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Create FunSLUDP client stack. At the moment it's only a copy of the LindenUDP
client stack.
This commit is contained in:
702
OpenSim/Region/ClientStack/FunSLUDP/LLPacketHandler.cs
Normal file
702
OpenSim/Region/ClientStack/FunSLUDP/LLPacketHandler.cs
Normal file
@@ -0,0 +1,702 @@
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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 OpenSim 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;
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using System.Timers;
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using libsecondlife;
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using libsecondlife.Packets;
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using Timer = System.Timers.Timer;
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using OpenSim.Framework;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
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public delegate void PacketDrop(Packet pack, Object id);
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public delegate bool SynchronizeClientHandler(IScene scene, Packet packet, LLUUID agentID, ThrottleOutPacketType throttlePacketType);
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public interface IPacketHandler
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{
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event PacketStats OnPacketStats;
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event PacketDrop OnPacketDrop;
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SynchronizeClientHandler SynchronizeClient { set; }
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int PacketsReceived { get; }
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int PacketsReceivedReported { get; }
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uint SilenceLimit { get; set; }
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uint DiscardTimeout { get; set; }
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uint ResendTimeout { get; set; }
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void InPacket(Packet packet);
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void ProcessInPacket(Packet packet);
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void OutPacket(Packet NewPack,
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ThrottleOutPacketType throttlePacketType);
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void OutPacket(Packet NewPack,
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ThrottleOutPacketType throttlePacketType, Object id);
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LLPacketQueue PacketQueue { get; }
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void Stop();
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void Flush();
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void Clear();
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ClientInfo GetClientInfo();
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void SetClientInfo(ClientInfo info);
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void AddImportantPacket(PacketType type);
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void RemoveImportantPacket(PacketType type);
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}
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public class LLPacketHandler : IPacketHandler
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{
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// Packet queues
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//
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LLPacketQueue m_PacketQueue;
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public LLPacketQueue PacketQueue
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{
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get { return m_PacketQueue; }
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}
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// Timer to run stats and acks on
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//
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private Timer m_AckTimer = new Timer(250);
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// A list of the packets we haven't acked yet
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//
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private Dictionary<uint,uint> m_PendingAcks = new Dictionary<uint,uint>();
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// Dictionary of the packets that need acks from the client.
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//
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private class AckData
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{
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public AckData(Packet packet, Object identifier)
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{
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Packet = packet;
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Identifier = identifier;
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}
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public Packet Packet;
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public Object Identifier;
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}
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private Dictionary<uint, AckData> m_NeedAck =
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new Dictionary<uint, AckData>();
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private uint m_ResendTimeout = 1000;
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public uint ResendTimeout
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{
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get { return m_ResendTimeout; }
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set { m_ResendTimeout = value; }
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}
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private uint m_DiscardTimeout = 8000;
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public uint DiscardTimeout
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{
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get { return m_DiscardTimeout; }
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set { m_DiscardTimeout = value; }
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}
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private uint m_SilenceLimit = 250;
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public uint SilenceLimit
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{
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get { return m_SilenceLimit; }
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set { m_SilenceLimit = value; }
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}
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private int m_LastAck = 0;
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// Track duplicated packets. This uses a Dictionary. Both insertion
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// and lookup are common operations and need to take advantage of
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// the hashing. Expiration is less common and can be allowed the
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// time for a linear scan.
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//
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private Dictionary<uint, int> m_DupeTracker =
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new Dictionary<uint, int>();
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//private uint m_DupeTrackerWindow = 30;
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// Values for the SimStatsReporter
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//
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private int m_PacketsReceived = 0;
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private int m_PacketsReceivedReported = 0;
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private int m_PacketsSent = 0;
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private int m_PacketsSentReported = 0;
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private int m_UnackedBytes = 0;
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public int PacketsReceived
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{
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get { return m_PacketsReceived; }
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}
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public int PacketsReceivedReported
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{
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get { return m_PacketsReceivedReported; }
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}
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// The client we are working for
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//
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private IClientAPI m_Client;
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// Some events
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//
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public event PacketStats OnPacketStats;
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public event PacketDrop OnPacketDrop;
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private SynchronizeClientHandler m_SynchronizeClient = null;
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public SynchronizeClientHandler SynchronizeClient
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{
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set { m_SynchronizeClient = value; }
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}
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// Packet sequencing
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//
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private uint m_Sequence = 0;
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private object m_SequenceLock = new object();
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private const int MAX_SEQUENCE = 0xFFFFFF;
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List<PacketType> m_ImportantPackets = new List<PacketType>();
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////////////////////////////////////////////////////////////////////
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// Constructors
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//
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public LLPacketHandler(IClientAPI client)
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{
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m_Client = client;
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m_PacketQueue = new LLPacketQueue(client.AgentId);
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m_AckTimer.Elapsed += AckTimerElapsed;
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m_AckTimer.Start();
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}
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public void Stop()
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{
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m_AckTimer.Stop();
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m_PacketQueue.Enqueue(null);
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}
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// Send one packet. This actually doesn't send anything, it queues
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// it. Designed to be fire-and-forget, but there is an optional
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// notifier.
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//
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public void OutPacket(
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Packet packet, ThrottleOutPacketType throttlePacketType)
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{
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OutPacket(packet, throttlePacketType, null);
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}
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public void OutPacket(
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Packet packet, ThrottleOutPacketType throttlePacketType,
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Object id)
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{
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// Call the load balancer's hook. If this is not active here
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// we defer to the sim server this client is actually connected
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// to. Packet drop notifies will not be triggered in this
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// configuration!
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//
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if ((m_SynchronizeClient != null) && (!m_Client.IsActive))
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{
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if (m_SynchronizeClient(m_Client.Scene, packet,
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m_Client.AgentId, throttlePacketType))
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return;
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}
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packet.Header.Sequence = NextPacketSequenceNumber();
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lock (m_NeedAck)
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{
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DropResend(id);
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AddAcks(ref packet);
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QueuePacket(packet, throttlePacketType, id);
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// We want to see that packet arrive if it's reliable
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if (packet.Header.Reliable)
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{
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m_UnackedBytes += packet.ToBytes().Length;
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m_NeedAck[packet.Header.Sequence] = new AckData(packet, id);
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}
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}
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}
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private void AddAcks(ref Packet packet)
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{
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// This packet type has shown to have issues with
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// acks being appended to the payload, just don't send
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// any with this packet type until libsl is fixed.
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//
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if(packet is libsecondlife.Packets.ViewerEffectPacket)
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return;
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// Add acks to outgoing packets
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//
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if (m_PendingAcks.Count > 0)
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{
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int count = m_PendingAcks.Count;
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if (count > 10)
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count = 10;
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packet.Header.AckList = new uint[count];
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packet.Header.AppendedAcks = true;
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int i = 0;
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foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
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{
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packet.Header.AckList[i] = ack;
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i++;
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m_PendingAcks.Remove(ack);
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if (i >= count) // That is how much space there is
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break;
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}
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}
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}
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private void QueuePacket(
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Packet packet, ThrottleOutPacketType throttlePacketType,
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Object id)
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{
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packet.TickCount = System.Environment.TickCount;
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LLQueItem item = new LLQueItem();
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item.Packet = packet;
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item.Incoming = false;
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item.throttleType = throttlePacketType;
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item.Identifier = id;
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m_PacketQueue.Enqueue(item);
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m_PacketsSent++;
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}
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private void ResendUnacked()
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{
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int now = System.Environment.TickCount;
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int lastAck = m_LastAck;
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// Unless we have received at least one ack, don't bother resending
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// anything. There may not be a client there, don't clog up the
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// pipes.
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//
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if (lastAck == 0)
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return;
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lock (m_NeedAck)
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{
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// Nothing to do
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//
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if (m_NeedAck.Count == 0)
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return;
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// If we have seen no acks in <SilenceLimit> s but are
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// waiting for acks, then there may be no one listening.
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// No need to resend anything. Keep it until it gets stale,
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// then it will be dropped.
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//
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if ((((now - lastAck) > m_SilenceLimit) &&
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m_NeedAck.Count > 0) || m_NeedAck.Count == 0)
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{
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return;
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}
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foreach (AckData data in new List<AckData>(m_NeedAck.Values))
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{
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Packet packet = data.Packet;
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// Packets this old get resent
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//
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if ((now - packet.TickCount) > m_ResendTimeout)
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{
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// Resend the packet. Set the packet's tick count to
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// now, and keep it marked as resent.
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//
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packet.Header.Resent = true;
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QueuePacket(packet, ThrottleOutPacketType.Resend,
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data.Identifier);
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}
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// The discard logic
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// If the packet is in the queue for <DiscardTimeout> s
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// without having been processed, then we have clogged
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// pipes. Most likely, the client is gone
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// Drop the packets
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//
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if ((now - packet.TickCount) > m_DiscardTimeout)
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{
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if (!m_ImportantPackets.Contains(packet.Type))
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m_NeedAck.Remove(packet.Header.Sequence);
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TriggerOnPacketDrop(packet, data.Identifier);
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continue;
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}
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}
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}
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}
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// Send the pending packet acks to the client
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// Will send blocks of acks for up to 250 packets
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//
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private void SendAcks()
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{
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lock (m_NeedAck)
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{
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if (m_PendingAcks.Count == 0)
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return;
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PacketAckPacket acks = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
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// The case of equality is more common than one might think,
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// because this function will be called unconditionally when
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// the counter reaches 250. So there is a good chance another
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// packet with 250 blocks exists.
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//
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if (acks.Packets == null ||
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acks.Packets.Length != m_PendingAcks.Count)
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acks.Packets = new PacketAckPacket.PacketsBlock[m_PendingAcks.Count];
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int i = 0;
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foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
|
||||
{
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acks.Packets[i] = new PacketAckPacket.PacketsBlock();
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||||
acks.Packets[i].ID = ack;
|
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|
||||
m_PendingAcks.Remove(ack);
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i++;
|
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}
|
||||
|
||||
acks.Header.Reliable = false;
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OutPacket(acks, ThrottleOutPacketType.Unknown);
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}
|
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}
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// Queue a packet ack. It will be sent either after 250 acks are
|
||||
// queued, or when the timer fires.
|
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//
|
||||
private void AckPacket(Packet packet)
|
||||
{
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||||
lock (m_NeedAck)
|
||||
{
|
||||
if (m_PendingAcks.Count < 250)
|
||||
{
|
||||
if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
|
||||
m_PendingAcks.Add(packet.Header.Sequence,
|
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packet.Header.Sequence);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SendAcks();
|
||||
|
||||
lock (m_NeedAck)
|
||||
{
|
||||
// If this is still full we have a truly exceptional
|
||||
// condition (means, can't happen)
|
||||
//
|
||||
if (m_PendingAcks.Count < 250)
|
||||
{
|
||||
if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
|
||||
m_PendingAcks.Add(packet.Header.Sequence,
|
||||
packet.Header.Sequence);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// When the timer elapses, send the pending acks, trigger resends
|
||||
// and report all the stats.
|
||||
//
|
||||
private void AckTimerElapsed(object sender, ElapsedEventArgs ea)
|
||||
{
|
||||
SendAcks();
|
||||
ResendUnacked();
|
||||
SendPacketStats();
|
||||
}
|
||||
|
||||
// Push out pachet counts for the sim status reporter
|
||||
//
|
||||
private void SendPacketStats()
|
||||
{
|
||||
PacketStats handlerPacketStats = OnPacketStats;
|
||||
if (handlerPacketStats != null)
|
||||
{
|
||||
handlerPacketStats(
|
||||
m_PacketsReceived - m_PacketsReceivedReported,
|
||||
m_PacketsSent - m_PacketsSentReported,
|
||||
m_UnackedBytes);
|
||||
|
||||
m_PacketsReceivedReported = m_PacketsReceived;
|
||||
m_PacketsSentReported = m_PacketsSent;
|
||||
}
|
||||
}
|
||||
|
||||
// We can't keep an unlimited record of dupes. This will prune the
|
||||
// dictionary by age.
|
||||
//
|
||||
// private void PruneDupeTracker()
|
||||
// {
|
||||
// lock (m_DupeTracker)
|
||||
// {
|
||||
// Dictionary<uint, int> packs =
|
||||
// new Dictionary<uint, int>(m_DupeTracker);
|
||||
//
|
||||
// foreach (uint pack in packs.Keys)
|
||||
// {
|
||||
// if (Util.UnixTimeSinceEpoch() - m_DupeTracker[pack] >
|
||||
// m_DupeTrackerWindow)
|
||||
// m_DupeTracker.Remove(pack);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
public void InPacket(Packet packet)
|
||||
{
|
||||
if (packet == null)
|
||||
return;
|
||||
|
||||
// If this client is on another partial instance, no need
|
||||
// to handle packets
|
||||
//
|
||||
if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
|
||||
{
|
||||
PacketPool.Instance.ReturnPacket(packet);
|
||||
return;
|
||||
}
|
||||
|
||||
// Any packet can have some packet acks in the header.
|
||||
// Process them here
|
||||
//
|
||||
if (packet.Header.AppendedAcks)
|
||||
{
|
||||
foreach (uint id in packet.Header.AckList)
|
||||
{
|
||||
ProcessAck(id);
|
||||
}
|
||||
}
|
||||
|
||||
// When too many acks are needed to be sent, the client sends
|
||||
// a packet consisting of acks only
|
||||
//
|
||||
if (packet.Type == PacketType.PacketAck)
|
||||
{
|
||||
PacketAckPacket ackPacket = (PacketAckPacket)packet;
|
||||
|
||||
foreach (PacketAckPacket.PacketsBlock block in
|
||||
ackPacket.Packets)
|
||||
{
|
||||
ProcessAck(block.ID);
|
||||
}
|
||||
|
||||
PacketPool.Instance.ReturnPacket(packet);
|
||||
return;
|
||||
}
|
||||
else if (packet.Type == PacketType.StartPingCheck)
|
||||
{
|
||||
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
|
||||
CompletePingCheckPacket endPing = (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);
|
||||
|
||||
endPing.PingID.PingID = startPing.PingID.PingID;
|
||||
OutPacket(endPing, ThrottleOutPacketType.Task);
|
||||
}
|
||||
else
|
||||
{
|
||||
LLQueItem item = new LLQueItem();
|
||||
item.Packet = packet;
|
||||
item.Incoming = true;
|
||||
m_PacketQueue.Enqueue(item);
|
||||
}
|
||||
}
|
||||
|
||||
public void ProcessInPacket(Packet packet)
|
||||
{
|
||||
// Always ack the packet!
|
||||
//
|
||||
if (packet.Header.Reliable)
|
||||
AckPacket(packet);
|
||||
|
||||
if (packet.Type != PacketType.AgentUpdate)
|
||||
m_PacketsReceived++;
|
||||
|
||||
// Check for duplicate packets.. packets that the client is
|
||||
// resending because it didn't receive our ack
|
||||
//
|
||||
lock (m_DupeTracker)
|
||||
{
|
||||
if (m_DupeTracker.ContainsKey(packet.Header.Sequence))
|
||||
return;
|
||||
|
||||
m_DupeTracker.Add(packet.Header.Sequence,
|
||||
Util.UnixTimeSinceEpoch());
|
||||
}
|
||||
|
||||
m_Client.ProcessInPacket(packet);
|
||||
}
|
||||
|
||||
public void Flush()
|
||||
{
|
||||
m_PacketQueue.Flush();
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
m_NeedAck.Clear();
|
||||
m_PendingAcks.Clear();
|
||||
m_Sequence += 1000000;
|
||||
}
|
||||
|
||||
private void ProcessAck(uint id)
|
||||
{
|
||||
AckData data;
|
||||
Packet packet;
|
||||
|
||||
lock (m_NeedAck)
|
||||
{
|
||||
if (!m_NeedAck.TryGetValue(id, out data))
|
||||
return;
|
||||
|
||||
packet = data.Packet;
|
||||
|
||||
m_NeedAck.Remove(id);
|
||||
m_UnackedBytes -= packet.ToBytes().Length;
|
||||
|
||||
m_LastAck = System.Environment.TickCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Allocate packet sequence numbers in a threadsave manner
|
||||
//
|
||||
protected uint NextPacketSequenceNumber()
|
||||
{
|
||||
// Set the sequence number
|
||||
uint seq = 1;
|
||||
lock (m_SequenceLock)
|
||||
{
|
||||
if (m_Sequence >= MAX_SEQUENCE)
|
||||
{
|
||||
m_Sequence = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Sequence++;
|
||||
}
|
||||
seq = m_Sequence;
|
||||
}
|
||||
return seq;
|
||||
}
|
||||
|
||||
public ClientInfo GetClientInfo()
|
||||
{
|
||||
ClientInfo info = new ClientInfo();
|
||||
info.pendingAcks = m_PendingAcks;
|
||||
info.needAck = new Dictionary<uint, byte[]>();
|
||||
|
||||
lock (m_NeedAck)
|
||||
{
|
||||
foreach (uint key in m_NeedAck.Keys)
|
||||
info.needAck.Add(key, m_NeedAck[key].Packet.ToBytes());
|
||||
}
|
||||
|
||||
LLQueItem[] queitems = m_PacketQueue.GetQueueArray();
|
||||
|
||||
for (int i = 0; i < queitems.Length; i++)
|
||||
{
|
||||
if (queitems[i].Incoming == false)
|
||||
info.out_packets.Add(queitems[i].Packet.ToBytes());
|
||||
}
|
||||
|
||||
info.sequence = m_Sequence;
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
public void SetClientInfo(ClientInfo info)
|
||||
{
|
||||
m_PendingAcks = info.pendingAcks;
|
||||
m_NeedAck = new Dictionary<uint, AckData>();
|
||||
|
||||
Packet packet = null;
|
||||
int packetEnd = 0;
|
||||
byte[] zero = new byte[3000];
|
||||
|
||||
foreach (uint key in info.needAck.Keys)
|
||||
{
|
||||
byte[] buff = info.needAck[key];
|
||||
packetEnd = buff.Length - 1;
|
||||
|
||||
try
|
||||
{
|
||||
packet = PacketPool.Instance.GetPacket(buff, ref packetEnd, zero);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
}
|
||||
|
||||
m_NeedAck.Add(key, new AckData(packet, null));
|
||||
}
|
||||
|
||||
m_Sequence = info.sequence;
|
||||
}
|
||||
|
||||
public void AddImportantPacket(PacketType type)
|
||||
{
|
||||
if (m_ImportantPackets.Contains(type))
|
||||
return;
|
||||
|
||||
m_ImportantPackets.Add(type);
|
||||
}
|
||||
|
||||
public void RemoveImportantPacket(PacketType type)
|
||||
{
|
||||
if (!m_ImportantPackets.Contains(type))
|
||||
return;
|
||||
|
||||
m_ImportantPackets.Remove(type);
|
||||
}
|
||||
|
||||
private void DropResend(Object id)
|
||||
{
|
||||
foreach (AckData data in new List<AckData>(m_NeedAck.Values))
|
||||
{
|
||||
if (data.Identifier != null && data.Identifier == id)
|
||||
{
|
||||
m_NeedAck.Remove(data.Packet.Header.Sequence);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void TriggerOnPacketDrop(Packet packet, Object id)
|
||||
{
|
||||
PacketDrop handlerPacketDrop = OnPacketDrop;
|
||||
|
||||
if (handlerPacketDrop == null)
|
||||
return;
|
||||
|
||||
handlerPacketDrop(packet, id);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user