LLUDPClient.cs 32 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Net;
  30. using System.Threading;
  31. using log4net;
  32. using OpenSim.Framework;
  33. using OpenSim.Framework.Monitoring;
  34. using OpenMetaverse;
  35. using OpenMetaverse.Packets;
  36. using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
  37. namespace OpenSim.Region.ClientStack.LindenUDP
  38. {
  39. #region Delegates
  40. /// <summary>
  41. /// Fired when updated networking stats are produced for this client
  42. /// </summary>
  43. /// <param name="inPackets">Number of incoming packets received since this
  44. /// event was last fired</param>
  45. /// <param name="outPackets">Number of outgoing packets sent since this
  46. /// event was last fired</param>
  47. /// <param name="unAckedBytes">Current total number of bytes in packets we
  48. /// are waiting on ACKs for</param>
  49. public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
  50. /// <summary>
  51. /// Fired when the queue for one or more packet categories is empty. This
  52. /// event can be hooked to put more data on the empty queues
  53. /// </summary>
  54. /// <param name="category">Categories of the packet queues that are empty</param>
  55. public delegate void QueueEmpty(ThrottleOutPacketTypeFlags categories);
  56. #endregion Delegates
  57. /// <summary>
  58. /// Tracks state for a client UDP connection and provides client-specific methods
  59. /// </summary>
  60. public sealed class LLUDPClient
  61. {
  62. // TODO: Make this a config setting
  63. /// <summary>Percentage of the task throttle category that is allocated to avatar and prim
  64. /// state updates</summary>
  65. const float STATE_TASK_PERCENTAGE = 0.8f;
  66. private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
  67. /// <summary>The number of packet categories to throttle on. If a throttle category is added
  68. /// or removed, this number must also change</summary>
  69. const int THROTTLE_CATEGORY_COUNT = 8;
  70. /// <summary>Fired when updated networking stats are produced for this client</summary>
  71. public event PacketStats OnPacketStats;
  72. /// <summary>Fired when the queue for a packet category is empty. This event can be
  73. /// hooked to put more data on the empty queue</summary>
  74. public event QueueEmpty OnQueueEmpty;
  75. public event Func<ThrottleOutPacketTypeFlags, bool> HasUpdates;
  76. /// <summary>AgentID for this client</summary>
  77. public readonly UUID AgentID;
  78. /// <summary>The remote address of the connected client</summary>
  79. public readonly IPEndPoint RemoteEndPoint;
  80. /// <summary>Circuit code that this client is connected on</summary>
  81. public readonly uint CircuitCode;
  82. /// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
  83. public readonly IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
  84. /// <summary>Packets we have sent that need to be ACKed by the client</summary>
  85. public readonly UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
  86. /// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
  87. public readonly OpenSim.Framework.LocklessQueue<uint> PendingAcks = new OpenSim.Framework.LocklessQueue<uint>();
  88. /// <summary>Current packet sequence number</summary>
  89. public int CurrentSequence;
  90. /// <summary>Current ping sequence number</summary>
  91. public byte CurrentPingSequence;
  92. /// <summary>True when this connection is alive, otherwise false</summary>
  93. public bool IsConnected = true;
  94. /// <summary>True when this connection is paused, otherwise false</summary>
  95. public bool IsPaused;
  96. /// <summary>Environment.TickCount when the last packet was received for this client</summary>
  97. public int TickLastPacketReceived;
  98. /// <summary>Smoothed round-trip time. A smoothed average of the round-trip time for sending a
  99. /// reliable packet to the client and receiving an ACK</summary>
  100. public float SRTT;
  101. /// <summary>Round-trip time variance. Measures the consistency of round-trip times</summary>
  102. public float RTTVAR;
  103. /// <summary>Retransmission timeout. Packets that have not been acknowledged in this number of
  104. /// milliseconds or longer will be resent</summary>
  105. /// <remarks>Calculated from <seealso cref="SRTT"/> and <seealso cref="RTTVAR"/> using the
  106. /// guidelines in RFC 2988</remarks>
  107. public int RTO;
  108. /// <summary>Number of bytes received since the last acknowledgement was sent out. This is used
  109. /// to loosely follow the TCP delayed ACK algorithm in RFC 1122 (4.2.3.2)</summary>
  110. public int BytesSinceLastACK;
  111. /// <summary>Number of packets received from this client</summary>
  112. public int PacketsReceived;
  113. /// <summary>Number of packets sent to this client</summary>
  114. public int PacketsSent;
  115. /// <summary>Number of packets resent to this client</summary>
  116. public int PacketsResent;
  117. /// <summary>Total byte count of unacked packets sent to this client</summary>
  118. public int UnackedBytes;
  119. /// <summary>Total number of received packets that we have reported to the OnPacketStats event(s)</summary>
  120. private int m_packetsReceivedReported;
  121. /// <summary>Total number of sent packets that we have reported to the OnPacketStats event(s)</summary>
  122. private int m_packetsSentReported;
  123. /// <summary>Holds the Environment.TickCount value of when the next OnQueueEmpty can be fired</summary>
  124. private int m_nextOnQueueEmpty = 1;
  125. /// <summary>Throttle bucket for this agent's connection</summary>
  126. private readonly AdaptiveTokenBucket m_throttleClient;
  127. public AdaptiveTokenBucket FlowThrottle
  128. {
  129. get { return m_throttleClient; }
  130. }
  131. /// <summary>Throttle bucket for this agent's connection</summary>
  132. private readonly TokenBucket m_throttleCategory;
  133. /// <summary>Throttle buckets for each packet category</summary>
  134. private readonly TokenBucket[] m_throttleCategories;
  135. /// <summary>Outgoing queues for throttled packets</summary>
  136. private readonly OpenSim.Framework.LocklessQueue<OutgoingPacket>[] m_packetOutboxes = new OpenSim.Framework.LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
  137. /// <summary>A container that can hold one packet for each outbox, used to store
  138. /// dequeued packets that are being held for throttling</summary>
  139. private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
  140. /// <summary>A reference to the LLUDPServer that is managing this client</summary>
  141. private readonly LLUDPServer m_udpServer;
  142. /// <summary>Caches packed throttle information</summary>
  143. private byte[] m_packedThrottles;
  144. private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
  145. private int m_maxRTO = 60000;
  146. private ClientInfo m_info = new ClientInfo();
  147. /// <summary>
  148. /// Default constructor
  149. /// </summary>
  150. /// <param name="server">Reference to the UDP server this client is connected to</param>
  151. /// <param name="rates">Default throttling rates and maximum throttle limits</param>
  152. /// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
  153. /// that the child throttles will be governed by</param>
  154. /// <param name="circuitCode">Circuit code for this connection</param>
  155. /// <param name="agentID">AgentID for the connected agent</param>
  156. /// <param name="remoteEndPoint">Remote endpoint for this connection</param>
  157. /// <param name="defaultRTO">
  158. /// Default retransmission timeout for unacked packets. The RTO will never drop
  159. /// beyond this number.
  160. /// </param>
  161. /// <param name="maxRTO">
  162. /// The maximum retransmission timeout for unacked packets. The RTO will never exceed this number.
  163. /// </param>
  164. public LLUDPClient(
  165. LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID,
  166. IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO)
  167. {
  168. AgentID = agentID;
  169. RemoteEndPoint = remoteEndPoint;
  170. CircuitCode = circuitCode;
  171. m_udpServer = server;
  172. if (defaultRTO != 0)
  173. m_defaultRTO = defaultRTO;
  174. if (maxRTO != 0)
  175. m_maxRTO = maxRTO;
  176. // Create a token bucket throttle for this client that has the scene token bucket as a parent
  177. m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.Total, rates.AdaptiveThrottlesEnabled);
  178. // Create a token bucket throttle for the total categary with the client bucket as a throttle
  179. m_throttleCategory = new TokenBucket(m_throttleClient, 0);
  180. // Create an array of token buckets for this clients different throttle categories
  181. m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
  182. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  183. {
  184. ThrottleOutPacketType type = (ThrottleOutPacketType)i;
  185. // Initialize the packet outboxes, where packets sit while they are waiting for tokens
  186. m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
  187. // Initialize the token buckets that control the throttling for each category
  188. m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetRate(type));
  189. }
  190. // Default the retransmission timeout to one second
  191. RTO = m_defaultRTO;
  192. // Initialize this to a sane value to prevent early disconnects
  193. TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
  194. }
  195. /// <summary>
  196. /// Shuts down this client connection
  197. /// </summary>
  198. public void Shutdown()
  199. {
  200. IsConnected = false;
  201. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  202. {
  203. m_packetOutboxes[i].Clear();
  204. m_nextPackets[i] = null;
  205. }
  206. // pull the throttle out of the scene throttle
  207. m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
  208. OnPacketStats = null;
  209. OnQueueEmpty = null;
  210. }
  211. /// <summary>
  212. /// Gets information about this client connection
  213. /// </summary>
  214. /// <returns>Information about the client connection</returns>
  215. public ClientInfo GetClientInfo()
  216. {
  217. // TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
  218. // of pending and needed ACKs for every client every time some method wants information about
  219. // this connection is a recipe for poor performance
  220. m_info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
  221. m_info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
  222. m_info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
  223. m_info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
  224. m_info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
  225. m_info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
  226. m_info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
  227. m_info.totalThrottle = (int)m_throttleCategory.DripRate;
  228. return m_info;
  229. }
  230. /// <summary>
  231. /// Modifies the UDP throttles
  232. /// </summary>
  233. /// <param name="info">New throttling values</param>
  234. public void SetClientInfo(ClientInfo info)
  235. {
  236. // TODO: Allowing throttles to be manually set from this function seems like a reasonable
  237. // idea. On the other hand, letting external code manipulate our ACK accounting is not
  238. // going to happen
  239. throw new NotImplementedException();
  240. }
  241. /// <summary>
  242. /// Return statistics information about client packet queues.
  243. /// </summary>
  244. /// <remarks>
  245. /// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
  246. /// </remarks>
  247. /// <returns></returns>
  248. public string GetStats()
  249. {
  250. return string.Format(
  251. "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
  252. Util.EnvironmentTickCountSubtract(TickLastPacketReceived),
  253. PacketsReceived,
  254. PacketsSent,
  255. PacketsResent,
  256. UnackedBytes,
  257. m_packetOutboxes[(int)ThrottleOutPacketType.Resend].Count,
  258. m_packetOutboxes[(int)ThrottleOutPacketType.Land].Count,
  259. m_packetOutboxes[(int)ThrottleOutPacketType.Wind].Count,
  260. m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
  261. m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
  262. m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
  263. m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count);
  264. }
  265. public void SendPacketStats()
  266. {
  267. PacketStats callback = OnPacketStats;
  268. if (callback != null)
  269. {
  270. int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
  271. int newPacketsSent = PacketsSent - m_packetsSentReported;
  272. callback(newPacketsReceived, newPacketsSent, UnackedBytes);
  273. m_packetsReceivedReported += newPacketsReceived;
  274. m_packetsSentReported += newPacketsSent;
  275. }
  276. }
  277. public void SetThrottles(byte[] throttleData)
  278. {
  279. byte[] adjData;
  280. int pos = 0;
  281. if (!BitConverter.IsLittleEndian)
  282. {
  283. byte[] newData = new byte[7 * 4];
  284. Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
  285. for (int i = 0; i < 7; i++)
  286. Array.Reverse(newData, i * 4, 4);
  287. adjData = newData;
  288. }
  289. else
  290. {
  291. adjData = throttleData;
  292. }
  293. // 0.125f converts from bits to bytes
  294. int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  295. int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  296. int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  297. int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  298. int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  299. int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  300. int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
  301. // Make sure none of the throttles are set below our packet MTU,
  302. // otherwise a throttle could become permanently clogged
  303. resend = Math.Max(resend, LLUDPServer.MTU);
  304. land = Math.Max(land, LLUDPServer.MTU);
  305. wind = Math.Max(wind, LLUDPServer.MTU);
  306. cloud = Math.Max(cloud, LLUDPServer.MTU);
  307. task = Math.Max(task, LLUDPServer.MTU);
  308. texture = Math.Max(texture, LLUDPServer.MTU);
  309. asset = Math.Max(asset, LLUDPServer.MTU);
  310. //int total = resend + land + wind + cloud + task + texture + asset;
  311. //m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
  312. // AgentID, resend, land, wind, cloud, task, texture, asset, total);
  313. // Update the token buckets with new throttle values
  314. TokenBucket bucket;
  315. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
  316. bucket.RequestedDripRate = resend;
  317. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
  318. bucket.RequestedDripRate = land;
  319. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
  320. bucket.RequestedDripRate = wind;
  321. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
  322. bucket.RequestedDripRate = cloud;
  323. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
  324. bucket.RequestedDripRate = asset;
  325. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
  326. bucket.RequestedDripRate = task;
  327. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
  328. bucket.RequestedDripRate = texture;
  329. // Reset the packed throttles cached data
  330. m_packedThrottles = null;
  331. }
  332. public byte[] GetThrottlesPacked(float multiplier)
  333. {
  334. byte[] data = m_packedThrottles;
  335. if (data == null)
  336. {
  337. float rate;
  338. data = new byte[7 * 4];
  339. int i = 0;
  340. // multiply by 8 to convert bytes back to bits
  341. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate * 8 * multiplier;
  342. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  343. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate * 8 * multiplier;
  344. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  345. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate * 8 * multiplier;
  346. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  347. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate * 8 * multiplier;
  348. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  349. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate * 8 * multiplier;
  350. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  351. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate * 8 * multiplier;
  352. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  353. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate * 8 * multiplier;
  354. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  355. m_packedThrottles = data;
  356. }
  357. return data;
  358. }
  359. /// <summary>
  360. /// Queue an outgoing packet if appropriate.
  361. /// </summary>
  362. /// <param name="packet"></param>
  363. /// <param name="forceQueue">Always queue the packet if at all possible.</param>
  364. /// <returns>
  365. /// true if the packet has been queued,
  366. /// false if the packet has not been queued and should be sent immediately.
  367. /// </returns>
  368. public bool EnqueueOutgoing(OutgoingPacket packet, bool forceQueue)
  369. {
  370. int category = (int)packet.Category;
  371. if (category >= 0 && category < m_packetOutboxes.Length)
  372. {
  373. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
  374. TokenBucket bucket = m_throttleCategories[category];
  375. // Don't send this packet if there is already a packet waiting in the queue
  376. // even if we have the tokens to send it, tokens should go to the already
  377. // queued packets
  378. if (queue.Count > 0)
  379. {
  380. queue.Enqueue(packet);
  381. return true;
  382. }
  383. if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
  384. {
  385. // Enough tokens were removed from the bucket, the packet will not be queued
  386. return false;
  387. }
  388. else
  389. {
  390. // Force queue specified or not enough tokens in the bucket, queue this packet
  391. queue.Enqueue(packet);
  392. return true;
  393. }
  394. }
  395. else
  396. {
  397. // We don't have a token bucket for this category, so it will not be queued
  398. return false;
  399. }
  400. }
  401. /// <summary>
  402. /// Loops through all of the packet queues for this client and tries to send
  403. /// an outgoing packet from each, obeying the throttling bucket limits
  404. /// </summary>
  405. ///
  406. /// <remarks>
  407. /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
  408. /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
  409. /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
  410. /// wind queue).
  411. ///
  412. /// This function is only called from a synchronous loop in the
  413. /// UDPServer so we don't need to bother making this thread safe
  414. /// </remarks>
  415. ///
  416. /// <returns>True if any packets were sent, otherwise false</returns>
  417. public bool DequeueOutgoing()
  418. {
  419. OutgoingPacket packet;
  420. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
  421. TokenBucket bucket;
  422. bool packetSent = false;
  423. ThrottleOutPacketTypeFlags emptyCategories = 0;
  424. //string queueDebugOutput = String.Empty; // Serious debug business
  425. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  426. {
  427. bucket = m_throttleCategories[i];
  428. //queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
  429. if (m_nextPackets[i] != null)
  430. {
  431. // This bucket was empty the last time we tried to send a packet,
  432. // leaving a dequeued packet still waiting to be sent out. Try to
  433. // send it again
  434. OutgoingPacket nextPacket = m_nextPackets[i];
  435. if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
  436. {
  437. // Send the packet
  438. m_udpServer.SendPacketFinal(nextPacket);
  439. m_nextPackets[i] = null;
  440. packetSent = true;
  441. }
  442. }
  443. else
  444. {
  445. // No dequeued packet waiting to be sent, try to pull one off
  446. // this queue
  447. queue = m_packetOutboxes[i];
  448. if (queue.Dequeue(out packet))
  449. {
  450. // A packet was pulled off the queue. See if we have
  451. // enough tokens in the bucket to send it out
  452. if (bucket.RemoveTokens(packet.Buffer.DataLength))
  453. {
  454. // Send the packet
  455. m_udpServer.SendPacketFinal(packet);
  456. packetSent = true;
  457. }
  458. else
  459. {
  460. // Save the dequeued packet for the next iteration
  461. m_nextPackets[i] = packet;
  462. }
  463. // If the queue is empty after this dequeue, fire the queue
  464. // empty callback now so it has a chance to fill before we
  465. // get back here
  466. if (queue.Count == 0)
  467. emptyCategories |= CategoryToFlag(i);
  468. }
  469. else
  470. {
  471. // No packets in this queue. Fire the queue empty callback
  472. // if it has not been called recently
  473. emptyCategories |= CategoryToFlag(i);
  474. }
  475. }
  476. }
  477. if (emptyCategories != 0)
  478. BeginFireQueueEmpty(emptyCategories);
  479. //m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
  480. return packetSent;
  481. }
  482. /// <summary>
  483. /// Called when an ACK packet is received and a round-trip time for a
  484. /// packet is calculated. This is used to calculate the smoothed
  485. /// round-trip time, round trip time variance, and finally the
  486. /// retransmission timeout
  487. /// </summary>
  488. /// <param name="r">Round-trip time of a single packet and its
  489. /// acknowledgement</param>
  490. public void UpdateRoundTrip(float r)
  491. {
  492. const float ALPHA = 0.125f;
  493. const float BETA = 0.25f;
  494. const float K = 4.0f;
  495. if (RTTVAR == 0.0f)
  496. {
  497. // First RTT measurement
  498. SRTT = r;
  499. RTTVAR = r * 0.5f;
  500. }
  501. else
  502. {
  503. // Subsequence RTT measurement
  504. RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
  505. SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
  506. }
  507. int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
  508. // Clamp the retransmission timeout to manageable values
  509. rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO);
  510. RTO = rto;
  511. //if (RTO != rto)
  512. // m_log.Debug("[LLUDPCLIENT]: Setting RTO to " + RTO + "ms from " + rto + "ms with an RTTVAR of " +
  513. //RTTVAR + " based on new RTT of " + r + "ms");
  514. }
  515. /// <summary>
  516. /// Exponential backoff of the retransmission timeout, per section 5.5
  517. /// of RFC 2988
  518. /// </summary>
  519. public void BackoffRTO()
  520. {
  521. // Reset SRTT and RTTVAR, we assume they are bogus since things
  522. // didn't work out and we're backing off the timeout
  523. SRTT = 0.0f;
  524. RTTVAR = 0.0f;
  525. // Double the retransmission timeout
  526. RTO = Math.Min(RTO * 2, m_maxRTO);
  527. }
  528. /// <summary>
  529. /// Does an early check to see if this queue empty callback is already
  530. /// running, then asynchronously firing the event
  531. /// </summary>
  532. /// <param name="categories">Throttle categories to fire the callback for</param>
  533. private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
  534. {
  535. // if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
  536. if (!m_isQueueEmptyRunning && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
  537. {
  538. m_isQueueEmptyRunning = true;
  539. int start = Environment.TickCount & Int32.MaxValue;
  540. const int MIN_CALLBACK_MS = 30;
  541. m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
  542. if (m_nextOnQueueEmpty == 0)
  543. m_nextOnQueueEmpty = 1;
  544. // Use a value of 0 to signal that FireQueueEmpty is running
  545. // m_nextOnQueueEmpty = 0;
  546. m_categories = categories;
  547. if (HasUpdates(m_categories))
  548. {
  549. // Asynchronously run the callback
  550. Util.FireAndForget(FireQueueEmpty, categories);
  551. }
  552. else
  553. {
  554. m_isQueueEmptyRunning = false;
  555. }
  556. }
  557. }
  558. private bool m_isQueueEmptyRunning;
  559. private ThrottleOutPacketTypeFlags m_categories = 0;
  560. /// <summary>
  561. /// Fires the OnQueueEmpty callback and sets the minimum time that it
  562. /// can be called again
  563. /// </summary>
  564. /// <param name="o">Throttle categories to fire the callback for,
  565. /// stored as an object to match the WaitCallback delegate
  566. /// signature</param>
  567. private void FireQueueEmpty(object o)
  568. {
  569. // int start = Environment.TickCount & Int32.MaxValue;
  570. // const int MIN_CALLBACK_MS = 30;
  571. // if (m_udpServer.IsRunningOutbound)
  572. // {
  573. ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
  574. QueueEmpty callback = OnQueueEmpty;
  575. if (callback != null)
  576. {
  577. // if (m_udpServer.IsRunningOutbound)
  578. // {
  579. try { callback(categories); }
  580. catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
  581. // }
  582. }
  583. // }
  584. // m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
  585. // if (m_nextOnQueueEmpty == 0)
  586. // m_nextOnQueueEmpty = 1;
  587. // }
  588. m_isQueueEmptyRunning = false;
  589. }
  590. /// <summary>
  591. /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
  592. /// flag value
  593. /// </summary>
  594. /// <param name="i">Throttle category to convert</param>
  595. /// <returns>Flag representation of the throttle category</returns>
  596. private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
  597. {
  598. ThrottleOutPacketType category = (ThrottleOutPacketType)i;
  599. /*
  600. * Land = 1,
  601. /// <summary>Wind data</summary>
  602. Wind = 2,
  603. /// <summary>Cloud data</summary>
  604. Cloud = 3,
  605. /// <summary>Any packets that do not fit into the other throttles</summary>
  606. Task = 4,
  607. /// <summary>Texture assets</summary>
  608. Texture = 5,
  609. /// <summary>Non-texture assets</summary>
  610. Asset = 6,
  611. */
  612. switch (category)
  613. {
  614. case ThrottleOutPacketType.Land:
  615. return ThrottleOutPacketTypeFlags.Land;
  616. case ThrottleOutPacketType.Wind:
  617. return ThrottleOutPacketTypeFlags.Wind;
  618. case ThrottleOutPacketType.Cloud:
  619. return ThrottleOutPacketTypeFlags.Cloud;
  620. case ThrottleOutPacketType.Task:
  621. return ThrottleOutPacketTypeFlags.Task;
  622. case ThrottleOutPacketType.Texture:
  623. return ThrottleOutPacketTypeFlags.Texture;
  624. case ThrottleOutPacketType.Asset:
  625. return ThrottleOutPacketTypeFlags.Asset;
  626. default:
  627. return 0;
  628. }
  629. }
  630. }
  631. }