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* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
525 lines
25 KiB
C#
525 lines
25 KiB
C#
/*
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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 log4net;
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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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#region Delegates
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/// <summary>
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/// Fired when updated networking stats are produced for this client
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/// </summary>
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/// <param name="inPackets">Number of incoming packets received since this
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/// event was last fired</param>
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/// <param name="outPackets">Number of outgoing packets sent since this
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/// event was last fired</param>
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/// <param name="unAckedBytes">Current total number of bytes in packets we
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/// are waiting on ACKs for</param>
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public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
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/// <summary>
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/// Fired when the queue for a packet category is empty. This event can be
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/// hooked to put more data on the empty queue
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/// </summary>
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/// <param name="category">Category of the packet queue that is empty</param>
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public delegate void QueueEmpty(ThrottleOutPacketType category);
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#endregion Delegates
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/// <summary>
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/// Tracks state for a client UDP connection and provides client-specific methods
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/// </summary>
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public sealed class LLUDPClient
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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// FIXME: Make this a config setting
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/// <summary>Percentage of the task throttle category that is allocated to avatar and prim
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/// state updates</summary>
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const float STATE_TASK_PERCENTAGE = 0.8f;
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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 = 8;
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/// <summary>Fired when updated networking stats are produced for this client</summary>
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public event PacketStats OnPacketStats;
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/// <summary>Fired when the queue for a packet category is empty. This event can be
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/// hooked to put more data on the empty queue</summary>
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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 OpenSim.Framework.LocklessQueue<uint> PendingAcks = new OpenSim.Framework.LocklessQueue<uint>();
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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>Number of packets received from this client</summary>
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public int PacketsReceived;
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/// <summary>Number of packets sent to this client</summary>
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public int PacketsSent;
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/// <summary>Total byte count of unacked packets sent to this client</summary>
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public int UnackedBytes;
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/// <summary>Total number of received packets that we have reported to the OnPacketStats event(s)</summary>
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private int m_packetsReceivedReported;
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/// <summary>Total number of sent packets that we have reported to the OnPacketStats event(s)</summary>
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private int m_packetsSentReported;
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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 OpenSim.Framework.LocklessQueue<OutgoingPacket>[] packetOutboxes = new OpenSim.Framework.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>Flags to prevent queue empty callbacks from stacking up on
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/// top of each other</summary>
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private readonly bool[] onQueueEmptyRunning = new bool[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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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="server">Reference to the UDP server this client is connected to</param>
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/// <param name="rates">Default throttling rates and maximum throttle limits</param>
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/// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
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/// that the child throttles will be governed by</param>
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/// <param name="circuitCode">Circuit code for this connection</param>
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/// <param name="agentID">AgentID for the connected agent</param>
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/// <param name="remoteEndPoint">Remote endpoint for this connection</param>
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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 OpenSim.Framework.LocklessQueue<OutgoingPacket>();
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throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
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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.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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// State and Transaction are actually sub-categories of the LLUDP generic "Task" category
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TokenBucket stateBucket = new TokenBucket(throttle, (int)((float)rates.TaskLimit * STATE_TASK_PERCENTAGE), (int)((float)rates.Task * STATE_TASK_PERCENTAGE));
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throttleCategories[(int)ThrottleOutPacketType.State] = stateBucket;
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throttleCategories[(int)ThrottleOutPacketType.Task] = new TokenBucket(throttle, rates.TaskLimit - stateBucket.MaxBurst, rates.Task - stateBucket.DripRate);
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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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// Initialize this to a sane value to prevent early disconnects
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TickLastPacketReceived = Environment.TickCount;
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}
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/// <summary>
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/// Shuts down this client connection
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/// </summary>
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public void Shutdown()
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{
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IsConnected = false;
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NeedAcks.Clear();
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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{
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packetOutboxes[i].Clear();
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nextPackets[i] = null;
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}
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OnPacketStats = null;
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OnQueueEmpty = null;
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}
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/// <summary>
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/// Gets information about this client connection
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/// </summary>
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/// <returns>Information about the client connection</returns>
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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. Locking and copying the entire lists
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// of pending and needed ACKs for every client every time some method wants information about
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// this connection is a recipe for poor performance
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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.State].DripRate + 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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/// <summary>
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/// Modifies the UDP throttles
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/// </summary>
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/// <param name="info">New throttling values</param>
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public void SetClientInfo(ClientInfo info)
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{
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// TODO: Allowing throttles to be manually set from this function seems like a reasonable
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// idea. On the other hand, letting external code manipulate our ACK accounting is not
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// going to happen
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throw new NotImplementedException();
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}
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public string GetStats()
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{
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// TODO: ???
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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, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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}
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public void SendPacketStats()
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{
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PacketStats callback = OnPacketStats;
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if (callback != null)
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{
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int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
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int newPacketsSent = PacketsSent - m_packetsSentReported;
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callback(newPacketsReceived, newPacketsSent, UnackedBytes);
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m_packetsReceivedReported += newPacketsReceived;
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m_packetsSentReported += newPacketsSent;
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}
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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) +
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throttleCategories[(int)ThrottleOutPacketType.State].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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if (category == ThrottleOutPacketType.Task)
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{
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TokenBucket stateBucket = throttleCategories[(int)ThrottleOutPacketType.State];
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TokenBucket taskBucket = throttleCategories[(int)ThrottleOutPacketType.Task];
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stateBucket.MaxBurst = (int)((float)rate * STATE_TASK_PERCENTAGE);
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stateBucket.DripRate = (int)((float)rate * STATE_TASK_PERCENTAGE);
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taskBucket.MaxBurst = rate - stateBucket.MaxBurst;
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taskBucket.DripRate = rate - stateBucket.DripRate;
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}
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else
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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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}
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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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OpenSim.Framework.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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OpenSim.Framework.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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OutgoingPacket nextPacket = nextPackets[i];
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if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
|
|
{
|
|
// Send the packet
|
|
udpServer.SendPacketFinal(nextPacket);
|
|
nextPackets[i] = null;
|
|
packetSent = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No dequeued packet waiting to be sent, try to pull one off
|
|
// this queue
|
|
queue = 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
|
|
udpServer.SendPacketFinal(packet);
|
|
packetSent = true;
|
|
}
|
|
else
|
|
{
|
|
// Save the dequeued packet for the next iteration
|
|
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)
|
|
BeginFireQueueEmpty(i);
|
|
}
|
|
else
|
|
{
|
|
// No packets in this queue. Fire the queue empty callback
|
|
// if it has not been called recently
|
|
BeginFireQueueEmpty(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// Always round retransmission timeout up to two seconds
|
|
RTO = Math.Max(2000, (int)(SRTT + Math.Max(G, K * RTTVAR)));
|
|
//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>
|
|
/// 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(int throttleIndex)
|
|
{
|
|
if (!onQueueEmptyRunning[throttleIndex])
|
|
Util.FireAndForget(FireQueueEmpty, throttleIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks to see if this queue empty callback is already running,
|
|
/// then firing the event
|
|
/// </summary>
|
|
/// <param name="o">Throttle category to fire the callback for, stored
|
|
/// as an object to match the WaitCallback delegate signature</param>
|
|
private void FireQueueEmpty(object o)
|
|
{
|
|
int i = (int)o;
|
|
ThrottleOutPacketType type = (ThrottleOutPacketType)i;
|
|
QueueEmpty callback = OnQueueEmpty;
|
|
|
|
if (callback != null)
|
|
{
|
|
if (!onQueueEmptyRunning[i])
|
|
{
|
|
onQueueEmptyRunning[i] = true;
|
|
try { callback(type); }
|
|
catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + type + ") threw an exception: " + e.Message, e); }
|
|
onQueueEmptyRunning[i] = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|