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First stab at cleaning up Caps. Compiles. Untested.
This commit is contained in:
57
OpenSim/Region/ClientStack/Linden/UDP/IncomingPacket.cs
Normal file
57
OpenSim/Region/ClientStack/Linden/UDP/IncomingPacket.cs
Normal file
@@ -0,0 +1,57 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.
|
||||
*/
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using System;
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using OpenSim.Framework;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// Holds a reference to a <seealso cref="LLUDPClient"/> and a <seealso cref="Packet"/>
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/// for incoming packets
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/// </summary>
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public sealed class IncomingPacket
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{
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/// <summary>Client this packet came from</summary>
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public LLUDPClient Client;
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/// <summary>Packet data that has been received</summary>
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public Packet Packet;
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="client">Reference to the client this packet came from</param>
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/// <param name="packet">Packet data</param>
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public IncomingPacket(LLUDPClient client, Packet packet)
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{
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Client = client;
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Packet = packet;
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}
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}
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}
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@@ -0,0 +1,73 @@
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/*
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||||
* Copyright (c) Contributors, http://opensimulator.org/
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||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.
|
||||
*/
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using System;
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using System.Collections.Generic;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// A circular buffer and hashset for tracking incoming packet sequence
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/// numbers
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/// </summary>
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public sealed class IncomingPacketHistoryCollection
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{
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private readonly uint[] m_items;
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private HashSet<uint> m_hashSet;
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private int m_first;
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private int m_next;
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private int m_capacity;
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public IncomingPacketHistoryCollection(int capacity)
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{
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this.m_capacity = capacity;
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m_items = new uint[capacity];
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m_hashSet = new HashSet<uint>();
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}
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||||
|
||||
public bool TryEnqueue(uint ack)
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||||
{
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||||
lock (m_hashSet)
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||||
{
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||||
if (m_hashSet.Add(ack))
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||||
{
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||||
m_items[m_next] = ack;
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m_next = (m_next + 1) % m_capacity;
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if (m_next == m_first)
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{
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m_hashSet.Remove(m_items[m_first]);
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m_first = (m_first + 1) % m_capacity;
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}
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return true;
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}
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}
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return false;
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}
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}
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}
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398
OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
Normal file
398
OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
Normal file
@@ -0,0 +1,398 @@
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/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.
|
||||
*/
|
||||
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||||
using System;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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using log4net;
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using System.Reflection;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// Stores information about a current texture download and a reference to the texture asset
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/// </summary>
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public class J2KImage
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{
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private const int IMAGE_PACKET_SIZE = 1000;
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private const int FIRST_PACKET_SIZE = 600;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public uint LastSequence;
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public float Priority;
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public uint StartPacket;
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public sbyte DiscardLevel;
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public UUID TextureID;
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public IJ2KDecoder J2KDecoder;
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public IAssetService AssetService;
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public UUID AgentID;
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public IInventoryAccessModule InventoryAccessModule;
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public OpenJPEG.J2KLayerInfo[] Layers;
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public bool IsDecoded;
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public bool HasAsset;
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public C5.IPriorityQueueHandle<J2KImage> PriorityQueueHandle;
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private uint m_currentPacket;
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private bool m_decodeRequested;
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private bool m_assetRequested;
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private bool m_sentInfo;
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private uint m_stopPacket;
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private byte[] m_asset;
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private LLImageManager m_imageManager;
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public J2KImage(LLImageManager imageManager)
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{
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m_imageManager = imageManager;
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}
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/// <summary>
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/// Sends packets for this texture to a client until packetsToSend is
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/// hit or the transfer completes
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/// </summary>
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/// <param name="client">Reference to the client that the packets are destined for</param>
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/// <param name="packetsToSend">Maximum number of packets to send during this call</param>
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/// <param name="packetsSent">Number of packets sent during this call</param>
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/// <returns>True if the transfer completes at the current discard level, otherwise false</returns>
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public bool SendPackets(LLClientView client, int packetsToSend, out int packetsSent)
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{
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packetsSent = 0;
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if (m_currentPacket <= m_stopPacket)
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{
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bool sendMore = true;
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if (!m_sentInfo || (m_currentPacket == 0))
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{
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sendMore = !SendFirstPacket(client);
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m_sentInfo = true;
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++m_currentPacket;
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++packetsSent;
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}
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if (m_currentPacket < 2)
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{
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m_currentPacket = 2;
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}
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while (sendMore && packetsSent < packetsToSend && m_currentPacket <= m_stopPacket)
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{
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sendMore = SendPacket(client);
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++m_currentPacket;
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++packetsSent;
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}
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}
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return (m_currentPacket > m_stopPacket);
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}
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public void RunUpdate()
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{
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//This is where we decide what we need to update
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//and assign the real discardLevel and packetNumber
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//assuming of course that the connected client might be bonkers
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if (!HasAsset)
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{
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if (!m_assetRequested)
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{
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m_assetRequested = true;
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AssetService.Get(TextureID.ToString(), this, AssetReceived);
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}
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}
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else
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{
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if (!IsDecoded)
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{
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//We need to decode the requested image first
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if (!m_decodeRequested)
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{
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//Request decode
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m_decodeRequested = true;
|
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// Do we have a jpeg decoder?
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if (J2KDecoder != null)
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{
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if (m_asset == null)
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{
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J2KDecodedCallback(TextureID, new OpenJPEG.J2KLayerInfo[0]);
|
||||
}
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else
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{
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// Send it off to the jpeg decoder
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J2KDecoder.BeginDecode(TextureID, m_asset, J2KDecodedCallback);
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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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J2KDecodedCallback(TextureID, new OpenJPEG.J2KLayerInfo[0]);
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||||
}
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||||
}
|
||||
}
|
||||
else
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{
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// Check for missing image asset data
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if (m_asset == null)
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{
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m_log.Warn("[J2KIMAGE]: RunUpdate() called with missing asset data (no missing image texture?). Canceling texture transfer");
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m_currentPacket = m_stopPacket;
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return;
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}
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||||
|
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if (DiscardLevel >= 0 || m_stopPacket == 0)
|
||||
{
|
||||
// This shouldn't happen, but if it does, we really can't proceed
|
||||
if (Layers == null)
|
||||
{
|
||||
m_log.Warn("[J2KIMAGE]: RunUpdate() called with missing Layers. Canceling texture transfer");
|
||||
m_currentPacket = m_stopPacket;
|
||||
return;
|
||||
}
|
||||
|
||||
int maxDiscardLevel = Math.Max(0, Layers.Length - 1);
|
||||
|
||||
// Treat initial texture downloads with a DiscardLevel of -1 a request for the highest DiscardLevel
|
||||
if (DiscardLevel < 0 && m_stopPacket == 0)
|
||||
DiscardLevel = (sbyte)maxDiscardLevel;
|
||||
|
||||
// Clamp at the highest discard level
|
||||
DiscardLevel = (sbyte)Math.Min(DiscardLevel, maxDiscardLevel);
|
||||
|
||||
//Calculate the m_stopPacket
|
||||
if (Layers.Length > 0)
|
||||
{
|
||||
m_stopPacket = (uint)GetPacketForBytePosition(Layers[(Layers.Length - 1) - DiscardLevel].End);
|
||||
//I don't know why, but the viewer seems to expect the final packet if the file
|
||||
//is just one packet bigger.
|
||||
if (TexturePacketCount() == m_stopPacket + 1)
|
||||
{
|
||||
m_stopPacket = TexturePacketCount();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_stopPacket = TexturePacketCount();
|
||||
}
|
||||
|
||||
m_currentPacket = StartPacket;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool SendFirstPacket(LLClientView client)
|
||||
{
|
||||
if (client == null)
|
||||
return false;
|
||||
|
||||
if (m_asset == null)
|
||||
{
|
||||
m_log.Warn("[J2KIMAGE]: Sending ImageNotInDatabase for texture " + TextureID);
|
||||
client.SendImageNotFound(TextureID);
|
||||
return true;
|
||||
}
|
||||
else if (m_asset.Length <= FIRST_PACKET_SIZE)
|
||||
{
|
||||
// We have less then one packet's worth of data
|
||||
client.SendImageFirstPart(1, TextureID, (uint)m_asset.Length, m_asset, 2);
|
||||
m_stopPacket = 0;
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// This is going to be a multi-packet texture download
|
||||
byte[] firstImageData = new byte[FIRST_PACKET_SIZE];
|
||||
|
||||
try { Buffer.BlockCopy(m_asset, 0, firstImageData, 0, FIRST_PACKET_SIZE); }
|
||||
catch (Exception)
|
||||
{
|
||||
m_log.ErrorFormat("[J2KIMAGE]: Texture block copy for the first packet failed. textureid={0}, assetlength={1}", TextureID, m_asset.Length);
|
||||
return true;
|
||||
}
|
||||
|
||||
client.SendImageFirstPart(TexturePacketCount(), TextureID, (uint)m_asset.Length, firstImageData, (byte)ImageCodec.J2C);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool SendPacket(LLClientView client)
|
||||
{
|
||||
if (client == null)
|
||||
return false;
|
||||
|
||||
bool complete = false;
|
||||
int imagePacketSize = ((int)m_currentPacket == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE;
|
||||
|
||||
try
|
||||
{
|
||||
if ((CurrentBytePosition() + IMAGE_PACKET_SIZE) > m_asset.Length)
|
||||
{
|
||||
imagePacketSize = LastPacketSize();
|
||||
complete = true;
|
||||
if ((CurrentBytePosition() + imagePacketSize) > m_asset.Length)
|
||||
{
|
||||
imagePacketSize = m_asset.Length - CurrentBytePosition();
|
||||
complete = true;
|
||||
}
|
||||
}
|
||||
|
||||
// It's concievable that the client might request packet one
|
||||
// from a one packet image, which is really packet 0,
|
||||
// which would leave us with a negative imagePacketSize..
|
||||
if (imagePacketSize > 0)
|
||||
{
|
||||
byte[] imageData = new byte[imagePacketSize];
|
||||
int currentPosition = CurrentBytePosition();
|
||||
|
||||
try { Buffer.BlockCopy(m_asset, currentPosition, imageData, 0, imagePacketSize); }
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.ErrorFormat("[J2KIMAGE]: Texture block copy for the first packet failed. textureid={0}, assetlength={1}, currentposition={2}, imagepacketsize={3}, exception={4}",
|
||||
TextureID, m_asset.Length, currentPosition, imagePacketSize, e.Message);
|
||||
return false;
|
||||
}
|
||||
|
||||
//Send the packet
|
||||
client.SendImageNextPart((ushort)(m_currentPacket - 1), TextureID, imageData);
|
||||
}
|
||||
|
||||
return !complete;
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private ushort TexturePacketCount()
|
||||
{
|
||||
if (!IsDecoded)
|
||||
return 0;
|
||||
|
||||
if (m_asset == null)
|
||||
return 0;
|
||||
|
||||
if (m_asset.Length <= FIRST_PACKET_SIZE)
|
||||
return 1;
|
||||
|
||||
return (ushort)(((m_asset.Length - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1);
|
||||
}
|
||||
|
||||
private int GetPacketForBytePosition(int bytePosition)
|
||||
{
|
||||
return ((bytePosition - FIRST_PACKET_SIZE + IMAGE_PACKET_SIZE - 1) / IMAGE_PACKET_SIZE) + 1;
|
||||
}
|
||||
|
||||
private int LastPacketSize()
|
||||
{
|
||||
if (m_currentPacket == 1)
|
||||
return m_asset.Length;
|
||||
int lastsize = (m_asset.Length - FIRST_PACKET_SIZE) % IMAGE_PACKET_SIZE;
|
||||
//If the last packet size is zero, it's really cImagePacketSize, it sits on the boundary
|
||||
if (lastsize == 0)
|
||||
{
|
||||
lastsize = IMAGE_PACKET_SIZE;
|
||||
}
|
||||
return lastsize;
|
||||
}
|
||||
|
||||
private int CurrentBytePosition()
|
||||
{
|
||||
if (m_currentPacket == 0)
|
||||
return 0;
|
||||
if (m_currentPacket == 1)
|
||||
return FIRST_PACKET_SIZE;
|
||||
|
||||
int result = FIRST_PACKET_SIZE + ((int)m_currentPacket - 2) * IMAGE_PACKET_SIZE;
|
||||
if (result < 0)
|
||||
{
|
||||
result = FIRST_PACKET_SIZE;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private void J2KDecodedCallback(UUID AssetId, OpenJPEG.J2KLayerInfo[] layers)
|
||||
{
|
||||
Layers = layers;
|
||||
IsDecoded = true;
|
||||
RunUpdate();
|
||||
}
|
||||
|
||||
private void AssetDataCallback(UUID AssetID, AssetBase asset)
|
||||
{
|
||||
HasAsset = true;
|
||||
|
||||
if (asset == null || asset.Data == null)
|
||||
{
|
||||
if (m_imageManager.MissingImage != null)
|
||||
{
|
||||
m_asset = m_imageManager.MissingImage.Data;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_asset = null;
|
||||
IsDecoded = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_asset = asset.Data;
|
||||
}
|
||||
|
||||
RunUpdate();
|
||||
}
|
||||
|
||||
private void AssetReceived(string id, Object sender, AssetBase asset)
|
||||
{
|
||||
UUID assetID = UUID.Zero;
|
||||
if (asset != null)
|
||||
assetID = asset.FullID;
|
||||
else if ((InventoryAccessModule != null) && (sender != InventoryAccessModule))
|
||||
{
|
||||
// Unfortunately we need this here, there's no other way.
|
||||
// This is due to the fact that textures opened directly from the agent's inventory
|
||||
// don't have any distinguishing feature. As such, in order to serve those when the
|
||||
// foreign user is visiting, we need to try again after the first fail to the local
|
||||
// asset service.
|
||||
string assetServerURL = string.Empty;
|
||||
if (InventoryAccessModule.IsForeignUser(AgentID, out assetServerURL))
|
||||
{
|
||||
m_log.DebugFormat("[J2KIMAGE]: texture {0} not found in local asset storage. Trying user's storage.", id);
|
||||
AssetService.Get(assetServerURL + "/" + id, InventoryAccessModule, AssetReceived);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
AssetDataCallback(assetID, asset);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
12123
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
Normal file
12123
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
Normal file
File diff suppressed because it is too large
Load Diff
257
OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs
Normal file
257
OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs
Normal file
@@ -0,0 +1,257 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Threading;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Services.Interfaces;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
public class LLImageManager
|
||||
{
|
||||
private sealed class J2KImageComparer : IComparer<J2KImage>
|
||||
{
|
||||
public int Compare(J2KImage x, J2KImage y)
|
||||
{
|
||||
return x.Priority.CompareTo(y.Priority);
|
||||
}
|
||||
}
|
||||
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private bool m_shuttingdown;
|
||||
private AssetBase m_missingImage;
|
||||
private LLClientView m_client; //Client we're assigned to
|
||||
private IAssetService m_assetCache; //Asset Cache
|
||||
private IJ2KDecoder m_j2kDecodeModule; //Our J2K module
|
||||
private C5.IntervalHeap<J2KImage> m_priorityQueue = new C5.IntervalHeap<J2KImage>(10, new J2KImageComparer());
|
||||
private object m_syncRoot = new object();
|
||||
|
||||
public LLClientView Client { get { return m_client; } }
|
||||
public AssetBase MissingImage { get { return m_missingImage; } }
|
||||
|
||||
public LLImageManager(LLClientView client, IAssetService pAssetCache, IJ2KDecoder pJ2kDecodeModule)
|
||||
{
|
||||
m_client = client;
|
||||
m_assetCache = pAssetCache;
|
||||
|
||||
if (pAssetCache != null)
|
||||
m_missingImage = pAssetCache.Get("5748decc-f629-461c-9a36-a35a221fe21f");
|
||||
|
||||
if (m_missingImage == null)
|
||||
m_log.Error("[ClientView] - Couldn't set missing image asset, falling back to missing image packet. This is known to crash the client");
|
||||
|
||||
m_j2kDecodeModule = pJ2kDecodeModule;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handles an incoming texture request or update to an existing texture request
|
||||
/// </summary>
|
||||
/// <param name="newRequest"></param>
|
||||
public void EnqueueReq(TextureRequestArgs newRequest)
|
||||
{
|
||||
//Make sure we're not shutting down..
|
||||
if (!m_shuttingdown)
|
||||
{
|
||||
J2KImage imgrequest;
|
||||
|
||||
// Do a linear search for this texture download
|
||||
lock (m_syncRoot)
|
||||
m_priorityQueue.Find(delegate(J2KImage img) { return img.TextureID == newRequest.RequestedAssetID; }, out imgrequest);
|
||||
|
||||
if (imgrequest != null)
|
||||
{
|
||||
if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
|
||||
{
|
||||
//m_log.Debug("[TEX]: (CAN) ID=" + newRequest.RequestedAssetID);
|
||||
|
||||
try
|
||||
{
|
||||
lock (m_syncRoot)
|
||||
m_priorityQueue.Delete(imgrequest.PriorityQueueHandle);
|
||||
}
|
||||
catch (Exception) { }
|
||||
}
|
||||
else
|
||||
{
|
||||
//m_log.DebugFormat("[TEX]: (UPD) ID={0}: D={1}, S={2}, P={3}",
|
||||
// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
|
||||
|
||||
//Check the packet sequence to make sure this isn't older than
|
||||
//one we've already received
|
||||
if (newRequest.requestSequence > imgrequest.LastSequence)
|
||||
{
|
||||
//Update the sequence number of the last RequestImage packet
|
||||
imgrequest.LastSequence = newRequest.requestSequence;
|
||||
|
||||
//Update the requested discard level
|
||||
imgrequest.DiscardLevel = newRequest.DiscardLevel;
|
||||
|
||||
//Update the requested packet number
|
||||
imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber);
|
||||
|
||||
//Update the requested priority
|
||||
imgrequest.Priority = newRequest.Priority;
|
||||
UpdateImageInQueue(imgrequest);
|
||||
|
||||
//Run an update
|
||||
imgrequest.RunUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newRequest.DiscardLevel == -1 && newRequest.Priority == 0f)
|
||||
{
|
||||
//m_log.DebugFormat("[TEX]: (IGN) ID={0}: D={1}, S={2}, P={3}",
|
||||
// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
|
||||
}
|
||||
else
|
||||
{
|
||||
//m_log.DebugFormat("[TEX]: (NEW) ID={0}: D={1}, S={2}, P={3}",
|
||||
// newRequest.RequestedAssetID, newRequest.DiscardLevel, newRequest.PacketNumber, newRequest.Priority);
|
||||
|
||||
imgrequest = new J2KImage(this);
|
||||
imgrequest.J2KDecoder = m_j2kDecodeModule;
|
||||
imgrequest.AssetService = m_assetCache;
|
||||
imgrequest.AgentID = m_client.AgentId;
|
||||
imgrequest.InventoryAccessModule = m_client.Scene.RequestModuleInterface<IInventoryAccessModule>();
|
||||
imgrequest.DiscardLevel = newRequest.DiscardLevel;
|
||||
imgrequest.StartPacket = Math.Max(1, newRequest.PacketNumber);
|
||||
imgrequest.Priority = newRequest.Priority;
|
||||
imgrequest.TextureID = newRequest.RequestedAssetID;
|
||||
imgrequest.Priority = newRequest.Priority;
|
||||
|
||||
//Add this download to the priority queue
|
||||
AddImageToQueue(imgrequest);
|
||||
|
||||
//Run an update
|
||||
imgrequest.RunUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool ProcessImageQueue(int packetsToSend)
|
||||
{
|
||||
int packetsSent = 0;
|
||||
|
||||
while (packetsSent < packetsToSend)
|
||||
{
|
||||
J2KImage image = GetHighestPriorityImage();
|
||||
|
||||
// If null was returned, the texture priority queue is currently empty
|
||||
if (image == null)
|
||||
return false;
|
||||
|
||||
if (image.IsDecoded)
|
||||
{
|
||||
int sent;
|
||||
bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent);
|
||||
packetsSent += sent;
|
||||
|
||||
// If the send is complete, destroy any knowledge of this transfer
|
||||
if (imageDone)
|
||||
RemoveImageFromQueue(image);
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: This is a limitation of how LLImageManager is currently
|
||||
// written. Undecoded textures should not be going into the priority
|
||||
// queue, because a high priority undecoded texture will clog up the
|
||||
// pipeline for a client
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return m_priorityQueue.Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Faux destructor
|
||||
/// </summary>
|
||||
public void Close()
|
||||
{
|
||||
m_shuttingdown = true;
|
||||
}
|
||||
|
||||
#region Priority Queue Helpers
|
||||
|
||||
J2KImage GetHighestPriorityImage()
|
||||
{
|
||||
J2KImage image = null;
|
||||
|
||||
lock (m_syncRoot)
|
||||
{
|
||||
if (m_priorityQueue.Count > 0)
|
||||
{
|
||||
try { image = m_priorityQueue.FindMax(); }
|
||||
catch (Exception) { }
|
||||
}
|
||||
}
|
||||
return image;
|
||||
}
|
||||
|
||||
void AddImageToQueue(J2KImage image)
|
||||
{
|
||||
image.PriorityQueueHandle = null;
|
||||
|
||||
lock (m_syncRoot)
|
||||
try { m_priorityQueue.Add(ref image.PriorityQueueHandle, image); }
|
||||
catch (Exception) { }
|
||||
}
|
||||
|
||||
void RemoveImageFromQueue(J2KImage image)
|
||||
{
|
||||
lock (m_syncRoot)
|
||||
try { m_priorityQueue.Delete(image.PriorityQueueHandle); }
|
||||
catch (Exception) { }
|
||||
}
|
||||
|
||||
void UpdateImageInQueue(J2KImage image)
|
||||
{
|
||||
lock (m_syncRoot)
|
||||
{
|
||||
try { m_priorityQueue.Replace(image.PriorityQueueHandle, image); }
|
||||
catch (Exception)
|
||||
{
|
||||
image.PriorityQueueHandle = null;
|
||||
m_priorityQueue.Add(ref image.PriorityQueueHandle, image);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Priority Queue Helpers
|
||||
}
|
||||
}
|
||||
697
OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
Normal file
697
OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
Normal file
@@ -0,0 +1,697 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Collections.Generic;
|
||||
using System.Net;
|
||||
using System.Threading;
|
||||
using log4net;
|
||||
using OpenSim.Framework;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Packets;
|
||||
|
||||
using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
#region Delegates
|
||||
|
||||
/// <summary>
|
||||
/// Fired when updated networking stats are produced for this client
|
||||
/// </summary>
|
||||
/// <param name="inPackets">Number of incoming packets received since this
|
||||
/// event was last fired</param>
|
||||
/// <param name="outPackets">Number of outgoing packets sent since this
|
||||
/// event was last fired</param>
|
||||
/// <param name="unAckedBytes">Current total number of bytes in packets we
|
||||
/// are waiting on ACKs for</param>
|
||||
public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
|
||||
/// <summary>
|
||||
/// Fired when the queue for one or more packet categories is empty. This
|
||||
/// event can be hooked to put more data on the empty queues
|
||||
/// </summary>
|
||||
/// <param name="category">Categories of the packet queues that are empty</param>
|
||||
public delegate void QueueEmpty(ThrottleOutPacketTypeFlags categories);
|
||||
|
||||
#endregion Delegates
|
||||
|
||||
/// <summary>
|
||||
/// Tracks state for a client UDP connection and provides client-specific methods
|
||||
/// </summary>
|
||||
public sealed class LLUDPClient
|
||||
{
|
||||
// TODO: Make this a config setting
|
||||
/// <summary>Percentage of the task throttle category that is allocated to avatar and prim
|
||||
/// state updates</summary>
|
||||
const float STATE_TASK_PERCENTAGE = 0.8f;
|
||||
|
||||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>The number of packet categories to throttle on. If a throttle category is added
|
||||
/// or removed, this number must also change</summary>
|
||||
const int THROTTLE_CATEGORY_COUNT = 8;
|
||||
|
||||
/// <summary>Fired when updated networking stats are produced for this client</summary>
|
||||
public event PacketStats OnPacketStats;
|
||||
/// <summary>Fired when the queue for a packet category is empty. This event can be
|
||||
/// hooked to put more data on the empty queue</summary>
|
||||
public event QueueEmpty OnQueueEmpty;
|
||||
|
||||
/// <summary>AgentID for this client</summary>
|
||||
public readonly UUID AgentID;
|
||||
/// <summary>The remote address of the connected client</summary>
|
||||
public readonly IPEndPoint RemoteEndPoint;
|
||||
/// <summary>Circuit code that this client is connected on</summary>
|
||||
public readonly uint CircuitCode;
|
||||
/// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
|
||||
public readonly IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
|
||||
/// <summary>Packets we have sent that need to be ACKed by the client</summary>
|
||||
public readonly UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
|
||||
/// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
|
||||
public readonly OpenSim.Framework.LocklessQueue<uint> PendingAcks = new OpenSim.Framework.LocklessQueue<uint>();
|
||||
|
||||
/// <summary>Current packet sequence number</summary>
|
||||
public int CurrentSequence;
|
||||
/// <summary>Current ping sequence number</summary>
|
||||
public byte CurrentPingSequence;
|
||||
/// <summary>True when this connection is alive, otherwise false</summary>
|
||||
public bool IsConnected = true;
|
||||
/// <summary>True when this connection is paused, otherwise false</summary>
|
||||
public bool IsPaused;
|
||||
/// <summary>Environment.TickCount when the last packet was received for this client</summary>
|
||||
public int TickLastPacketReceived;
|
||||
|
||||
/// <summary>Smoothed round-trip time. A smoothed average of the round-trip time for sending a
|
||||
/// reliable packet to the client and receiving an ACK</summary>
|
||||
public float SRTT;
|
||||
/// <summary>Round-trip time variance. Measures the consistency of round-trip times</summary>
|
||||
public float RTTVAR;
|
||||
/// <summary>Retransmission timeout. Packets that have not been acknowledged in this number of
|
||||
/// milliseconds or longer will be resent</summary>
|
||||
/// <remarks>Calculated from <seealso cref="SRTT"/> and <seealso cref="RTTVAR"/> using the
|
||||
/// guidelines in RFC 2988</remarks>
|
||||
public int RTO;
|
||||
/// <summary>Number of bytes received since the last acknowledgement was sent out. This is used
|
||||
/// to loosely follow the TCP delayed ACK algorithm in RFC 1122 (4.2.3.2)</summary>
|
||||
public int BytesSinceLastACK;
|
||||
/// <summary>Number of packets received from this client</summary>
|
||||
public int PacketsReceived;
|
||||
/// <summary>Number of packets sent to this client</summary>
|
||||
public int PacketsSent;
|
||||
/// <summary>Number of packets resent to this client</summary>
|
||||
public int PacketsResent;
|
||||
/// <summary>Total byte count of unacked packets sent to this client</summary>
|
||||
public int UnackedBytes;
|
||||
|
||||
/// <summary>Total number of received packets that we have reported to the OnPacketStats event(s)</summary>
|
||||
private int m_packetsReceivedReported;
|
||||
/// <summary>Total number of sent packets that we have reported to the OnPacketStats event(s)</summary>
|
||||
private int m_packetsSentReported;
|
||||
/// <summary>Holds the Environment.TickCount value of when the next OnQueueEmpty can be fired</summary>
|
||||
private int m_nextOnQueueEmpty = 1;
|
||||
|
||||
/// <summary>Throttle bucket for this agent's connection</summary>
|
||||
private readonly AdaptiveTokenBucket m_throttleClient;
|
||||
public AdaptiveTokenBucket FlowThrottle
|
||||
{
|
||||
get { return m_throttleClient; }
|
||||
}
|
||||
|
||||
/// <summary>Throttle bucket for this agent's connection</summary>
|
||||
private readonly TokenBucket m_throttleCategory;
|
||||
/// <summary>Throttle buckets for each packet category</summary>
|
||||
private readonly TokenBucket[] m_throttleCategories;
|
||||
/// <summary>Outgoing queues for throttled packets</summary>
|
||||
private readonly OpenSim.Framework.LocklessQueue<OutgoingPacket>[] m_packetOutboxes = new OpenSim.Framework.LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
|
||||
/// <summary>A container that can hold one packet for each outbox, used to store
|
||||
/// dequeued packets that are being held for throttling</summary>
|
||||
private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
|
||||
/// <summary>A reference to the LLUDPServer that is managing this client</summary>
|
||||
private readonly LLUDPServer m_udpServer;
|
||||
|
||||
/// <summary>Caches packed throttle information</summary>
|
||||
private byte[] m_packedThrottles;
|
||||
|
||||
private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
|
||||
private int m_maxRTO = 60000;
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
/// <param name="server">Reference to the UDP server this client is connected to</param>
|
||||
/// <param name="rates">Default throttling rates and maximum throttle limits</param>
|
||||
/// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
|
||||
/// that the child throttles will be governed by</param>
|
||||
/// <param name="circuitCode">Circuit code for this connection</param>
|
||||
/// <param name="agentID">AgentID for the connected agent</param>
|
||||
/// <param name="remoteEndPoint">Remote endpoint for this connection</param>
|
||||
public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO)
|
||||
{
|
||||
AgentID = agentID;
|
||||
RemoteEndPoint = remoteEndPoint;
|
||||
CircuitCode = circuitCode;
|
||||
m_udpServer = server;
|
||||
if (defaultRTO != 0)
|
||||
m_defaultRTO = defaultRTO;
|
||||
if (maxRTO != 0)
|
||||
m_maxRTO = maxRTO;
|
||||
|
||||
// Create a token bucket throttle for this client that has the scene token bucket as a parent
|
||||
m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.Total, rates.AdaptiveThrottlesEnabled);
|
||||
// Create a token bucket throttle for the total categary with the client bucket as a throttle
|
||||
m_throttleCategory = new TokenBucket(m_throttleClient, 0);
|
||||
// Create an array of token buckets for this clients different throttle categories
|
||||
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
|
||||
|
||||
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
|
||||
{
|
||||
ThrottleOutPacketType type = (ThrottleOutPacketType)i;
|
||||
|
||||
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
|
||||
m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
|
||||
// Initialize the token buckets that control the throttling for each category
|
||||
m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetRate(type));
|
||||
}
|
||||
|
||||
// Default the retransmission timeout to three seconds
|
||||
RTO = m_defaultRTO;
|
||||
|
||||
// Initialize this to a sane value to prevent early disconnects
|
||||
TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shuts down this client connection
|
||||
/// </summary>
|
||||
public void Shutdown()
|
||||
{
|
||||
IsConnected = false;
|
||||
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
|
||||
{
|
||||
m_packetOutboxes[i].Clear();
|
||||
m_nextPackets[i] = null;
|
||||
}
|
||||
|
||||
// pull the throttle out of the scene throttle
|
||||
m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
|
||||
OnPacketStats = null;
|
||||
OnQueueEmpty = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets information about this client connection
|
||||
/// </summary>
|
||||
/// <returns>Information about the client connection</returns>
|
||||
public ClientInfo GetClientInfo()
|
||||
{
|
||||
// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
|
||||
// of pending and needed ACKs for every client every time some method wants information about
|
||||
// this connection is a recipe for poor performance
|
||||
ClientInfo info = new ClientInfo();
|
||||
info.pendingAcks = new Dictionary<uint, uint>();
|
||||
info.needAck = new Dictionary<uint, byte[]>();
|
||||
|
||||
info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
|
||||
info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
|
||||
info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
|
||||
info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
|
||||
info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
|
||||
info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
|
||||
info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
|
||||
info.totalThrottle = (int)m_throttleCategory.DripRate;
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Modifies the UDP throttles
|
||||
/// </summary>
|
||||
/// <param name="info">New throttling values</param>
|
||||
public void SetClientInfo(ClientInfo info)
|
||||
{
|
||||
// TODO: Allowing throttles to be manually set from this function seems like a reasonable
|
||||
// idea. On the other hand, letting external code manipulate our ACK accounting is not
|
||||
// going to happen
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return statistics information about client packet queues.
|
||||
/// </summary>
|
||||
///
|
||||
/// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
|
||||
///
|
||||
/// <returns></returns>
|
||||
public string GetStats()
|
||||
{
|
||||
return string.Format(
|
||||
"{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
|
||||
PacketsReceived,
|
||||
PacketsSent,
|
||||
PacketsResent,
|
||||
UnackedBytes,
|
||||
m_packetOutboxes[(int)ThrottleOutPacketType.Resend].Count,
|
||||
m_packetOutboxes[(int)ThrottleOutPacketType.Land].Count,
|
||||
m_packetOutboxes[(int)ThrottleOutPacketType.Wind].Count,
|
||||
m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
|
||||
m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
|
||||
m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
|
||||
m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count,
|
||||
m_packetOutboxes[(int)ThrottleOutPacketType.State].Count);
|
||||
}
|
||||
|
||||
public void SendPacketStats()
|
||||
{
|
||||
PacketStats callback = OnPacketStats;
|
||||
if (callback != null)
|
||||
{
|
||||
int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
|
||||
int newPacketsSent = PacketsSent - m_packetsSentReported;
|
||||
|
||||
callback(newPacketsReceived, newPacketsSent, UnackedBytes);
|
||||
|
||||
m_packetsReceivedReported += newPacketsReceived;
|
||||
m_packetsSentReported += newPacketsSent;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetThrottles(byte[] throttleData)
|
||||
{
|
||||
byte[] adjData;
|
||||
int pos = 0;
|
||||
|
||||
if (!BitConverter.IsLittleEndian)
|
||||
{
|
||||
byte[] newData = new byte[7 * 4];
|
||||
Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
|
||||
|
||||
for (int i = 0; i < 7; i++)
|
||||
Array.Reverse(newData, i * 4, 4);
|
||||
|
||||
adjData = newData;
|
||||
}
|
||||
else
|
||||
{
|
||||
adjData = throttleData;
|
||||
}
|
||||
|
||||
// 0.125f converts from bits to bytes
|
||||
int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
|
||||
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
|
||||
// State is a subcategory of task that we allocate a percentage to
|
||||
int state = 0;
|
||||
|
||||
// Make sure none of the throttles are set below our packet MTU,
|
||||
// otherwise a throttle could become permanently clogged
|
||||
resend = Math.Max(resend, LLUDPServer.MTU);
|
||||
land = Math.Max(land, LLUDPServer.MTU);
|
||||
wind = Math.Max(wind, LLUDPServer.MTU);
|
||||
cloud = Math.Max(cloud, LLUDPServer.MTU);
|
||||
task = Math.Max(task, LLUDPServer.MTU);
|
||||
texture = Math.Max(texture, LLUDPServer.MTU);
|
||||
asset = Math.Max(asset, LLUDPServer.MTU);
|
||||
|
||||
//int total = resend + land + wind + cloud + task + texture + asset;
|
||||
//m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
|
||||
// AgentID, resend, land, wind, cloud, task, texture, asset, total);
|
||||
|
||||
// Update the token buckets with new throttle values
|
||||
TokenBucket bucket;
|
||||
|
||||
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
|
||||
bucket.RequestedDripRate = resend;
|
||||
|
||||
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
|
||||
bucket.RequestedDripRate = land;
|
||||
|
||||
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
|
||||
bucket.RequestedDripRate = wind;
|
||||
|
||||
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
|
||||
bucket.RequestedDripRate = cloud;
|
||||
|
||||
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
|
||||
bucket.RequestedDripRate = asset;
|
||||
|
||||
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
|
||||
bucket.RequestedDripRate = task;
|
||||
|
||||
bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
|
||||
bucket.RequestedDripRate = state;
|
||||
|
||||
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
|
||||
bucket.RequestedDripRate = texture;
|
||||
|
||||
// Reset the packed throttles cached data
|
||||
m_packedThrottles = null;
|
||||
}
|
||||
|
||||
public byte[] GetThrottlesPacked(float multiplier)
|
||||
{
|
||||
byte[] data = m_packedThrottles;
|
||||
|
||||
if (data == null)
|
||||
{
|
||||
float rate;
|
||||
|
||||
data = new byte[7 * 4];
|
||||
int i = 0;
|
||||
|
||||
// multiply by 8 to convert bytes back to bits
|
||||
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate * 8 * multiplier;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
|
||||
|
||||
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate * 8 * multiplier;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
|
||||
|
||||
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate * 8 * multiplier;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
|
||||
|
||||
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate * 8 * multiplier;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
|
||||
|
||||
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate * 8 * multiplier;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
|
||||
|
||||
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate * 8 * multiplier;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
|
||||
|
||||
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate * 8 * multiplier;
|
||||
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
|
||||
|
||||
m_packedThrottles = data;
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queue an outgoing packet if appropriate.
|
||||
/// </summary>
|
||||
/// <param name="packet"></param>
|
||||
/// <param name="forceQueue">Always queue the packet if at all possible.</param>
|
||||
/// <returns>
|
||||
/// true if the packet has been queued,
|
||||
/// false if the packet has not been queued and should be sent immediately.
|
||||
/// </returns>
|
||||
public bool EnqueueOutgoing(OutgoingPacket packet, bool forceQueue)
|
||||
{
|
||||
int category = (int)packet.Category;
|
||||
|
||||
if (category >= 0 && category < m_packetOutboxes.Length)
|
||||
{
|
||||
OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
|
||||
TokenBucket bucket = m_throttleCategories[category];
|
||||
|
||||
// Don't send this packet if there is already a packet waiting in the queue
|
||||
// even if we have the tokens to send it, tokens should go to the already
|
||||
// queued packets
|
||||
if (queue.Count > 0)
|
||||
{
|
||||
queue.Enqueue(packet);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
|
||||
{
|
||||
// Enough tokens were removed from the bucket, the packet will not be queued
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Force queue specified or not enough tokens in the bucket, queue this packet
|
||||
queue.Enqueue(packet);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We don't have a token bucket for this category, so it will not be queued
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loops through all of the packet queues for this client and tries to send
|
||||
/// an outgoing packet from each, obeying the throttling bucket limits
|
||||
/// </summary>
|
||||
///
|
||||
/// <remarks>
|
||||
/// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
|
||||
/// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
|
||||
/// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
|
||||
/// wind queue).
|
||||
///
|
||||
/// This function is only called from a synchronous loop in the
|
||||
/// UDPServer so we don't need to bother making this thread safe
|
||||
/// </remarks>
|
||||
///
|
||||
/// <returns>True if any packets were sent, otherwise false</returns>
|
||||
public bool DequeueOutgoing()
|
||||
{
|
||||
OutgoingPacket packet;
|
||||
OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
|
||||
TokenBucket bucket;
|
||||
bool packetSent = false;
|
||||
ThrottleOutPacketTypeFlags emptyCategories = 0;
|
||||
|
||||
//string queueDebugOutput = String.Empty; // Serious debug business
|
||||
|
||||
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
|
||||
{
|
||||
bucket = m_throttleCategories[i];
|
||||
//queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
|
||||
|
||||
if (m_nextPackets[i] != null)
|
||||
{
|
||||
// This bucket was empty the last time we tried to send a packet,
|
||||
// leaving a dequeued packet still waiting to be sent out. Try to
|
||||
// send it again
|
||||
OutgoingPacket nextPacket = m_nextPackets[i];
|
||||
if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
|
||||
{
|
||||
// Send the packet
|
||||
m_udpServer.SendPacketFinal(nextPacket);
|
||||
m_nextPackets[i] = null;
|
||||
packetSent = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No dequeued packet waiting to be sent, try to pull one off
|
||||
// this queue
|
||||
queue = m_packetOutboxes[i];
|
||||
if (queue.Dequeue(out packet))
|
||||
{
|
||||
// A packet was pulled off the queue. See if we have
|
||||
// enough tokens in the bucket to send it out
|
||||
if (bucket.RemoveTokens(packet.Buffer.DataLength))
|
||||
{
|
||||
// Send the packet
|
||||
m_udpServer.SendPacketFinal(packet);
|
||||
packetSent = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Save the dequeued packet for the next iteration
|
||||
m_nextPackets[i] = packet;
|
||||
}
|
||||
|
||||
// If the queue is empty after this dequeue, fire the queue
|
||||
// empty callback now so it has a chance to fill before we
|
||||
// get back here
|
||||
if (queue.Count == 0)
|
||||
emptyCategories |= CategoryToFlag(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
// No packets in this queue. Fire the queue empty callback
|
||||
// if it has not been called recently
|
||||
emptyCategories |= CategoryToFlag(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (emptyCategories != 0)
|
||||
BeginFireQueueEmpty(emptyCategories);
|
||||
|
||||
//m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
|
||||
return packetSent;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when an ACK packet is received and a round-trip time for a
|
||||
/// packet is calculated. This is used to calculate the smoothed
|
||||
/// round-trip time, round trip time variance, and finally the
|
||||
/// retransmission timeout
|
||||
/// </summary>
|
||||
/// <param name="r">Round-trip time of a single packet and its
|
||||
/// acknowledgement</param>
|
||||
public void UpdateRoundTrip(float r)
|
||||
{
|
||||
const float ALPHA = 0.125f;
|
||||
const float BETA = 0.25f;
|
||||
const float K = 4.0f;
|
||||
|
||||
if (RTTVAR == 0.0f)
|
||||
{
|
||||
// First RTT measurement
|
||||
SRTT = r;
|
||||
RTTVAR = r * 0.5f;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Subsequence RTT measurement
|
||||
RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
|
||||
SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
|
||||
}
|
||||
|
||||
int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
|
||||
|
||||
// Clamp the retransmission timeout to manageable values
|
||||
rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO);
|
||||
|
||||
RTO = rto;
|
||||
|
||||
//m_log.Debug("[LLUDPCLIENT]: Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
|
||||
// RTTVAR + " based on new RTT of " + r + "ms");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Exponential backoff of the retransmission timeout, per section 5.5
|
||||
/// of RFC 2988
|
||||
/// </summary>
|
||||
public void BackoffRTO()
|
||||
{
|
||||
// Reset SRTT and RTTVAR, we assume they are bogus since things
|
||||
// didn't work out and we're backing off the timeout
|
||||
SRTT = 0.0f;
|
||||
RTTVAR = 0.0f;
|
||||
|
||||
// Double the retransmission timeout
|
||||
RTO = Math.Min(RTO * 2, m_maxRTO);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Does an early check to see if this queue empty callback is already
|
||||
/// running, then asynchronously firing the event
|
||||
/// </summary>
|
||||
/// <param name="throttleIndex">Throttle category to fire the callback
|
||||
/// for</param>
|
||||
private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
|
||||
{
|
||||
if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
|
||||
{
|
||||
// Use a value of 0 to signal that FireQueueEmpty is running
|
||||
m_nextOnQueueEmpty = 0;
|
||||
// Asynchronously run the callback
|
||||
Util.FireAndForget(FireQueueEmpty, categories);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fires the OnQueueEmpty callback and sets the minimum time that it
|
||||
/// can be called again
|
||||
/// </summary>
|
||||
/// <param name="o">Throttle categories to fire the callback for,
|
||||
/// stored as an object to match the WaitCallback delegate
|
||||
/// signature</param>
|
||||
private void FireQueueEmpty(object o)
|
||||
{
|
||||
const int MIN_CALLBACK_MS = 30;
|
||||
|
||||
ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
|
||||
QueueEmpty callback = OnQueueEmpty;
|
||||
|
||||
int start = Environment.TickCount & Int32.MaxValue;
|
||||
|
||||
if (callback != null)
|
||||
{
|
||||
try { callback(categories); }
|
||||
catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
|
||||
}
|
||||
|
||||
m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
|
||||
if (m_nextOnQueueEmpty == 0)
|
||||
m_nextOnQueueEmpty = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
|
||||
/// flag value
|
||||
/// </summary>
|
||||
/// <param name="i">Throttle category to convert</param>
|
||||
/// <returns>Flag representation of the throttle category</returns>
|
||||
private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
|
||||
{
|
||||
ThrottleOutPacketType category = (ThrottleOutPacketType)i;
|
||||
|
||||
/*
|
||||
* Land = 1,
|
||||
/// <summary>Wind data</summary>
|
||||
Wind = 2,
|
||||
/// <summary>Cloud data</summary>
|
||||
Cloud = 3,
|
||||
/// <summary>Any packets that do not fit into the other throttles</summary>
|
||||
Task = 4,
|
||||
/// <summary>Texture assets</summary>
|
||||
Texture = 5,
|
||||
/// <summary>Non-texture assets</summary>
|
||||
Asset = 6,
|
||||
/// <summary>Avatar and primitive data</summary>
|
||||
/// <remarks>This is a sub-category of Task</remarks>
|
||||
State = 7,
|
||||
*/
|
||||
|
||||
switch (category)
|
||||
{
|
||||
case ThrottleOutPacketType.Land:
|
||||
return ThrottleOutPacketTypeFlags.Land;
|
||||
case ThrottleOutPacketType.Wind:
|
||||
return ThrottleOutPacketTypeFlags.Wind;
|
||||
case ThrottleOutPacketType.Cloud:
|
||||
return ThrottleOutPacketTypeFlags.Cloud;
|
||||
case ThrottleOutPacketType.Task:
|
||||
return ThrottleOutPacketTypeFlags.Task;
|
||||
case ThrottleOutPacketType.Texture:
|
||||
return ThrottleOutPacketTypeFlags.Texture;
|
||||
case ThrottleOutPacketType.Asset:
|
||||
return ThrottleOutPacketTypeFlags.Asset;
|
||||
case ThrottleOutPacketType.State:
|
||||
return ThrottleOutPacketTypeFlags.State;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
1274
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
Normal file
1274
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
Normal file
File diff suppressed because it is too large
Load Diff
284
OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
Normal file
284
OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
Normal file
@@ -0,0 +1,284 @@
|
||||
/*
|
||||
* 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;
|
||||
using log4net;
|
||||
|
||||
namespace OpenMetaverse
|
||||
{
|
||||
/// <summary>
|
||||
/// Base UDP server
|
||||
/// </summary>
|
||||
public abstract class OpenSimUDPBase
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// This method is called when an incoming packet is received
|
||||
/// </summary>
|
||||
/// <param name="buffer">Incoming packet buffer</param>
|
||||
protected abstract void PacketReceived(UDPPacketBuffer buffer);
|
||||
|
||||
/// <summary>UDP port to bind to in server mode</summary>
|
||||
protected int m_udpPort;
|
||||
|
||||
/// <summary>Local IP address to bind to in server mode</summary>
|
||||
protected IPAddress m_localBindAddress;
|
||||
|
||||
/// <summary>UDP socket, used in either client or server mode</summary>
|
||||
private Socket m_udpSocket;
|
||||
|
||||
/// <summary>Flag to process packets asynchronously or synchronously</summary>
|
||||
private bool m_asyncPacketHandling;
|
||||
|
||||
/// <summary>The all important shutdown flag</summary>
|
||||
private volatile bool m_shutdownFlag = true;
|
||||
|
||||
/// <summary>Returns true if the server is currently listening, otherwise false</summary>
|
||||
public bool IsRunning { get { return !m_shutdownFlag; } }
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
/// <param name="bindAddress">Local IP address to bind the server to</param>
|
||||
/// <param name="port">Port to listening for incoming UDP packets on</param>
|
||||
public OpenSimUDPBase(IPAddress bindAddress, int port)
|
||||
{
|
||||
m_localBindAddress = bindAddress;
|
||||
m_udpPort = port;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start the UDP server
|
||||
/// </summary>
|
||||
/// <param name="recvBufferSize">The size of the receive buffer for
|
||||
/// the UDP socket. This value is passed up to the operating system
|
||||
/// and used in the system networking stack. Use zero to leave this
|
||||
/// value as the default</param>
|
||||
/// <param name="asyncPacketHandling">Set this to true to start
|
||||
/// receiving more packets while current packet handler callbacks are
|
||||
/// still running. Setting this to false will complete each packet
|
||||
/// callback before the next packet is processed</param>
|
||||
/// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
|
||||
/// on the socket to get newer versions of Windows to behave in a sane
|
||||
/// manner (not throwing an exception when the remote side resets the
|
||||
/// connection). This call is ignored on Mono where the flag is not
|
||||
/// necessary</remarks>
|
||||
public void Start(int recvBufferSize, bool asyncPacketHandling)
|
||||
{
|
||||
m_asyncPacketHandling = asyncPacketHandling;
|
||||
|
||||
if (m_shutdownFlag)
|
||||
{
|
||||
const int SIO_UDP_CONNRESET = -1744830452;
|
||||
|
||||
IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
|
||||
ipep.Address, ipep.Port);
|
||||
|
||||
m_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
|
||||
m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
|
||||
m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag set");
|
||||
}
|
||||
catch (SocketException)
|
||||
{
|
||||
m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
|
||||
}
|
||||
|
||||
if (recvBufferSize != 0)
|
||||
m_udpSocket.ReceiveBufferSize = recvBufferSize;
|
||||
|
||||
m_udpSocket.Bind(ipep);
|
||||
|
||||
// we're not shutting down, we're starting up
|
||||
m_shutdownFlag = false;
|
||||
|
||||
// kick off an async receive. The Start() method will return, the
|
||||
// actual receives will occur asynchronously and will be caught in
|
||||
// AsyncEndRecieve().
|
||||
AsyncBeginReceive();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stops the UDP server
|
||||
/// </summary>
|
||||
public void Stop()
|
||||
{
|
||||
if (!m_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.
|
||||
m_shutdownFlag = true;
|
||||
m_udpSocket.Close();
|
||||
}
|
||||
}
|
||||
|
||||
private void AsyncBeginReceive()
|
||||
{
|
||||
// allocate a packet buffer
|
||||
//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
|
||||
UDPPacketBuffer buf = new UDPPacketBuffer();
|
||||
|
||||
if (!m_shutdownFlag)
|
||||
{
|
||||
try
|
||||
{
|
||||
// kick off an async read
|
||||
m_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)
|
||||
{
|
||||
m_log.Warn("[UDPBASE]: SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + m_udpPort);
|
||||
bool salvaged = false;
|
||||
while (!salvaged)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_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; }
|
||||
}
|
||||
|
||||
m_log.Warn("[UDPBASE]: Salvaged the UDP listener on port " + m_udpPort);
|
||||
}
|
||||
}
|
||||
catch (ObjectDisposedException) { }
|
||||
}
|
||||
}
|
||||
|
||||
private void AsyncEndReceive(IAsyncResult iar)
|
||||
{
|
||||
// Asynchronous receive operations will complete here through the call
|
||||
// to AsyncBeginReceive
|
||||
if (!m_shutdownFlag)
|
||||
{
|
||||
// Asynchronous mode will start another receive before the
|
||||
// callback for this packet is even fired. Very parallel :-)
|
||||
if (m_asyncPacketHandling)
|
||||
AsyncBeginReceive();
|
||||
|
||||
// get the buffer that was created in AsyncBeginReceive
|
||||
// this is the received data
|
||||
//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
|
||||
//UDPPacketBuffer buffer = wrappedBuffer.Instance;
|
||||
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
||||
|
||||
try
|
||||
{
|
||||
// get the length of data actually read from the socket, store it with the
|
||||
// buffer
|
||||
buffer.DataLength = m_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();
|
||||
|
||||
// Synchronous mode waits until the packet callback completes
|
||||
// before starting the receive to fetch another packet
|
||||
if (!m_asyncPacketHandling)
|
||||
AsyncBeginReceive();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void AsyncBeginSend(UDPPacketBuffer buf)
|
||||
{
|
||||
if (!m_shutdownFlag)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_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;
|
||||
m_udpSocket.EndSendTo(result);
|
||||
}
|
||||
catch (SocketException) { }
|
||||
catch (ObjectDisposedException) { }
|
||||
}
|
||||
}
|
||||
}
|
||||
75
OpenSim/Region/ClientStack/Linden/UDP/OutgoingPacket.cs
Normal file
75
OpenSim/Region/ClientStack/Linden/UDP/OutgoingPacket.cs
Normal file
@@ -0,0 +1,75 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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 OpenSim.Framework;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
|
||||
public delegate void UnackedPacketMethod(OutgoingPacket oPacket);
|
||||
/// <summary>
|
||||
/// Holds a reference to the <seealso cref="LLUDPClient"/> this packet is
|
||||
/// destined for, along with the serialized packet data, sequence number
|
||||
/// (if this is a resend), number of times this packet has been resent,
|
||||
/// the time of the last resend, and the throttling category for this
|
||||
/// packet
|
||||
/// </summary>
|
||||
public sealed class OutgoingPacket
|
||||
{
|
||||
/// <summary>Client this packet is destined for</summary>
|
||||
public LLUDPClient Client;
|
||||
/// <summary>Packet data to send</summary>
|
||||
public UDPPacketBuffer Buffer;
|
||||
/// <summary>Sequence number of the wrapped packet</summary>
|
||||
public uint SequenceNumber;
|
||||
/// <summary>Number of times this packet has been resent</summary>
|
||||
public int ResendCount;
|
||||
/// <summary>Environment.TickCount when this packet was last sent over the wire</summary>
|
||||
public int TickCount;
|
||||
/// <summary>Category this packet belongs to</summary>
|
||||
public ThrottleOutPacketType Category;
|
||||
/// <summary>The delegate to be called if this packet is determined to be unacknowledged</summary>
|
||||
public UnackedPacketMethod UnackedMethod;
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
/// <param name="client">Reference to the client this packet is destined for</param>
|
||||
/// <param name="buffer">Serialized packet data. If the flags or sequence number
|
||||
/// need to be updated, they will be injected directly into this binary buffer</param>
|
||||
/// <param name="category">Throttling category for this packet</param>
|
||||
public OutgoingPacket(LLUDPClient client, UDPPacketBuffer buffer, ThrottleOutPacketType category, UnackedPacketMethod method)
|
||||
{
|
||||
Client = client;
|
||||
Buffer = buffer;
|
||||
Category = category;
|
||||
UnackedMethod = method;
|
||||
}
|
||||
}
|
||||
}
|
||||
299
OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs
Normal file
299
OpenSim/Region/ClientStack/Linden/UDP/Tests/BasicCircuitTests.cs
Normal file
@@ -0,0 +1,299 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Net;
|
||||
using log4net.Config;
|
||||
using Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using NUnit.Framework.SyntaxHelpers;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Packets;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Tests.Common;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// This will contain basic tests for the LindenUDP client stack
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class BasicCircuitTests
|
||||
{
|
||||
[SetUp]
|
||||
public void Init()
|
||||
{
|
||||
try
|
||||
{
|
||||
XmlConfigurator.Configure();
|
||||
}
|
||||
catch
|
||||
{
|
||||
// I don't care, just leave log4net off
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a client for testing
|
||||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="testLLUDPServer"></param>
|
||||
/// <param name="testPacketServer"></param>
|
||||
/// <param name="acm">Agent circuit manager used in setting up the stack</param>
|
||||
protected void SetupStack(
|
||||
IScene scene, out TestLLUDPServer testLLUDPServer, out TestLLPacketServer testPacketServer,
|
||||
out AgentCircuitManager acm)
|
||||
{
|
||||
IConfigSource configSource = new IniConfigSource();
|
||||
ClientStackUserSettings userSettings = new ClientStackUserSettings();
|
||||
testLLUDPServer = new TestLLUDPServer();
|
||||
acm = new AgentCircuitManager();
|
||||
|
||||
uint port = 666;
|
||||
testLLUDPServer.Initialise(null, ref port, 0, false, configSource, acm);
|
||||
testPacketServer = new TestLLPacketServer(testLLUDPServer, userSettings);
|
||||
testLLUDPServer.LocalScene = scene;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set up a client for tests which aren't concerned with this process itself and where only one client is being
|
||||
/// tested
|
||||
/// </summary>
|
||||
/// <param name="circuitCode"></param>
|
||||
/// <param name="epSender"></param>
|
||||
/// <param name="testLLUDPServer"></param>
|
||||
/// <param name="acm"></param>
|
||||
protected void AddClient(
|
||||
uint circuitCode, EndPoint epSender, TestLLUDPServer testLLUDPServer, AgentCircuitManager acm)
|
||||
{
|
||||
UUID myAgentUuid = UUID.Parse("00000000-0000-0000-0000-000000000001");
|
||||
UUID mySessionUuid = UUID.Parse("00000000-0000-0000-0000-000000000002");
|
||||
|
||||
AddClient(circuitCode, epSender, myAgentUuid, mySessionUuid, testLLUDPServer, acm);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set up a client for tests which aren't concerned with this process itself
|
||||
/// </summary>
|
||||
/// <param name="circuitCode"></param>
|
||||
/// <param name="epSender"></param>
|
||||
/// <param name="agentId"></param>
|
||||
/// <param name="sessionId"></param>
|
||||
/// <param name="testLLUDPServer"></param>
|
||||
/// <param name="acm"></param>
|
||||
protected void AddClient(
|
||||
uint circuitCode, EndPoint epSender, UUID agentId, UUID sessionId,
|
||||
TestLLUDPServer testLLUDPServer, AgentCircuitManager acm)
|
||||
{
|
||||
AgentCircuitData acd = new AgentCircuitData();
|
||||
acd.AgentID = agentId;
|
||||
acd.SessionID = sessionId;
|
||||
|
||||
UseCircuitCodePacket uccp = new UseCircuitCodePacket();
|
||||
|
||||
UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
|
||||
= new UseCircuitCodePacket.CircuitCodeBlock();
|
||||
uccpCcBlock.Code = circuitCode;
|
||||
uccpCcBlock.ID = agentId;
|
||||
uccpCcBlock.SessionID = sessionId;
|
||||
uccp.CircuitCode = uccpCcBlock;
|
||||
|
||||
acm.AddNewCircuit(circuitCode, acd);
|
||||
|
||||
testLLUDPServer.LoadReceive(uccp, epSender);
|
||||
testLLUDPServer.ReceiveData(null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build an object name packet for test purposes
|
||||
/// </summary>
|
||||
/// <param name="objectLocalId"></param>
|
||||
/// <param name="objectName"></param>
|
||||
protected ObjectNamePacket BuildTestObjectNamePacket(uint objectLocalId, string objectName)
|
||||
{
|
||||
ObjectNamePacket onp = new ObjectNamePacket();
|
||||
ObjectNamePacket.ObjectDataBlock odb = new ObjectNamePacket.ObjectDataBlock();
|
||||
odb.LocalID = objectLocalId;
|
||||
odb.Name = Utils.StringToBytes(objectName);
|
||||
onp.ObjectData = new ObjectNamePacket.ObjectDataBlock[] { odb };
|
||||
onp.Header.Zerocoded = false;
|
||||
|
||||
return onp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test adding a client to the stack
|
||||
/// </summary>
|
||||
[Test, LongRunning]
|
||||
public void TestAddClient()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
uint myCircuitCode = 123456;
|
||||
UUID myAgentUuid = UUID.Parse("00000000-0000-0000-0000-000000000001");
|
||||
UUID mySessionUuid = UUID.Parse("00000000-0000-0000-0000-000000000002");
|
||||
|
||||
TestLLUDPServer testLLUDPServer;
|
||||
TestLLPacketServer testLLPacketServer;
|
||||
AgentCircuitManager acm;
|
||||
SetupStack(new MockScene(), out testLLUDPServer, out testLLPacketServer, out acm);
|
||||
|
||||
AgentCircuitData acd = new AgentCircuitData();
|
||||
acd.AgentID = myAgentUuid;
|
||||
acd.SessionID = mySessionUuid;
|
||||
|
||||
UseCircuitCodePacket uccp = new UseCircuitCodePacket();
|
||||
|
||||
UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock
|
||||
= new UseCircuitCodePacket.CircuitCodeBlock();
|
||||
uccpCcBlock.Code = myCircuitCode;
|
||||
uccpCcBlock.ID = myAgentUuid;
|
||||
uccpCcBlock.SessionID = mySessionUuid;
|
||||
uccp.CircuitCode = uccpCcBlock;
|
||||
|
||||
EndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999);
|
||||
|
||||
testLLUDPServer.LoadReceive(uccp, testEp);
|
||||
testLLUDPServer.ReceiveData(null);
|
||||
|
||||
// Circuit shouildn't exist since the circuit manager doesn't know about this circuit for authentication yet
|
||||
Assert.IsFalse(testLLUDPServer.HasCircuit(myCircuitCode));
|
||||
|
||||
acm.AddNewCircuit(myCircuitCode, acd);
|
||||
|
||||
testLLUDPServer.LoadReceive(uccp, testEp);
|
||||
testLLUDPServer.ReceiveData(null);
|
||||
|
||||
// Should succeed now
|
||||
Assert.IsTrue(testLLUDPServer.HasCircuit(myCircuitCode));
|
||||
Assert.IsFalse(testLLUDPServer.HasCircuit(101));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test removing a client from the stack
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestRemoveClient()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
uint myCircuitCode = 123457;
|
||||
|
||||
TestLLUDPServer testLLUDPServer;
|
||||
TestLLPacketServer testLLPacketServer;
|
||||
AgentCircuitManager acm;
|
||||
SetupStack(new MockScene(), out testLLUDPServer, out testLLPacketServer, out acm);
|
||||
AddClient(myCircuitCode, new IPEndPoint(IPAddress.Loopback, 1000), testLLUDPServer, acm);
|
||||
|
||||
testLLUDPServer.RemoveClientCircuit(myCircuitCode);
|
||||
Assert.IsFalse(testLLUDPServer.HasCircuit(myCircuitCode));
|
||||
|
||||
// Check that removing a non-existant circuit doesn't have any bad effects
|
||||
testLLUDPServer.RemoveClientCircuit(101);
|
||||
Assert.IsFalse(testLLUDPServer.HasCircuit(101));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Make sure that the client stack reacts okay to malformed packets
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestMalformedPacketSend()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
uint myCircuitCode = 123458;
|
||||
EndPoint testEp = new IPEndPoint(IPAddress.Loopback, 1001);
|
||||
MockScene scene = new MockScene();
|
||||
|
||||
TestLLUDPServer testLLUDPServer;
|
||||
TestLLPacketServer testLLPacketServer;
|
||||
AgentCircuitManager acm;
|
||||
SetupStack(scene, out testLLUDPServer, out testLLPacketServer, out acm);
|
||||
AddClient(myCircuitCode, testEp, testLLUDPServer, acm);
|
||||
|
||||
byte[] data = new byte[] { 0x01, 0x02, 0x03, 0x04 };
|
||||
|
||||
// Send two garbled 'packets' in succession
|
||||
testLLUDPServer.LoadReceive(data, testEp);
|
||||
testLLUDPServer.LoadReceive(data, testEp);
|
||||
testLLUDPServer.ReceiveData(null);
|
||||
|
||||
// Check that we are still here
|
||||
Assert.IsTrue(testLLUDPServer.HasCircuit(myCircuitCode));
|
||||
Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(0));
|
||||
|
||||
// Check that sending a valid packet to same circuit still succeeds
|
||||
Assert.That(scene.ObjectNameCallsReceived, Is.EqualTo(0));
|
||||
|
||||
testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "helloooo"), testEp);
|
||||
testLLUDPServer.ReceiveData(null);
|
||||
|
||||
Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(1));
|
||||
Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(1));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Test that the stack continues to work even if some client has caused a
|
||||
/// SocketException on Socket.BeginReceive()
|
||||
/// </summary>
|
||||
[Test]
|
||||
public void TestExceptionOnBeginReceive()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
MockScene scene = new MockScene();
|
||||
|
||||
uint circuitCodeA = 130000;
|
||||
EndPoint epA = new IPEndPoint(IPAddress.Loopback, 1300);
|
||||
UUID agentIdA = UUID.Parse("00000000-0000-0000-0000-000000001300");
|
||||
UUID sessionIdA = UUID.Parse("00000000-0000-0000-0000-000000002300");
|
||||
|
||||
uint circuitCodeB = 130001;
|
||||
EndPoint epB = new IPEndPoint(IPAddress.Loopback, 1301);
|
||||
UUID agentIdB = UUID.Parse("00000000-0000-0000-0000-000000001301");
|
||||
UUID sessionIdB = UUID.Parse("00000000-0000-0000-0000-000000002301");
|
||||
|
||||
TestLLUDPServer testLLUDPServer;
|
||||
TestLLPacketServer testLLPacketServer;
|
||||
AgentCircuitManager acm;
|
||||
SetupStack(scene, out testLLUDPServer, out testLLPacketServer, out acm);
|
||||
AddClient(circuitCodeA, epA, agentIdA, sessionIdA, testLLUDPServer, acm);
|
||||
AddClient(circuitCodeB, epB, agentIdB, sessionIdB, testLLUDPServer, acm);
|
||||
|
||||
testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "packet1"), epA);
|
||||
testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(1, "packet2"), epB);
|
||||
testLLUDPServer.LoadReceiveWithBeginException(epA);
|
||||
testLLUDPServer.LoadReceive(BuildTestObjectNamePacket(2, "packet3"), epB);
|
||||
testLLUDPServer.ReceiveData(null);
|
||||
|
||||
Assert.IsFalse(testLLUDPServer.HasCircuit(circuitCodeA));
|
||||
|
||||
Assert.That(testLLPacketServer.GetTotalPacketsReceived(), Is.EqualTo(3));
|
||||
Assert.That(testLLPacketServer.GetPacketsReceivedFor(PacketType.ObjectName), Is.EqualTo(3));
|
||||
}
|
||||
}
|
||||
}
|
||||
72
OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
Normal file
72
OpenSim/Region/ClientStack/Linden/UDP/Tests/MockScene.cs
Normal file
@@ -0,0 +1,72 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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 OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using GridRegion = OpenSim.Services.Interfaces.GridRegion;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Mock scene for unit tests
|
||||
/// </summary>
|
||||
public class MockScene : SceneBase
|
||||
{
|
||||
public int ObjectNameCallsReceived
|
||||
{
|
||||
get { return m_objectNameCallsReceived; }
|
||||
}
|
||||
protected int m_objectNameCallsReceived;
|
||||
|
||||
public MockScene()
|
||||
{
|
||||
m_regInfo = new RegionInfo(1000, 1000, null, null);
|
||||
m_regStatus = RegionStatus.Up;
|
||||
}
|
||||
|
||||
public override void Update() {}
|
||||
public override void LoadWorldMap() {}
|
||||
|
||||
public override void AddNewClient(IClientAPI client)
|
||||
{
|
||||
client.OnObjectName += RecordObjectNameCall;
|
||||
}
|
||||
|
||||
public override void RemoveClient(UUID agentID) {}
|
||||
public override void CloseAllAgents(uint circuitcode) {}
|
||||
public override void OtherRegionUp(GridRegion otherRegion) { }
|
||||
|
||||
/// <summary>
|
||||
/// Doesn't really matter what the call is - we're using this to test that a packet has actually been received
|
||||
/// </summary>
|
||||
protected void RecordObjectNameCall(IClientAPI remoteClient, uint localID, string message)
|
||||
{
|
||||
m_objectNameCallsReceived++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,106 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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 Nini.Config;
|
||||
using NUnit.Framework;
|
||||
using NUnit.Framework.SyntaxHelpers;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Packets;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Tests.Common.Mock;
|
||||
using OpenSim.Tests.Common;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// Tests for the LL packet handler
|
||||
/// </summary>
|
||||
[TestFixture]
|
||||
public class PacketHandlerTests
|
||||
{
|
||||
[Test]
|
||||
/// <summary>
|
||||
/// More a placeholder, really
|
||||
/// </summary>
|
||||
public void InPacketTest()
|
||||
{
|
||||
TestHelper.InMethod();
|
||||
|
||||
AgentCircuitData agent = new AgentCircuitData();
|
||||
agent.AgentID = UUID.Random();
|
||||
agent.firstname = "testfirstname";
|
||||
agent.lastname = "testlastname";
|
||||
agent.SessionID = UUID.Zero;
|
||||
agent.SecureSessionID = UUID.Zero;
|
||||
agent.circuitcode = 123;
|
||||
agent.BaseFolder = UUID.Zero;
|
||||
agent.InventoryFolder = UUID.Zero;
|
||||
agent.startpos = Vector3.Zero;
|
||||
agent.CapsPath = "http://wibble.com";
|
||||
|
||||
TestLLUDPServer testLLUDPServer;
|
||||
TestLLPacketServer testLLPacketServer;
|
||||
AgentCircuitManager acm;
|
||||
IScene scene = new MockScene();
|
||||
SetupStack(scene, out testLLUDPServer, out testLLPacketServer, out acm);
|
||||
|
||||
TestClient testClient = new TestClient(agent, scene);
|
||||
|
||||
LLPacketHandler packetHandler
|
||||
= new LLPacketHandler(testClient, testLLPacketServer, new ClientStackUserSettings());
|
||||
|
||||
packetHandler.InPacket(new AgentAnimationPacket());
|
||||
LLQueItem receivedPacket = packetHandler.PacketQueue.Dequeue();
|
||||
|
||||
Assert.That(receivedPacket, Is.Not.Null);
|
||||
Assert.That(receivedPacket.Incoming, Is.True);
|
||||
Assert.That(receivedPacket.Packet, Is.TypeOf(typeof(AgentAnimationPacket)));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a client for testing
|
||||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="testLLUDPServer"></param>
|
||||
/// <param name="testPacketServer"></param>
|
||||
/// <param name="acm">Agent circuit manager used in setting up the stack</param>
|
||||
protected void SetupStack(
|
||||
IScene scene, out TestLLUDPServer testLLUDPServer, out TestLLPacketServer testPacketServer,
|
||||
out AgentCircuitManager acm)
|
||||
{
|
||||
IConfigSource configSource = new IniConfigSource();
|
||||
ClientStackUserSettings userSettings = new ClientStackUserSettings();
|
||||
testLLUDPServer = new TestLLUDPServer();
|
||||
acm = new AgentCircuitManager();
|
||||
|
||||
uint port = 666;
|
||||
testLLUDPServer.Initialise(null, ref port, 0, false, configSource, acm);
|
||||
testPacketServer = new TestLLPacketServer(testLLUDPServer, userSettings);
|
||||
testLLUDPServer.LocalScene = scene;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Collections.Generic;
|
||||
using OpenMetaverse.Packets;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
||||
{
|
||||
public class TestLLPacketServer : LLPacketServer
|
||||
{
|
||||
/// <summary>
|
||||
/// Record counts of packets received
|
||||
/// </summary>
|
||||
protected Dictionary<PacketType, int> m_packetsReceived = new Dictionary<PacketType, int>();
|
||||
|
||||
public TestLLPacketServer(LLUDPServer networkHandler, ClientStackUserSettings userSettings)
|
||||
: base(networkHandler, userSettings)
|
||||
{}
|
||||
|
||||
public override void InPacket(uint circuitCode, Packet packet)
|
||||
{
|
||||
base.InPacket(circuitCode, packet);
|
||||
|
||||
if (m_packetsReceived.ContainsKey(packet.Type))
|
||||
m_packetsReceived[packet.Type]++;
|
||||
else
|
||||
m_packetsReceived[packet.Type] = 1;
|
||||
}
|
||||
|
||||
public int GetTotalPacketsReceived()
|
||||
{
|
||||
int totalCount = 0;
|
||||
|
||||
foreach (int count in m_packetsReceived.Values)
|
||||
totalCount += count;
|
||||
|
||||
return totalCount;
|
||||
}
|
||||
|
||||
public int GetPacketsReceivedFor(PacketType packetType)
|
||||
{
|
||||
if (m_packetsReceived.ContainsKey(packetType))
|
||||
return m_packetsReceived[packetType];
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
153
OpenSim/Region/ClientStack/Linden/UDP/Tests/TestLLUDPServer.cs
Normal file
153
OpenSim/Region/ClientStack/Linden/UDP/Tests/TestLLUDPServer.cs
Normal file
@@ -0,0 +1,153 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Collections.Generic;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using OpenMetaverse.Packets;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP.Tests
|
||||
{
|
||||
/// <summary>
|
||||
/// This class enables synchronous testing of the LLUDPServer by allowing us to load our own data into the end
|
||||
/// receive event
|
||||
/// </summary>
|
||||
public class TestLLUDPServer : LLUDPServer
|
||||
{
|
||||
/// <summary>
|
||||
/// The chunks of data to pass to the LLUDPServer when it calls EndReceive
|
||||
/// </summary>
|
||||
protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
|
||||
|
||||
protected override void BeginReceive()
|
||||
{
|
||||
if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
|
||||
{
|
||||
ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
|
||||
reusedEpSender = tuple.Sender;
|
||||
throw new SocketException();
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
|
||||
{
|
||||
numBytes = 0;
|
||||
|
||||
//m_log.Debug("Queue size " + m_chunksToLoad.Count);
|
||||
|
||||
if (m_chunksToLoad.Count <= 0)
|
||||
return false;
|
||||
|
||||
ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
|
||||
RecvBuffer = tuple.Data;
|
||||
numBytes = tuple.Data.Length;
|
||||
epSender = tuple.Sender;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
|
||||
{
|
||||
// Don't do anything just yet
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Signal that this chunk should throw an exception on Socket.BeginReceive()
|
||||
/// </summary>
|
||||
/// <param name="epSender"></param>
|
||||
public void LoadReceiveWithBeginException(EndPoint epSender)
|
||||
{
|
||||
ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
|
||||
tuple.BeginReceiveException = true;
|
||||
m_chunksToLoad.Enqueue(tuple);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load some data to be received by the LLUDPServer on the next receive call
|
||||
/// </summary>
|
||||
/// <param name="data"></param>
|
||||
/// <param name="epSender"></param>
|
||||
public void LoadReceive(byte[] data, EndPoint epSender)
|
||||
{
|
||||
m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load a packet to be received by the LLUDPServer on the next receive call
|
||||
/// </summary>
|
||||
/// <param name="packet"></param>
|
||||
public void LoadReceive(Packet packet, EndPoint epSender)
|
||||
{
|
||||
LoadReceive(packet.ToBytes(), epSender);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
|
||||
/// </summary>
|
||||
/// <param name="result"></param>
|
||||
public void ReceiveData(IAsyncResult result)
|
||||
{
|
||||
while (m_chunksToLoad.Count > 0)
|
||||
OnReceivedData(result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Has a circuit with the given code been established?
|
||||
/// </summary>
|
||||
/// <param name="circuitCode"></param>
|
||||
/// <returns></returns>
|
||||
public bool HasCircuit(uint circuitCode)
|
||||
{
|
||||
lock (clientCircuits_reverse)
|
||||
{
|
||||
return clientCircuits_reverse.ContainsKey(circuitCode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Record the data and sender tuple
|
||||
/// </summary>
|
||||
public class ChunkSenderTuple
|
||||
{
|
||||
public byte[] Data;
|
||||
public EndPoint Sender;
|
||||
public bool BeginReceiveException;
|
||||
|
||||
public ChunkSenderTuple(byte[] data, EndPoint sender)
|
||||
{
|
||||
Data = data;
|
||||
Sender = sender;
|
||||
}
|
||||
|
||||
public ChunkSenderTuple(EndPoint sender)
|
||||
{
|
||||
Sender = sender;
|
||||
}
|
||||
}
|
||||
}
|
||||
111
OpenSim/Region/ClientStack/Linden/UDP/ThrottleRates.cs
Normal file
111
OpenSim/Region/ClientStack/Linden/UDP/ThrottleRates.cs
Normal file
@@ -0,0 +1,111 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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 OpenSim.Framework;
|
||||
using Nini.Config;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
/// <summary>
|
||||
/// Holds drip rates and maximum burst rates for throttling with hierarchical
|
||||
/// token buckets. The maximum burst rates set here are hard limits and can
|
||||
/// not be overridden by client requests
|
||||
/// </summary>
|
||||
public sealed class ThrottleRates
|
||||
{
|
||||
/// <summary>Drip rate for resent packets</summary>
|
||||
public int Resend;
|
||||
/// <summary>Drip rate for terrain packets</summary>
|
||||
public int Land;
|
||||
/// <summary>Drip rate for wind packets</summary>
|
||||
public int Wind;
|
||||
/// <summary>Drip rate for cloud packets</summary>
|
||||
public int Cloud;
|
||||
/// <summary>Drip rate for task packets</summary>
|
||||
public int Task;
|
||||
/// <summary>Drip rate for texture packets</summary>
|
||||
public int Texture;
|
||||
/// <summary>Drip rate for asset packets</summary>
|
||||
public int Asset;
|
||||
|
||||
/// <summary>Drip rate for the parent token bucket</summary>
|
||||
public int Total;
|
||||
|
||||
/// <summary>Flag used to enable adaptive throttles</summary>
|
||||
public bool AdaptiveThrottlesEnabled;
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
/// <param name="config">Config source to load defaults from</param>
|
||||
public ThrottleRates(IConfigSource config)
|
||||
{
|
||||
try
|
||||
{
|
||||
IConfig throttleConfig = config.Configs["ClientStack.LindenUDP"];
|
||||
|
||||
Resend = throttleConfig.GetInt("resend_default", 6625);
|
||||
Land = throttleConfig.GetInt("land_default", 9125);
|
||||
Wind = throttleConfig.GetInt("wind_default", 1750);
|
||||
Cloud = throttleConfig.GetInt("cloud_default", 1750);
|
||||
Task = throttleConfig.GetInt("task_default", 18500);
|
||||
Texture = throttleConfig.GetInt("texture_default", 18500);
|
||||
Asset = throttleConfig.GetInt("asset_default", 10500);
|
||||
|
||||
Total = throttleConfig.GetInt("client_throttle_max_bps", 0);
|
||||
|
||||
AdaptiveThrottlesEnabled = throttleConfig.GetBoolean("enable_adaptive_throttles", false);
|
||||
}
|
||||
catch (Exception) { }
|
||||
}
|
||||
|
||||
public int GetRate(ThrottleOutPacketType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case ThrottleOutPacketType.Resend:
|
||||
return Resend;
|
||||
case ThrottleOutPacketType.Land:
|
||||
return Land;
|
||||
case ThrottleOutPacketType.Wind:
|
||||
return Wind;
|
||||
case ThrottleOutPacketType.Cloud:
|
||||
return Cloud;
|
||||
case ThrottleOutPacketType.Task:
|
||||
return Task;
|
||||
case ThrottleOutPacketType.Texture:
|
||||
return Texture;
|
||||
case ThrottleOutPacketType.Asset:
|
||||
return Asset;
|
||||
case ThrottleOutPacketType.Unknown:
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
393
OpenSim/Region/ClientStack/Linden/UDP/TokenBucket.cs
Normal file
393
OpenSim/Region/ClientStack/Linden/UDP/TokenBucket.cs
Normal file
@@ -0,0 +1,393 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using OpenSim.Framework;
|
||||
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
/// <summary>
|
||||
/// A hierarchical token bucket for bandwidth throttling. See
|
||||
/// http://en.wikipedia.org/wiki/Token_bucket for more information
|
||||
/// </summary>
|
||||
public class TokenBucket
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private static Int32 m_counter = 0;
|
||||
|
||||
private Int32 m_identifier;
|
||||
|
||||
/// <summary>
|
||||
/// Number of ticks (ms) per quantum, drip rate and max burst
|
||||
/// are defined over this interval.
|
||||
/// </summary>
|
||||
protected const Int32 m_ticksPerQuantum = 1000;
|
||||
|
||||
/// <summary>
|
||||
/// This is the number of quantums worth of packets that can
|
||||
/// be accommodated during a burst
|
||||
/// </summary>
|
||||
protected const Double m_quantumsPerBurst = 1.5;
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
protected const Int32 m_minimumDripRate = 1400;
|
||||
|
||||
/// <summary>Time of the last drip, in system ticks</summary>
|
||||
protected Int32 m_lastDrip;
|
||||
|
||||
/// <summary>
|
||||
/// The number of bytes that can be sent at this moment. This is the
|
||||
/// current number of tokens in the bucket
|
||||
/// </summary>
|
||||
protected Int64 m_tokenCount;
|
||||
|
||||
/// <summary>
|
||||
/// Map of children buckets and their requested maximum burst rate
|
||||
/// </summary>
|
||||
protected Dictionary<TokenBucket,Int64> m_children = new Dictionary<TokenBucket,Int64>();
|
||||
|
||||
#region Properties
|
||||
|
||||
/// <summary>
|
||||
/// The parent bucket of this bucket, or null if this bucket has no
|
||||
/// parent. The parent bucket will limit the aggregate bandwidth of all
|
||||
/// of its children buckets
|
||||
/// </summary>
|
||||
protected TokenBucket m_parent;
|
||||
public TokenBucket Parent
|
||||
{
|
||||
get { return m_parent; }
|
||||
set { m_parent = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Maximum burst rate in bytes per second. This is the maximum number
|
||||
/// of tokens that can accumulate in the bucket at any one time. This
|
||||
/// also sets the total request for leaf nodes
|
||||
/// </summary>
|
||||
protected Int64 m_burstRate;
|
||||
public Int64 RequestedBurstRate
|
||||
{
|
||||
get { return m_burstRate; }
|
||||
set { m_burstRate = (value < 0 ? 0 : value); }
|
||||
}
|
||||
|
||||
public Int64 BurstRate
|
||||
{
|
||||
get {
|
||||
double rate = RequestedBurstRate * BurstRateModifier();
|
||||
if (rate < m_minimumDripRate * m_quantumsPerBurst)
|
||||
rate = m_minimumDripRate * m_quantumsPerBurst;
|
||||
|
||||
return (Int64) rate;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The speed limit of this bucket in bytes per second. This is the
|
||||
/// number of tokens that are added to the bucket per quantum
|
||||
/// </summary>
|
||||
/// <remarks>Tokens are added to the bucket any time
|
||||
/// <seealso cref="RemoveTokens"/> is called, at the granularity of
|
||||
/// the system tick interval (typically around 15-22ms)</remarks>
|
||||
protected Int64 m_dripRate;
|
||||
public virtual Int64 RequestedDripRate
|
||||
{
|
||||
get { return (m_dripRate == 0 ? m_totalDripRequest : m_dripRate); }
|
||||
set {
|
||||
m_dripRate = (value < 0 ? 0 : value);
|
||||
m_burstRate = (Int64)((double)m_dripRate * m_quantumsPerBurst);
|
||||
m_totalDripRequest = m_dripRate;
|
||||
if (m_parent != null)
|
||||
m_parent.RegisterRequest(this,m_dripRate);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual Int64 DripRate
|
||||
{
|
||||
get {
|
||||
if (m_parent == null)
|
||||
return Math.Min(RequestedDripRate,TotalDripRequest);
|
||||
|
||||
double rate = (double)RequestedDripRate * m_parent.DripRateModifier();
|
||||
if (rate < m_minimumDripRate)
|
||||
rate = m_minimumDripRate;
|
||||
|
||||
return (Int64)rate;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The current total of the requested maximum burst rates of
|
||||
/// this bucket's children buckets.
|
||||
/// </summary>
|
||||
protected Int64 m_totalDripRequest;
|
||||
public Int64 TotalDripRequest
|
||||
{
|
||||
get { return m_totalDripRequest; }
|
||||
set { m_totalDripRequest = value; }
|
||||
}
|
||||
|
||||
#endregion Properties
|
||||
|
||||
#region Constructor
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
/// <param name="parent">Parent bucket if this is a child bucket, or
|
||||
/// null if this is a root bucket</param>
|
||||
/// <param name="maxBurst">Maximum size of the bucket in bytes, or
|
||||
/// zero if this bucket has no maximum capacity</param>
|
||||
/// <param name="dripRate">Rate that the bucket fills, in bytes per
|
||||
/// second. If zero, the bucket always remains full</param>
|
||||
public TokenBucket(TokenBucket parent, Int64 dripRate)
|
||||
{
|
||||
m_identifier = m_counter++;
|
||||
|
||||
Parent = parent;
|
||||
RequestedDripRate = dripRate;
|
||||
// TotalDripRequest = dripRate; // this will be overwritten when a child node registers
|
||||
// MaxBurst = (Int64)((double)dripRate * m_quantumsPerBurst);
|
||||
m_lastDrip = Util.EnvironmentTickCount();
|
||||
}
|
||||
|
||||
#endregion Constructor
|
||||
|
||||
/// <summary>
|
||||
/// Compute a modifier for the MaxBurst rate. This is 1.0, meaning
|
||||
/// no modification if the requested bandwidth is less than the
|
||||
/// max burst bandwidth all the way to the root of the throttle
|
||||
/// hierarchy. However, if any of the parents is over-booked, then
|
||||
/// the modifier will be less than 1.
|
||||
/// </summary>
|
||||
protected double DripRateModifier()
|
||||
{
|
||||
Int64 driprate = DripRate;
|
||||
return driprate >= TotalDripRequest ? 1.0 : (double)driprate / (double)TotalDripRequest;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
protected double BurstRateModifier()
|
||||
{
|
||||
// for now... burst rate is always m_quantumsPerBurst (constant)
|
||||
// larger than drip rate so the ratio of burst requests is the
|
||||
// same as the drip ratio
|
||||
return DripRateModifier();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register drip rate requested by a child of this throttle. Pass the
|
||||
/// changes up the hierarchy.
|
||||
/// </summary>
|
||||
public void RegisterRequest(TokenBucket child, Int64 request)
|
||||
{
|
||||
lock (m_children)
|
||||
{
|
||||
m_children[child] = request;
|
||||
// m_totalDripRequest = m_children.Values.Sum();
|
||||
|
||||
m_totalDripRequest = 0;
|
||||
foreach (KeyValuePair<TokenBucket, Int64> cref in m_children)
|
||||
m_totalDripRequest += cref.Value;
|
||||
}
|
||||
|
||||
// Pass the new values up to the parent
|
||||
if (m_parent != null)
|
||||
m_parent.RegisterRequest(this,Math.Min(RequestedDripRate, TotalDripRequest));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove the rate requested by a child of this throttle. Pass the
|
||||
/// changes up the hierarchy.
|
||||
/// </summary>
|
||||
public void UnregisterRequest(TokenBucket child)
|
||||
{
|
||||
lock (m_children)
|
||||
{
|
||||
m_children.Remove(child);
|
||||
// m_totalDripRequest = m_children.Values.Sum();
|
||||
|
||||
m_totalDripRequest = 0;
|
||||
foreach (KeyValuePair<TokenBucket, Int64> cref in m_children)
|
||||
m_totalDripRequest += cref.Value;
|
||||
}
|
||||
|
||||
|
||||
// Pass the new values up to the parent
|
||||
if (m_parent != null)
|
||||
m_parent.RegisterRequest(this,Math.Min(RequestedDripRate, TotalDripRequest));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a given number of tokens from the bucket
|
||||
/// </summary>
|
||||
/// <param name="amount">Number of tokens to remove from the bucket</param>
|
||||
/// <returns>True if the requested number of tokens were removed from
|
||||
/// the bucket, otherwise false</returns>
|
||||
public bool RemoveTokens(Int64 amount)
|
||||
{
|
||||
// Deposit tokens for this interval
|
||||
Drip();
|
||||
|
||||
// If we have enough tokens then remove them and return
|
||||
if (m_tokenCount - amount >= 0)
|
||||
{
|
||||
// we don't have to remove from the parent, the drip rate is already
|
||||
// reflective of the drip rate limits in the parent
|
||||
m_tokenCount -= amount;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deposit tokens into the bucket from a child bucket that did
|
||||
/// not use all of its available tokens
|
||||
/// </summary>
|
||||
protected void Deposit(Int64 count)
|
||||
{
|
||||
m_tokenCount += count;
|
||||
|
||||
// Deposit the overflow in the parent bucket, this is how we share
|
||||
// unused bandwidth
|
||||
Int64 burstrate = BurstRate;
|
||||
if (m_tokenCount > burstrate)
|
||||
m_tokenCount = burstrate;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add tokens to the bucket over time. The number of tokens added each
|
||||
/// call depends on the length of time that has passed since the last
|
||||
/// call to Drip
|
||||
/// </summary>
|
||||
/// <returns>True if tokens were added to the bucket, otherwise false</returns>
|
||||
protected void Drip()
|
||||
{
|
||||
// This should never happen... means we are a leaf node and were created
|
||||
// with no drip rate...
|
||||
if (DripRate == 0)
|
||||
{
|
||||
m_log.WarnFormat("[TOKENBUCKET] something odd is happening and drip rate is 0");
|
||||
return;
|
||||
}
|
||||
|
||||
// Determine the interval over which we are adding tokens, never add
|
||||
// more than a single quantum of tokens
|
||||
Int32 deltaMS = Math.Min(Util.EnvironmentTickCountSubtract(m_lastDrip), m_ticksPerQuantum);
|
||||
m_lastDrip = Util.EnvironmentTickCount();
|
||||
|
||||
// This can be 0 in the very unusual case that the timer wrapped
|
||||
// It can be 0 if we try add tokens at a sub-tick rate
|
||||
if (deltaMS <= 0)
|
||||
return;
|
||||
|
||||
Deposit(deltaMS * DripRate / m_ticksPerQuantum);
|
||||
}
|
||||
}
|
||||
|
||||
public class AdaptiveTokenBucket : TokenBucket
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// The minimum rate for flow control. Minimum drip rate is one
|
||||
/// packet per second. Open the throttle to 15 packets per second
|
||||
/// or about 160kbps.
|
||||
/// </summary>
|
||||
protected const Int64 m_minimumFlow = m_minimumDripRate * 15;
|
||||
|
||||
// <summary>
|
||||
// The maximum rate for flow control. Drip rate can never be
|
||||
// greater than this.
|
||||
// </summary>
|
||||
protected Int64 m_maxDripRate = 0;
|
||||
protected Int64 MaxDripRate
|
||||
{
|
||||
get { return (m_maxDripRate == 0 ? m_totalDripRequest : m_maxDripRate); }
|
||||
set { m_maxDripRate = (value == 0 ? 0 : Math.Max(value,m_minimumFlow)); }
|
||||
}
|
||||
|
||||
private bool m_enabled = false;
|
||||
|
||||
// <summary>
|
||||
//
|
||||
// </summary>
|
||||
public virtual Int64 AdjustedDripRate
|
||||
{
|
||||
get { return m_dripRate; }
|
||||
set {
|
||||
m_dripRate = OpenSim.Framework.Util.Clamp<Int64>(value,m_minimumFlow,MaxDripRate);
|
||||
m_burstRate = (Int64)((double)m_dripRate * m_quantumsPerBurst);
|
||||
if (m_parent != null)
|
||||
m_parent.RegisterRequest(this,m_dripRate);
|
||||
}
|
||||
}
|
||||
|
||||
// <summary>
|
||||
//
|
||||
// </summary>
|
||||
public AdaptiveTokenBucket(TokenBucket parent, Int64 maxDripRate, bool enabled) : base(parent,maxDripRate)
|
||||
{
|
||||
m_enabled = enabled;
|
||||
|
||||
if (m_enabled)
|
||||
{
|
||||
// m_log.DebugFormat("[TOKENBUCKET] Adaptive throttle enabled");
|
||||
MaxDripRate = maxDripRate;
|
||||
AdjustedDripRate = m_minimumFlow;
|
||||
}
|
||||
}
|
||||
|
||||
// <summary>
|
||||
//
|
||||
// </summary>
|
||||
public void ExpirePackets(Int32 count)
|
||||
{
|
||||
// m_log.WarnFormat("[ADAPTIVEBUCKET] drop {0} by {1} expired packets",AdjustedDripRate,count);
|
||||
if (m_enabled)
|
||||
AdjustedDripRate = (Int64) (AdjustedDripRate / Math.Pow(2,count));
|
||||
}
|
||||
|
||||
// <summary>
|
||||
//
|
||||
// </summary>
|
||||
public void AcknowledgePackets(Int32 count)
|
||||
{
|
||||
if (m_enabled)
|
||||
AdjustedDripRate = AdjustedDripRate + count;
|
||||
}
|
||||
}
|
||||
}
|
||||
219
OpenSim/Region/ClientStack/Linden/UDP/UnackedPacketCollection.cs
Normal file
219
OpenSim/Region/ClientStack/Linden/UDP/UnackedPacketCollection.cs
Normal file
@@ -0,0 +1,219 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* 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.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Collections.Generic;
|
||||
using System.Net;
|
||||
using System.Threading;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
/// <summary>
|
||||
/// Special collection that is optimized for tracking unacknowledged packets
|
||||
/// </summary>
|
||||
public sealed class UnackedPacketCollection
|
||||
{
|
||||
/// <summary>
|
||||
/// Holds information about a pending acknowledgement
|
||||
/// </summary>
|
||||
private struct PendingAck
|
||||
{
|
||||
/// <summary>Sequence number of the packet to remove</summary>
|
||||
public uint SequenceNumber;
|
||||
/// <summary>Environment.TickCount value when the remove was queued.
|
||||
/// This is used to update round-trip times for packets</summary>
|
||||
public int RemoveTime;
|
||||
/// <summary>Whether or not this acknowledgement was attached to a
|
||||
/// resent packet. If so, round-trip time will not be calculated</summary>
|
||||
public bool FromResend;
|
||||
|
||||
public PendingAck(uint sequenceNumber, int currentTime, bool fromResend)
|
||||
{
|
||||
SequenceNumber = sequenceNumber;
|
||||
RemoveTime = currentTime;
|
||||
FromResend = fromResend;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Holds the actual unacked packet data, sorted by sequence number</summary>
|
||||
private Dictionary<uint, OutgoingPacket> m_packets = new Dictionary<uint, OutgoingPacket>();
|
||||
/// <summary>Holds packets that need to be added to the unacknowledged list</summary>
|
||||
private LocklessQueue<OutgoingPacket> m_pendingAdds = new LocklessQueue<OutgoingPacket>();
|
||||
/// <summary>Holds information about pending acknowledgements</summary>
|
||||
private LocklessQueue<PendingAck> m_pendingAcknowledgements = new LocklessQueue<PendingAck>();
|
||||
/// <summary>Holds information about pending removals</summary>
|
||||
private LocklessQueue<uint> m_pendingRemoves = new LocklessQueue<uint>();
|
||||
|
||||
/// <summary>
|
||||
/// Add an unacked packet to the collection
|
||||
/// </summary>
|
||||
/// <param name="packet">Packet that is awaiting acknowledgement</param>
|
||||
/// <returns>True if the packet was successfully added, false if the
|
||||
/// packet already existed in the collection</returns>
|
||||
/// <remarks>This does not immediately add the ACK to the collection,
|
||||
/// it only queues it so it can be added in a thread-safe way later</remarks>
|
||||
public void Add(OutgoingPacket packet)
|
||||
{
|
||||
m_pendingAdds.Enqueue(packet);
|
||||
Interlocked.Add(ref packet.Client.UnackedBytes, packet.Buffer.DataLength);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks a packet as acknowledged
|
||||
/// This method is used when an acknowledgement is received from the network for a previously
|
||||
/// sent packet. Effects of removal this way are to update unacked byte count, adjust RTT
|
||||
/// and increase throttle to the coresponding client.
|
||||
/// </summary>
|
||||
/// <param name="sequenceNumber">Sequence number of the packet to
|
||||
/// acknowledge</param>
|
||||
/// <param name="currentTime">Current value of Environment.TickCount</param>
|
||||
/// <remarks>This does not immediately acknowledge the packet, it only
|
||||
/// queues the ack so it can be handled in a thread-safe way later</remarks>
|
||||
public void Acknowledge(uint sequenceNumber, int currentTime, bool fromResend)
|
||||
{
|
||||
m_pendingAcknowledgements.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Marks a packet as no longer needing acknowledgement without a received acknowledgement.
|
||||
/// This method is called when a packet expires and we no longer need an acknowledgement.
|
||||
/// When some reliable packet types expire, they are handled in a way other than simply
|
||||
/// resending them. The only effect of removal this way is to update unacked byte count.
|
||||
/// </summary>
|
||||
/// <param name="sequenceNumber">Sequence number of the packet to
|
||||
/// acknowledge</param>
|
||||
/// <remarks>The does not immediately remove the packet, it only queues the removal
|
||||
/// so it can be handled in a thread safe way later</remarks>
|
||||
public void Remove(uint sequenceNumber)
|
||||
{
|
||||
m_pendingRemoves.Enqueue(sequenceNumber);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a list of all of the packets with a TickCount older than
|
||||
/// the specified timeout
|
||||
/// </summary>
|
||||
/// <param name="timeoutMS">Number of ticks (milliseconds) before a
|
||||
/// packet is considered expired</param>
|
||||
/// <returns>A list of all expired packets according to the given
|
||||
/// expiration timeout</returns>
|
||||
/// <remarks>This function is not thread safe, and cannot be called
|
||||
/// multiple times concurrently</remarks>
|
||||
public List<OutgoingPacket> GetExpiredPackets(int timeoutMS)
|
||||
{
|
||||
ProcessQueues();
|
||||
|
||||
List<OutgoingPacket> expiredPackets = null;
|
||||
|
||||
if (m_packets.Count > 0)
|
||||
{
|
||||
int now = Environment.TickCount & Int32.MaxValue;
|
||||
|
||||
foreach (OutgoingPacket packet in m_packets.Values)
|
||||
{
|
||||
// TickCount of zero means a packet is in the resend queue
|
||||
// but hasn't actually been sent over the wire yet
|
||||
if (packet.TickCount == 0)
|
||||
continue;
|
||||
|
||||
if (now - packet.TickCount >= timeoutMS)
|
||||
{
|
||||
if (expiredPackets == null)
|
||||
expiredPackets = new List<OutgoingPacket>();
|
||||
|
||||
// The TickCount will be set to the current time when the packet
|
||||
// is actually sent out again
|
||||
packet.TickCount = 0;
|
||||
|
||||
// As with other network applications, assume that an expired packet is
|
||||
// an indication of some network problem, slow transmission
|
||||
packet.Client.FlowThrottle.ExpirePackets(1);
|
||||
|
||||
expiredPackets.Add(packet);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return expiredPackets;
|
||||
}
|
||||
|
||||
private void ProcessQueues()
|
||||
{
|
||||
// Process all the pending adds
|
||||
OutgoingPacket pendingAdd;
|
||||
while (m_pendingAdds.TryDequeue(out pendingAdd))
|
||||
if (pendingAdd != null)
|
||||
m_packets[pendingAdd.SequenceNumber] = pendingAdd;
|
||||
|
||||
// Process all the pending removes, including updating statistics and round-trip times
|
||||
PendingAck pendingAcknowledgement;
|
||||
while (m_pendingAcknowledgements.TryDequeue(out pendingAcknowledgement))
|
||||
{
|
||||
OutgoingPacket ackedPacket;
|
||||
if (m_packets.TryGetValue(pendingAcknowledgement.SequenceNumber, out ackedPacket))
|
||||
{
|
||||
if (ackedPacket != null)
|
||||
{
|
||||
m_packets.Remove(pendingAcknowledgement.SequenceNumber);
|
||||
|
||||
// As with other network applications, assume that an acknowledged packet is an
|
||||
// indication that the network can handle a little more load, speed up the transmission
|
||||
ackedPacket.Client.FlowThrottle.AcknowledgePackets(ackedPacket.Buffer.DataLength);
|
||||
|
||||
// Update stats
|
||||
Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength);
|
||||
|
||||
if (!pendingAcknowledgement.FromResend)
|
||||
{
|
||||
// Calculate the round-trip time for this packet and its ACK
|
||||
int rtt = pendingAcknowledgement.RemoveTime - ackedPacket.TickCount;
|
||||
if (rtt > 0)
|
||||
ackedPacket.Client.UpdateRoundTrip(rtt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
uint pendingRemove;
|
||||
while(m_pendingRemoves.TryDequeue(out pendingRemove))
|
||||
{
|
||||
OutgoingPacket removedPacket;
|
||||
if (m_packets.TryGetValue(pendingRemove, out removedPacket))
|
||||
{
|
||||
if (removedPacket != null)
|
||||
{
|
||||
m_packets.Remove(pendingRemove);
|
||||
|
||||
// Update stats
|
||||
Interlocked.Add(ref removedPacket.Client.UnackedBytes, -removedPacket.Buffer.DataLength);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user