mirror of
https://github.com/opensim/opensim.git
synced 2026-08-04 08:06:27 +08:00
* Continued work on the new LLUDP implementation. Appears to be functioning, although not everything is reimplemented yet
* Replaced logic in ThreadTracker with a call to System.Diagnostics that does the same thing * Added Util.StringToBytes256() and Util.StringToBytes1024() to clamp output at byte[256] and byte[1024], respectively * Fixed formatting for a MySQLAssetData error logging line
This commit is contained in:
370
OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
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370
OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
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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.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using OpenSim.Framework;
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using OpenMetaverse;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public delegate void QueueEmpty(ThrottleOutPacketType category);
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public class LLUDPClient
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{
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/// <summary>The number of packet categories to throttle on. If a throttle category is added
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/// or removed, this number must also change</summary>
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const int THROTTLE_CATEGORY_COUNT = 7;
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public event QueueEmpty OnQueueEmpty;
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/// <summary>AgentID for this client</summary>
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public readonly UUID AgentID;
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/// <summary>The remote address of the connected client</summary>
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public readonly IPEndPoint RemoteEndPoint;
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/// <summary>Circuit code that this client is connected on</summary>
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public readonly uint CircuitCode;
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/// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
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public readonly IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
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/// <summary>Packets we have sent that need to be ACKed by the client</summary>
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public readonly UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
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/// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
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public readonly LocklessQueue<uint> PendingAcks = new LocklessQueue<uint>();
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/// <summary>Reference to the IClientAPI for this client</summary>
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public LLClientView ClientAPI;
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/// <summary>Current packet sequence number</summary>
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public int CurrentSequence;
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/// <summary>Current ping sequence number</summary>
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public byte CurrentPingSequence;
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/// <summary>True when this connection is alive, otherwise false</summary>
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public bool IsConnected = true;
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/// <summary>True when this connection is paused, otherwise false</summary>
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public bool IsPaused = true;
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/// <summary>Environment.TickCount when the last packet was received for this client</summary>
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public int TickLastPacketReceived;
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/// <summary>Timer granularity. This is set to the measured resolution of Environment.TickCount</summary>
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public readonly float G;
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/// <summary>Smoothed round-trip time. A smoothed average of the round-trip time for sending a
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/// reliable packet to the client and receiving an ACK</summary>
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public float SRTT;
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/// <summary>Round-trip time variance. Measures the consistency of round-trip times</summary>
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public float RTTVAR;
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/// <summary>Retransmission timeout. Packets that have not been acknowledged in this number of
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/// milliseconds or longer will be resent</summary>
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/// <remarks>Calculated from <seealso cref="SRTT"/> and <seealso cref="RTTVAR"/> using the
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/// guidelines in RFC 2988</remarks>
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public int RTO;
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/// <summary>Number of bytes received since the last acknowledgement was sent out. This is used
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/// to loosely follow the TCP delayed ACK algorithm in RFC 1122 (4.2.3.2)</summary>
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public int BytesSinceLastACK;
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/// <summary>Throttle bucket for this agent's connection</summary>
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private readonly TokenBucket throttle;
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/// <summary>Throttle buckets for each packet category</summary>
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private readonly TokenBucket[] throttleCategories;
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/// <summary>Throttle rate defaults and limits</summary>
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private readonly ThrottleRates defaultThrottleRates;
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/// <summary>Outgoing queues for throttled packets</summary>
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private readonly LocklessQueue<OutgoingPacket>[] packetOutboxes = new LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
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/// <summary>A container that can hold one packet for each outbox, used to store
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/// dequeued packets that are being held for throttling</summary>
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private readonly OutgoingPacket[] nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
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/// <summary>An optimization to store the length of dequeued packets being held
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/// for throttling. This avoids expensive calls to Packet.Length</summary>
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private readonly int[] nextPacketLengths = new int[THROTTLE_CATEGORY_COUNT];
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/// <summary>A reference to the LLUDPServer that is managing this client</summary>
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private readonly LLUDPServer udpServer;
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public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint)
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{
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udpServer = server;
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AgentID = agentID;
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RemoteEndPoint = remoteEndPoint;
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CircuitCode = circuitCode;
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defaultThrottleRates = rates;
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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packetOutboxes[i] = new LocklessQueue<OutgoingPacket>();
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throttle = new TokenBucket(parentThrottle, 0, 0);
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throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
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throttleCategories[(int)ThrottleOutPacketType.Resend] = new TokenBucket(throttle, rates.ResendLimit, rates.Resend);
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throttleCategories[(int)ThrottleOutPacketType.Land] = new TokenBucket(throttle, rates.LandLimit, rates.Land);
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throttleCategories[(int)ThrottleOutPacketType.Wind] = new TokenBucket(throttle, rates.WindLimit, rates.Wind);
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throttleCategories[(int)ThrottleOutPacketType.Cloud] = new TokenBucket(throttle, rates.CloudLimit, rates.Cloud);
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throttleCategories[(int)ThrottleOutPacketType.Task] = new TokenBucket(throttle, rates.TaskLimit, rates.Task);
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throttleCategories[(int)ThrottleOutPacketType.Texture] = new TokenBucket(throttle, rates.TextureLimit, rates.Texture);
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throttleCategories[(int)ThrottleOutPacketType.Asset] = new TokenBucket(throttle, rates.AssetLimit, rates.Asset);
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// Set the granularity variable used for retransmission calculations to
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// the measured resolution of Environment.TickCount
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G = server.TickCountResolution;
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// Default the retransmission timeout to three seconds
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RTO = 3000;
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}
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public void Shutdown()
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{
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IsConnected = false;
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}
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public ClientInfo GetClientInfo()
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{
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// TODO: This data structure is wrong in so many ways
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ClientInfo info = new ClientInfo();
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info.pendingAcks = new Dictionary<uint, uint>();
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info.needAck = new Dictionary<uint, byte[]>();
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info.resendThrottle = throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
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info.landThrottle = throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
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info.windThrottle = throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
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info.cloudThrottle = throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
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info.taskThrottle = throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.assetThrottle = throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
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info.textureThrottle = throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
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info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
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info.taskThrottle + info.assetThrottle + info.textureThrottle;
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return info;
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}
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public void SetClientInfo(ClientInfo info)
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{
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}
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public string GetStats()
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{
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return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0);
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}
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public void SetThrottles(byte[] throttleData)
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{
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byte[] adjData;
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int pos = 0;
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if (!BitConverter.IsLittleEndian)
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{
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byte[] newData = new byte[7 * 4];
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Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
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for (int i = 0; i < 7; i++)
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Array.Reverse(newData, i * 4, 4);
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adjData = newData;
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}
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else
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{
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adjData = throttleData;
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}
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int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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resend = (resend <= defaultThrottleRates.ResendLimit) ? resend : defaultThrottleRates.ResendLimit;
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land = (land <= defaultThrottleRates.LandLimit) ? land : defaultThrottleRates.LandLimit;
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wind = (wind <= defaultThrottleRates.WindLimit) ? wind : defaultThrottleRates.WindLimit;
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cloud = (cloud <= defaultThrottleRates.CloudLimit) ? cloud : defaultThrottleRates.CloudLimit;
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task = (task <= defaultThrottleRates.TaskLimit) ? task : defaultThrottleRates.TaskLimit;
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texture = (texture <= defaultThrottleRates.TextureLimit) ? texture : defaultThrottleRates.TextureLimit;
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asset = (asset <= defaultThrottleRates.AssetLimit) ? asset : defaultThrottleRates.AssetLimit;
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SetThrottle(ThrottleOutPacketType.Resend, resend);
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SetThrottle(ThrottleOutPacketType.Land, land);
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SetThrottle(ThrottleOutPacketType.Wind, wind);
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SetThrottle(ThrottleOutPacketType.Cloud, cloud);
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SetThrottle(ThrottleOutPacketType.Task, task);
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SetThrottle(ThrottleOutPacketType.Texture, texture);
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SetThrottle(ThrottleOutPacketType.Asset, asset);
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}
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public byte[] GetThrottlesPacked()
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{
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byte[] data = new byte[7 * 4];
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int i = 0;
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Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Task].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
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return data;
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}
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public void SetThrottle(ThrottleOutPacketType category, int rate)
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{
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int i = (int)category;
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if (i >= 0 && i < throttleCategories.Length)
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{
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TokenBucket bucket = throttleCategories[(int)category];
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bucket.MaxBurst = rate;
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bucket.DripRate = rate;
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}
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}
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public bool EnqueueOutgoing(OutgoingPacket packet)
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{
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int category = (int)packet.Category;
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if (category >= 0 && category < packetOutboxes.Length)
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{
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LocklessQueue<OutgoingPacket> queue = packetOutboxes[category];
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TokenBucket bucket = throttleCategories[category];
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if (throttleCategories[category].RemoveTokens(packet.Buffer.DataLength))
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{
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// Enough tokens were removed from the bucket, the packet will not be queued
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return false;
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}
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else
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{
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// Not enough tokens in the bucket, queue this packet
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queue.Enqueue(packet);
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return true;
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}
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}
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else
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{
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// We don't have a token bucket for this category, so it will not be queued
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return false;
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}
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}
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/// <summary>
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/// Loops through all of the packet queues for this client and tries to send
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/// any outgoing packets, obeying the throttling bucket limits
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/// </summary>
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/// <remarks>This function is only called from a synchronous loop in the
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/// UDPServer so we don't need to bother making this thread safe</remarks>
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/// <returns>True if any packets were sent, otherwise false</returns>
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public bool DequeueOutgoing()
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{
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OutgoingPacket packet;
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LocklessQueue<OutgoingPacket> queue;
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TokenBucket bucket;
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bool packetSent = false;
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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{
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bucket = throttleCategories[i];
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if (nextPackets[i] != null)
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{
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// This bucket was empty the last time we tried to send a packet,
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// leaving a dequeued packet still waiting to be sent out. Try to
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// send it again
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if (bucket.RemoveTokens(nextPacketLengths[i]))
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{
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// Send the packet
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udpServer.SendPacketFinal(nextPackets[i]);
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nextPackets[i] = null;
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packetSent = true;
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}
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}
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else
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{
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// No dequeued packet waiting to be sent, try to pull one off
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// this queue
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queue = packetOutboxes[i];
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if (queue.Dequeue(out packet))
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{
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// A packet was pulled off the queue. See if we have
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// enough tokens in the bucket to send it out
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if (bucket.RemoveTokens(packet.Buffer.DataLength))
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{
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// Send the packet
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udpServer.SendPacketFinal(packet);
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packetSent = true;
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}
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else
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{
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// Save the dequeued packet and the length calculation for
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// the next iteration
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nextPackets[i] = packet;
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nextPacketLengths[i] = packet.Buffer.DataLength;
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}
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}
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else
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{
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// No packets in this queue. Fire the queue empty callback
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QueueEmpty callback = OnQueueEmpty;
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if (callback != null)
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callback((ThrottleOutPacketType)i);
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}
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}
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}
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return packetSent;
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}
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public void UpdateRoundTrip(float r)
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{
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const float ALPHA = 0.125f;
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const float BETA = 0.25f;
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const float K = 4.0f;
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if (RTTVAR == 0.0f)
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{
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// First RTT measurement
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SRTT = r;
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RTTVAR = r * 0.5f;
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}
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else
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{
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// Subsequence RTT measurement
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RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
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SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
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}
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// Always round retransmission timeout up to two seconds
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RTO = Math.Max(2000, (int)(SRTT + Math.Max(G, K * RTTVAR)));
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//Logger.Debug("Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
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// RTTVAR + " based on new RTT of " + r + "ms");
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}
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}
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}
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