
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// properly.)
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Log.Write(LogComponent.UDP, "UDP Receiver thread started.");
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IPEndPoint groupEndPoint = new IPEndPoint(IPAddress.Any, _udpPort);
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while (true)
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{
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byte[] data = _udpClient.Receive(ref groupEndPoint);
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// Drop our own UDP packets.
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if (!groupEndPoint.Address.Equals(_thisIPAddress))
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{
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Receive(new System.IO.MemoryStream(data));
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}
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}
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}
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private IPAddress GetBroadcastAddress(IPAddress address, IPAddress subnetMask)
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{
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byte[] ipAdressBytes = address.GetAddressBytes();
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byte[] subnetMaskBytes = subnetMask.GetAddressBytes();
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byte[] broadcastAddress = new byte[ipAdressBytes.Length];
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for (int i = 0; i < broadcastAddress.Length; i++)
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{
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broadcastAddress[i] = (byte)(ipAdressBytes[i] | (subnetMaskBytes[i] ^ 255));
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}
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return new IPAddress(broadcastAddress);
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}
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// The ethertype used in the encapsulated 3mbit frame
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private readonly ushort _pupFrameType = 512;
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private RoutePupCallback _routerCallback;
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// Thread used for receive
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private Thread _receiveThread;
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// UDP port (TODO: make configurable?)
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private const int _udpPort = 42424;
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private UdpClient _udpClient;
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private IPEndPoint _broadcastEndpoint;
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// The IP address (unicast address) of the interface we're using to send UDP datagrams.
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private IPAddress _thisIPAddress;
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}
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}
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