LLUDPClient.cs 28 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 OpenMetaverse;
  34. using OpenMetaverse.Packets;
  35. using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
  36. namespace OpenSim.Region.ClientStack.LindenUDP
  37. {
  38. #region Delegates
  39. /// <summary>
  40. /// Fired when updated networking stats are produced for this client
  41. /// </summary>
  42. /// <param name="inPackets">Number of incoming packets received since this
  43. /// event was last fired</param>
  44. /// <param name="outPackets">Number of outgoing packets sent since this
  45. /// event was last fired</param>
  46. /// <param name="unAckedBytes">Current total number of bytes in packets we
  47. /// are waiting on ACKs for</param>
  48. public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
  49. /// <summary>
  50. /// Fired when the queue for one or more packet categories is empty. This
  51. /// event can be hooked to put more data on the empty queues
  52. /// </summary>
  53. /// <param name="category">Categories of the packet queues that are empty</param>
  54. public delegate void QueueEmpty(ThrottleOutPacketTypeFlags categories);
  55. #endregion Delegates
  56. /// <summary>
  57. /// Tracks state for a client UDP connection and provides client-specific methods
  58. /// </summary>
  59. public sealed class LLUDPClient
  60. {
  61. // TODO: Make this a config setting
  62. /// <summary>Percentage of the task throttle category that is allocated to avatar and prim
  63. /// state updates</summary>
  64. const float STATE_TASK_PERCENTAGE = 0.8f;
  65. private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
  66. /// <summary>The number of packet categories to throttle on. If a throttle category is added
  67. /// or removed, this number must also change</summary>
  68. const int THROTTLE_CATEGORY_COUNT = 8;
  69. /// <summary>Fired when updated networking stats are produced for this client</summary>
  70. public event PacketStats OnPacketStats;
  71. /// <summary>Fired when the queue for a packet category is empty. This event can be
  72. /// hooked to put more data on the empty queue</summary>
  73. public event QueueEmpty OnQueueEmpty;
  74. /// <summary>AgentID for this client</summary>
  75. public readonly UUID AgentID;
  76. /// <summary>The remote address of the connected client</summary>
  77. public readonly IPEndPoint RemoteEndPoint;
  78. /// <summary>Circuit code that this client is connected on</summary>
  79. public readonly uint CircuitCode;
  80. /// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
  81. public readonly IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
  82. /// <summary>Packets we have sent that need to be ACKed by the client</summary>
  83. public readonly UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
  84. /// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
  85. public readonly OpenSim.Framework.LocklessQueue<uint> PendingAcks = new OpenSim.Framework.LocklessQueue<uint>();
  86. /// <summary>Current packet sequence number</summary>
  87. public int CurrentSequence;
  88. /// <summary>Current ping sequence number</summary>
  89. public byte CurrentPingSequence;
  90. /// <summary>True when this connection is alive, otherwise false</summary>
  91. public bool IsConnected = true;
  92. /// <summary>True when this connection is paused, otherwise false</summary>
  93. public bool IsPaused;
  94. /// <summary>Environment.TickCount when the last packet was received for this client</summary>
  95. public int TickLastPacketReceived;
  96. /// <summary>Smoothed round-trip time. A smoothed average of the round-trip time for sending a
  97. /// reliable packet to the client and receiving an ACK</summary>
  98. public float SRTT;
  99. /// <summary>Round-trip time variance. Measures the consistency of round-trip times</summary>
  100. public float RTTVAR;
  101. /// <summary>Retransmission timeout. Packets that have not been acknowledged in this number of
  102. /// milliseconds or longer will be resent</summary>
  103. /// <remarks>Calculated from <seealso cref="SRTT"/> and <seealso cref="RTTVAR"/> using the
  104. /// guidelines in RFC 2988</remarks>
  105. public int RTO;
  106. /// <summary>Number of bytes received since the last acknowledgement was sent out. This is used
  107. /// to loosely follow the TCP delayed ACK algorithm in RFC 1122 (4.2.3.2)</summary>
  108. public int BytesSinceLastACK;
  109. /// <summary>Number of packets received from this client</summary>
  110. public int PacketsReceived;
  111. /// <summary>Number of packets sent to this client</summary>
  112. public int PacketsSent;
  113. /// <summary>Total byte count of unacked packets sent to this client</summary>
  114. public int UnackedBytes;
  115. /// <summary>Total number of received packets that we have reported to the OnPacketStats event(s)</summary>
  116. private int m_packetsReceivedReported;
  117. /// <summary>Total number of sent packets that we have reported to the OnPacketStats event(s)</summary>
  118. private int m_packetsSentReported;
  119. /// <summary>Holds the Environment.TickCount value of when the next OnQueueEmpty can be fired</summary>
  120. private int m_nextOnQueueEmpty = 1;
  121. /// <summary>Throttle bucket for this agent's connection</summary>
  122. private readonly TokenBucket m_throttle;
  123. /// <summary>Throttle buckets for each packet category</summary>
  124. private readonly TokenBucket[] m_throttleCategories;
  125. /// <summary>Outgoing queues for throttled packets</summary>
  126. private readonly OpenSim.Framework.LocklessQueue<OutgoingPacket>[] m_packetOutboxes = new OpenSim.Framework.LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
  127. /// <summary>A container that can hold one packet for each outbox, used to store
  128. /// dequeued packets that are being held for throttling</summary>
  129. private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
  130. /// <summary>A reference to the LLUDPServer that is managing this client</summary>
  131. private readonly LLUDPServer m_udpServer;
  132. private int m_defaultRTO = 3000;
  133. private int m_maxRTO = 60000;
  134. /// <summary>
  135. /// Default constructor
  136. /// </summary>
  137. /// <param name="server">Reference to the UDP server this client is connected to</param>
  138. /// <param name="rates">Default throttling rates and maximum throttle limits</param>
  139. /// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
  140. /// that the child throttles will be governed by</param>
  141. /// <param name="circuitCode">Circuit code for this connection</param>
  142. /// <param name="agentID">AgentID for the connected agent</param>
  143. /// <param name="remoteEndPoint">Remote endpoint for this connection</param>
  144. public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO)
  145. {
  146. AgentID = agentID;
  147. RemoteEndPoint = remoteEndPoint;
  148. CircuitCode = circuitCode;
  149. m_udpServer = server;
  150. if (defaultRTO != 0)
  151. m_defaultRTO = defaultRTO;
  152. if (maxRTO != 0)
  153. m_maxRTO = maxRTO;
  154. // Create a token bucket throttle for this client that has the scene token bucket as a parent
  155. m_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
  156. // Create an array of token buckets for this clients different throttle categories
  157. m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
  158. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  159. {
  160. ThrottleOutPacketType type = (ThrottleOutPacketType)i;
  161. // Initialize the packet outboxes, where packets sit while they are waiting for tokens
  162. m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
  163. // Initialize the token buckets that control the throttling for each category
  164. m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
  165. }
  166. // Default the retransmission timeout to three seconds
  167. RTO = m_defaultRTO;
  168. // Initialize this to a sane value to prevent early disconnects
  169. TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
  170. }
  171. /// <summary>
  172. /// Shuts down this client connection
  173. /// </summary>
  174. public void Shutdown()
  175. {
  176. IsConnected = false;
  177. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  178. {
  179. m_packetOutboxes[i].Clear();
  180. m_nextPackets[i] = null;
  181. }
  182. OnPacketStats = null;
  183. OnQueueEmpty = null;
  184. }
  185. /// <summary>
  186. /// Gets information about this client connection
  187. /// </summary>
  188. /// <returns>Information about the client connection</returns>
  189. public ClientInfo GetClientInfo()
  190. {
  191. // TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
  192. // of pending and needed ACKs for every client every time some method wants information about
  193. // this connection is a recipe for poor performance
  194. ClientInfo info = new ClientInfo();
  195. info.pendingAcks = new Dictionary<uint, uint>();
  196. info.needAck = new Dictionary<uint, byte[]>();
  197. info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
  198. info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
  199. info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
  200. info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
  201. info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
  202. info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
  203. info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
  204. info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
  205. info.taskThrottle + info.assetThrottle + info.textureThrottle;
  206. return info;
  207. }
  208. /// <summary>
  209. /// Modifies the UDP throttles
  210. /// </summary>
  211. /// <param name="info">New throttling values</param>
  212. public void SetClientInfo(ClientInfo info)
  213. {
  214. // TODO: Allowing throttles to be manually set from this function seems like a reasonable
  215. // idea. On the other hand, letting external code manipulate our ACK accounting is not
  216. // going to happen
  217. throw new NotImplementedException();
  218. }
  219. public string GetStats()
  220. {
  221. // TODO: ???
  222. return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
  223. 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  224. }
  225. public void SendPacketStats()
  226. {
  227. PacketStats callback = OnPacketStats;
  228. if (callback != null)
  229. {
  230. int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
  231. int newPacketsSent = PacketsSent - m_packetsSentReported;
  232. callback(newPacketsReceived, newPacketsSent, UnackedBytes);
  233. m_packetsReceivedReported += newPacketsReceived;
  234. m_packetsSentReported += newPacketsSent;
  235. }
  236. }
  237. public void SetThrottles(byte[] throttleData)
  238. {
  239. byte[] adjData;
  240. int pos = 0;
  241. if (!BitConverter.IsLittleEndian)
  242. {
  243. byte[] newData = new byte[7 * 4];
  244. Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
  245. for (int i = 0; i < 7; i++)
  246. Array.Reverse(newData, i * 4, 4);
  247. adjData = newData;
  248. }
  249. else
  250. {
  251. adjData = throttleData;
  252. }
  253. // 0.125f converts from bits to bytes
  254. int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  255. int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  256. int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  257. int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  258. int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  259. int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  260. int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
  261. // State is a subcategory of task that we allocate a percentage to
  262. int state = (int)((float)task * STATE_TASK_PERCENTAGE);
  263. task -= state;
  264. // Make sure none of the throttles are set below our packet MTU,
  265. // otherwise a throttle could become permanently clogged
  266. resend = Math.Max(resend, LLUDPServer.MTU);
  267. land = Math.Max(land, LLUDPServer.MTU);
  268. wind = Math.Max(wind, LLUDPServer.MTU);
  269. cloud = Math.Max(cloud, LLUDPServer.MTU);
  270. task = Math.Max(task, LLUDPServer.MTU);
  271. texture = Math.Max(texture, LLUDPServer.MTU);
  272. asset = Math.Max(asset, LLUDPServer.MTU);
  273. state = Math.Max(state, LLUDPServer.MTU);
  274. int total = resend + land + wind + cloud + task + texture + asset + state;
  275. //m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, State={8}, Total={9}",
  276. // AgentID, resend, land, wind, cloud, task, texture, asset, state, total);
  277. // Update the token buckets with new throttle values
  278. TokenBucket bucket;
  279. bucket = m_throttle;
  280. bucket.MaxBurst = total;
  281. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
  282. bucket.DripRate = resend;
  283. bucket.MaxBurst = resend;
  284. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
  285. bucket.DripRate = land;
  286. bucket.MaxBurst = land;
  287. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
  288. bucket.DripRate = wind;
  289. bucket.MaxBurst = wind;
  290. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
  291. bucket.DripRate = cloud;
  292. bucket.MaxBurst = cloud;
  293. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
  294. bucket.DripRate = asset;
  295. bucket.MaxBurst = asset;
  296. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
  297. bucket.DripRate = task + state;
  298. bucket.MaxBurst = task + state;
  299. bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
  300. bucket.DripRate = state;
  301. bucket.MaxBurst = state;
  302. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
  303. bucket.DripRate = texture;
  304. bucket.MaxBurst = texture;
  305. }
  306. public byte[] GetThrottlesPacked()
  307. {
  308. byte[] data = new byte[7 * 4];
  309. int i = 0;
  310. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
  311. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
  312. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
  313. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
  314. Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
  315. m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
  316. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
  317. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
  318. return data;
  319. }
  320. public bool EnqueueOutgoing(OutgoingPacket packet)
  321. {
  322. int category = (int)packet.Category;
  323. if (category >= 0 && category < m_packetOutboxes.Length)
  324. {
  325. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
  326. TokenBucket bucket = m_throttleCategories[category];
  327. if (bucket.RemoveTokens(packet.Buffer.DataLength))
  328. {
  329. // Enough tokens were removed from the bucket, the packet will not be queued
  330. return false;
  331. }
  332. else
  333. {
  334. // Not enough tokens in the bucket, queue this packet
  335. queue.Enqueue(packet);
  336. return true;
  337. }
  338. }
  339. else
  340. {
  341. // We don't have a token bucket for this category, so it will not be queued
  342. return false;
  343. }
  344. }
  345. /// <summary>
  346. /// Loops through all of the packet queues for this client and tries to send
  347. /// any outgoing packets, obeying the throttling bucket limits
  348. /// </summary>
  349. /// <remarks>This function is only called from a synchronous loop in the
  350. /// UDPServer so we don't need to bother making this thread safe</remarks>
  351. /// <returns>True if any packets were sent, otherwise false</returns>
  352. public bool DequeueOutgoing()
  353. {
  354. OutgoingPacket packet;
  355. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
  356. TokenBucket bucket;
  357. bool packetSent = false;
  358. ThrottleOutPacketTypeFlags emptyCategories = 0;
  359. //string queueDebugOutput = String.Empty; // Serious debug business
  360. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  361. {
  362. bucket = m_throttleCategories[i];
  363. //queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
  364. if (m_nextPackets[i] != null)
  365. {
  366. // This bucket was empty the last time we tried to send a packet,
  367. // leaving a dequeued packet still waiting to be sent out. Try to
  368. // send it again
  369. OutgoingPacket nextPacket = m_nextPackets[i];
  370. if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
  371. {
  372. // Send the packet
  373. m_udpServer.SendPacketFinal(nextPacket);
  374. m_nextPackets[i] = null;
  375. packetSent = true;
  376. this.PacketsSent++;
  377. }
  378. }
  379. else
  380. {
  381. // No dequeued packet waiting to be sent, try to pull one off
  382. // this queue
  383. queue = m_packetOutboxes[i];
  384. if (queue.Dequeue(out packet))
  385. {
  386. // A packet was pulled off the queue. See if we have
  387. // enough tokens in the bucket to send it out
  388. if (bucket.RemoveTokens(packet.Buffer.DataLength))
  389. {
  390. // Send the packet
  391. m_udpServer.SendPacketFinal(packet);
  392. packetSent = true;
  393. this.PacketsSent++;
  394. }
  395. else
  396. {
  397. // Save the dequeued packet for the next iteration
  398. m_nextPackets[i] = packet;
  399. }
  400. // If the queue is empty after this dequeue, fire the queue
  401. // empty callback now so it has a chance to fill before we
  402. // get back here
  403. if (queue.Count == 0)
  404. emptyCategories |= CategoryToFlag(i);
  405. }
  406. else
  407. {
  408. // No packets in this queue. Fire the queue empty callback
  409. // if it has not been called recently
  410. emptyCategories |= CategoryToFlag(i);
  411. }
  412. }
  413. }
  414. if (emptyCategories != 0)
  415. BeginFireQueueEmpty(emptyCategories);
  416. //m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
  417. return packetSent;
  418. }
  419. /// <summary>
  420. /// Called when an ACK packet is received and a round-trip time for a
  421. /// packet is calculated. This is used to calculate the smoothed
  422. /// round-trip time, round trip time variance, and finally the
  423. /// retransmission timeout
  424. /// </summary>
  425. /// <param name="r">Round-trip time of a single packet and its
  426. /// acknowledgement</param>
  427. public void UpdateRoundTrip(float r)
  428. {
  429. const float ALPHA = 0.125f;
  430. const float BETA = 0.25f;
  431. const float K = 4.0f;
  432. if (RTTVAR == 0.0f)
  433. {
  434. // First RTT measurement
  435. SRTT = r;
  436. RTTVAR = r * 0.5f;
  437. }
  438. else
  439. {
  440. // Subsequence RTT measurement
  441. RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
  442. SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
  443. }
  444. int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
  445. // Clamp the retransmission timeout to manageable values
  446. rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO);
  447. RTO = rto;
  448. //m_log.Debug("[LLUDPCLIENT]: Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
  449. // RTTVAR + " based on new RTT of " + r + "ms");
  450. }
  451. /// <summary>
  452. /// Exponential backoff of the retransmission timeout, per section 5.5
  453. /// of RFC 2988
  454. /// </summary>
  455. public void BackoffRTO()
  456. {
  457. // Reset SRTT and RTTVAR, we assume they are bogus since things
  458. // didn't work out and we're backing off the timeout
  459. SRTT = 0.0f;
  460. RTTVAR = 0.0f;
  461. // Double the retransmission timeout
  462. RTO = Math.Min(RTO * 2, m_maxRTO);
  463. }
  464. /// <summary>
  465. /// Does an early check to see if this queue empty callback is already
  466. /// running, then asynchronously firing the event
  467. /// </summary>
  468. /// <param name="throttleIndex">Throttle category to fire the callback
  469. /// for</param>
  470. private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
  471. {
  472. if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
  473. {
  474. // Use a value of 0 to signal that FireQueueEmpty is running
  475. m_nextOnQueueEmpty = 0;
  476. // Asynchronously run the callback
  477. Util.FireAndForget(FireQueueEmpty, categories);
  478. }
  479. }
  480. /// <summary>
  481. /// Fires the OnQueueEmpty callback and sets the minimum time that it
  482. /// can be called again
  483. /// </summary>
  484. /// <param name="o">Throttle categories to fire the callback for,
  485. /// stored as an object to match the WaitCallback delegate
  486. /// signature</param>
  487. private void FireQueueEmpty(object o)
  488. {
  489. const int MIN_CALLBACK_MS = 30;
  490. ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
  491. QueueEmpty callback = OnQueueEmpty;
  492. int start = Environment.TickCount & Int32.MaxValue;
  493. if (callback != null)
  494. {
  495. try { callback(categories); }
  496. catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
  497. }
  498. m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
  499. if (m_nextOnQueueEmpty == 0)
  500. m_nextOnQueueEmpty = 1;
  501. }
  502. /// <summary>
  503. /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
  504. /// flag value
  505. /// </summary>
  506. /// <param name="i">Throttle category to convert</param>
  507. /// <returns>Flag representation of the throttle category</returns>
  508. private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
  509. {
  510. ThrottleOutPacketType category = (ThrottleOutPacketType)i;
  511. /*
  512. * Land = 1,
  513. /// <summary>Wind data</summary>
  514. Wind = 2,
  515. /// <summary>Cloud data</summary>
  516. Cloud = 3,
  517. /// <summary>Any packets that do not fit into the other throttles</summary>
  518. Task = 4,
  519. /// <summary>Texture assets</summary>
  520. Texture = 5,
  521. /// <summary>Non-texture assets</summary>
  522. Asset = 6,
  523. /// <summary>Avatar and primitive data</summary>
  524. /// <remarks>This is a sub-category of Task</remarks>
  525. State = 7,
  526. */
  527. switch (category)
  528. {
  529. case ThrottleOutPacketType.Land:
  530. return ThrottleOutPacketTypeFlags.Land;
  531. case ThrottleOutPacketType.Wind:
  532. return ThrottleOutPacketTypeFlags.Wind;
  533. case ThrottleOutPacketType.Cloud:
  534. return ThrottleOutPacketTypeFlags.Cloud;
  535. case ThrottleOutPacketType.Task:
  536. return ThrottleOutPacketTypeFlags.Task;
  537. case ThrottleOutPacketType.Texture:
  538. return ThrottleOutPacketTypeFlags.Texture;
  539. case ThrottleOutPacketType.Asset:
  540. return ThrottleOutPacketTypeFlags.Asset;
  541. case ThrottleOutPacketType.State:
  542. return ThrottleOutPacketTypeFlags.State;
  543. default:
  544. return 0;
  545. }
  546. }
  547. }
  548. }