LLUDPClient.cs 29 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. /// <summary>Caches packed throttle information</summary>
  133. private byte[] m_packedThrottles;
  134. private int m_defaultRTO = 3000;
  135. private int m_maxRTO = 60000;
  136. /// <summary>
  137. /// Default constructor
  138. /// </summary>
  139. /// <param name="server">Reference to the UDP server this client is connected to</param>
  140. /// <param name="rates">Default throttling rates and maximum throttle limits</param>
  141. /// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
  142. /// that the child throttles will be governed by</param>
  143. /// <param name="circuitCode">Circuit code for this connection</param>
  144. /// <param name="agentID">AgentID for the connected agent</param>
  145. /// <param name="remoteEndPoint">Remote endpoint for this connection</param>
  146. public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO)
  147. {
  148. AgentID = agentID;
  149. RemoteEndPoint = remoteEndPoint;
  150. CircuitCode = circuitCode;
  151. m_udpServer = server;
  152. if (defaultRTO != 0)
  153. m_defaultRTO = defaultRTO;
  154. if (maxRTO != 0)
  155. m_maxRTO = maxRTO;
  156. // Create a token bucket throttle for this client that has the scene token bucket as a parent
  157. m_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
  158. // Create an array of token buckets for this clients different throttle categories
  159. m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
  160. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  161. {
  162. ThrottleOutPacketType type = (ThrottleOutPacketType)i;
  163. // Initialize the packet outboxes, where packets sit while they are waiting for tokens
  164. m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
  165. // Initialize the token buckets that control the throttling for each category
  166. m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
  167. }
  168. // Default the retransmission timeout to three seconds
  169. RTO = m_defaultRTO;
  170. // Initialize this to a sane value to prevent early disconnects
  171. TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
  172. }
  173. /// <summary>
  174. /// Shuts down this client connection
  175. /// </summary>
  176. public void Shutdown()
  177. {
  178. IsConnected = false;
  179. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  180. {
  181. m_packetOutboxes[i].Clear();
  182. m_nextPackets[i] = null;
  183. }
  184. OnPacketStats = null;
  185. OnQueueEmpty = null;
  186. }
  187. /// <summary>
  188. /// Gets information about this client connection
  189. /// </summary>
  190. /// <returns>Information about the client connection</returns>
  191. public ClientInfo GetClientInfo()
  192. {
  193. // TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
  194. // of pending and needed ACKs for every client every time some method wants information about
  195. // this connection is a recipe for poor performance
  196. ClientInfo info = new ClientInfo();
  197. info.pendingAcks = new Dictionary<uint, uint>();
  198. info.needAck = new Dictionary<uint, byte[]>();
  199. info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
  200. info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
  201. info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
  202. info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
  203. info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
  204. info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
  205. info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
  206. info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
  207. info.taskThrottle + info.assetThrottle + info.textureThrottle;
  208. return info;
  209. }
  210. /// <summary>
  211. /// Modifies the UDP throttles
  212. /// </summary>
  213. /// <param name="info">New throttling values</param>
  214. public void SetClientInfo(ClientInfo info)
  215. {
  216. // TODO: Allowing throttles to be manually set from this function seems like a reasonable
  217. // idea. On the other hand, letting external code manipulate our ACK accounting is not
  218. // going to happen
  219. throw new NotImplementedException();
  220. }
  221. public string GetStats()
  222. {
  223. // TODO: ???
  224. return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
  225. 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  226. }
  227. public void SendPacketStats()
  228. {
  229. PacketStats callback = OnPacketStats;
  230. if (callback != null)
  231. {
  232. int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
  233. int newPacketsSent = PacketsSent - m_packetsSentReported;
  234. callback(newPacketsReceived, newPacketsSent, UnackedBytes);
  235. m_packetsReceivedReported += newPacketsReceived;
  236. m_packetsSentReported += newPacketsSent;
  237. }
  238. }
  239. public void SetThrottles(byte[] throttleData)
  240. {
  241. byte[] adjData;
  242. int pos = 0;
  243. if (!BitConverter.IsLittleEndian)
  244. {
  245. byte[] newData = new byte[7 * 4];
  246. Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
  247. for (int i = 0; i < 7; i++)
  248. Array.Reverse(newData, i * 4, 4);
  249. adjData = newData;
  250. }
  251. else
  252. {
  253. adjData = throttleData;
  254. }
  255. // 0.125f converts from bits to bytes
  256. int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  257. int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  258. int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  259. int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  260. int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  261. int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  262. int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
  263. // State is a subcategory of task that we allocate a percentage to
  264. int state = (int)((float)task * STATE_TASK_PERCENTAGE);
  265. task -= state;
  266. // Make sure none of the throttles are set below our packet MTU,
  267. // otherwise a throttle could become permanently clogged
  268. resend = Math.Max(resend, LLUDPServer.MTU);
  269. land = Math.Max(land, LLUDPServer.MTU);
  270. wind = Math.Max(wind, LLUDPServer.MTU);
  271. cloud = Math.Max(cloud, LLUDPServer.MTU);
  272. task = Math.Max(task, LLUDPServer.MTU);
  273. texture = Math.Max(texture, LLUDPServer.MTU);
  274. asset = Math.Max(asset, LLUDPServer.MTU);
  275. state = Math.Max(state, LLUDPServer.MTU);
  276. int total = resend + land + wind + cloud + task + texture + asset + state;
  277. //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}",
  278. // AgentID, resend, land, wind, cloud, task, texture, asset, state, total);
  279. // Update the token buckets with new throttle values
  280. TokenBucket bucket;
  281. bucket = m_throttle;
  282. bucket.MaxBurst = total;
  283. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
  284. bucket.DripRate = resend;
  285. bucket.MaxBurst = resend;
  286. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
  287. bucket.DripRate = land;
  288. bucket.MaxBurst = land;
  289. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
  290. bucket.DripRate = wind;
  291. bucket.MaxBurst = wind;
  292. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
  293. bucket.DripRate = cloud;
  294. bucket.MaxBurst = cloud;
  295. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
  296. bucket.DripRate = asset;
  297. bucket.MaxBurst = asset;
  298. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
  299. bucket.DripRate = task + state;
  300. bucket.MaxBurst = task + state;
  301. bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
  302. bucket.DripRate = state;
  303. bucket.MaxBurst = state;
  304. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
  305. bucket.DripRate = texture;
  306. bucket.MaxBurst = texture;
  307. // Reset the packed throttles cached data
  308. m_packedThrottles = null;
  309. }
  310. public byte[] GetThrottlesPacked()
  311. {
  312. byte[] data = m_packedThrottles;
  313. if (data == null)
  314. {
  315. data = new byte[7 * 4];
  316. int i = 0;
  317. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
  318. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
  319. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
  320. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
  321. Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
  322. m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
  323. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
  324. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
  325. m_packedThrottles = data;
  326. }
  327. return data;
  328. }
  329. public bool EnqueueOutgoing(OutgoingPacket packet)
  330. {
  331. int category = (int)packet.Category;
  332. if (category >= 0 && category < m_packetOutboxes.Length)
  333. {
  334. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
  335. TokenBucket bucket = m_throttleCategories[category];
  336. if (bucket.RemoveTokens(packet.Buffer.DataLength))
  337. {
  338. // Enough tokens were removed from the bucket, the packet will not be queued
  339. return false;
  340. }
  341. else
  342. {
  343. // Not enough tokens in the bucket, queue this packet
  344. queue.Enqueue(packet);
  345. return true;
  346. }
  347. }
  348. else
  349. {
  350. // We don't have a token bucket for this category, so it will not be queued
  351. return false;
  352. }
  353. }
  354. /// <summary>
  355. /// Loops through all of the packet queues for this client and tries to send
  356. /// any outgoing packets, obeying the throttling bucket limits
  357. /// </summary>
  358. /// <remarks>This function is only called from a synchronous loop in the
  359. /// UDPServer so we don't need to bother making this thread safe</remarks>
  360. /// <returns>True if any packets were sent, otherwise false</returns>
  361. public bool DequeueOutgoing()
  362. {
  363. OutgoingPacket packet;
  364. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
  365. TokenBucket bucket;
  366. bool packetSent = false;
  367. ThrottleOutPacketTypeFlags emptyCategories = 0;
  368. //string queueDebugOutput = String.Empty; // Serious debug business
  369. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  370. {
  371. bucket = m_throttleCategories[i];
  372. //queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
  373. if (m_nextPackets[i] != null)
  374. {
  375. // This bucket was empty the last time we tried to send a packet,
  376. // leaving a dequeued packet still waiting to be sent out. Try to
  377. // send it again
  378. OutgoingPacket nextPacket = m_nextPackets[i];
  379. if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
  380. {
  381. // Send the packet
  382. m_udpServer.SendPacketFinal(nextPacket);
  383. m_nextPackets[i] = null;
  384. packetSent = true;
  385. this.PacketsSent++;
  386. }
  387. }
  388. else
  389. {
  390. // No dequeued packet waiting to be sent, try to pull one off
  391. // this queue
  392. queue = m_packetOutboxes[i];
  393. if (queue.Dequeue(out packet))
  394. {
  395. // A packet was pulled off the queue. See if we have
  396. // enough tokens in the bucket to send it out
  397. if (bucket.RemoveTokens(packet.Buffer.DataLength))
  398. {
  399. // Send the packet
  400. m_udpServer.SendPacketFinal(packet);
  401. packetSent = true;
  402. this.PacketsSent++;
  403. }
  404. else
  405. {
  406. // Save the dequeued packet for the next iteration
  407. m_nextPackets[i] = packet;
  408. }
  409. // If the queue is empty after this dequeue, fire the queue
  410. // empty callback now so it has a chance to fill before we
  411. // get back here
  412. if (queue.Count == 0)
  413. emptyCategories |= CategoryToFlag(i);
  414. }
  415. else
  416. {
  417. // No packets in this queue. Fire the queue empty callback
  418. // if it has not been called recently
  419. emptyCategories |= CategoryToFlag(i);
  420. }
  421. }
  422. }
  423. if (emptyCategories != 0)
  424. BeginFireQueueEmpty(emptyCategories);
  425. //m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
  426. return packetSent;
  427. }
  428. /// <summary>
  429. /// Called when an ACK packet is received and a round-trip time for a
  430. /// packet is calculated. This is used to calculate the smoothed
  431. /// round-trip time, round trip time variance, and finally the
  432. /// retransmission timeout
  433. /// </summary>
  434. /// <param name="r">Round-trip time of a single packet and its
  435. /// acknowledgement</param>
  436. public void UpdateRoundTrip(float r)
  437. {
  438. const float ALPHA = 0.125f;
  439. const float BETA = 0.25f;
  440. const float K = 4.0f;
  441. if (RTTVAR == 0.0f)
  442. {
  443. // First RTT measurement
  444. SRTT = r;
  445. RTTVAR = r * 0.5f;
  446. }
  447. else
  448. {
  449. // Subsequence RTT measurement
  450. RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
  451. SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
  452. }
  453. int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
  454. // Clamp the retransmission timeout to manageable values
  455. rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO);
  456. RTO = rto;
  457. //m_log.Debug("[LLUDPCLIENT]: Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
  458. // RTTVAR + " based on new RTT of " + r + "ms");
  459. }
  460. /// <summary>
  461. /// Exponential backoff of the retransmission timeout, per section 5.5
  462. /// of RFC 2988
  463. /// </summary>
  464. public void BackoffRTO()
  465. {
  466. // Reset SRTT and RTTVAR, we assume they are bogus since things
  467. // didn't work out and we're backing off the timeout
  468. SRTT = 0.0f;
  469. RTTVAR = 0.0f;
  470. // Double the retransmission timeout
  471. RTO = Math.Min(RTO * 2, m_maxRTO);
  472. }
  473. /// <summary>
  474. /// Does an early check to see if this queue empty callback is already
  475. /// running, then asynchronously firing the event
  476. /// </summary>
  477. /// <param name="throttleIndex">Throttle category to fire the callback
  478. /// for</param>
  479. private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
  480. {
  481. if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
  482. {
  483. // Use a value of 0 to signal that FireQueueEmpty is running
  484. m_nextOnQueueEmpty = 0;
  485. // Asynchronously run the callback
  486. Util.FireAndForget(FireQueueEmpty, categories);
  487. }
  488. }
  489. /// <summary>
  490. /// Fires the OnQueueEmpty callback and sets the minimum time that it
  491. /// can be called again
  492. /// </summary>
  493. /// <param name="o">Throttle categories to fire the callback for,
  494. /// stored as an object to match the WaitCallback delegate
  495. /// signature</param>
  496. private void FireQueueEmpty(object o)
  497. {
  498. const int MIN_CALLBACK_MS = 30;
  499. ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
  500. QueueEmpty callback = OnQueueEmpty;
  501. int start = Environment.TickCount & Int32.MaxValue;
  502. if (callback != null)
  503. {
  504. try { callback(categories); }
  505. catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
  506. }
  507. m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
  508. if (m_nextOnQueueEmpty == 0)
  509. m_nextOnQueueEmpty = 1;
  510. }
  511. /// <summary>
  512. /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
  513. /// flag value
  514. /// </summary>
  515. /// <param name="i">Throttle category to convert</param>
  516. /// <returns>Flag representation of the throttle category</returns>
  517. private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
  518. {
  519. ThrottleOutPacketType category = (ThrottleOutPacketType)i;
  520. /*
  521. * Land = 1,
  522. /// <summary>Wind data</summary>
  523. Wind = 2,
  524. /// <summary>Cloud data</summary>
  525. Cloud = 3,
  526. /// <summary>Any packets that do not fit into the other throttles</summary>
  527. Task = 4,
  528. /// <summary>Texture assets</summary>
  529. Texture = 5,
  530. /// <summary>Non-texture assets</summary>
  531. Asset = 6,
  532. /// <summary>Avatar and primitive data</summary>
  533. /// <remarks>This is a sub-category of Task</remarks>
  534. State = 7,
  535. */
  536. switch (category)
  537. {
  538. case ThrottleOutPacketType.Land:
  539. return ThrottleOutPacketTypeFlags.Land;
  540. case ThrottleOutPacketType.Wind:
  541. return ThrottleOutPacketTypeFlags.Wind;
  542. case ThrottleOutPacketType.Cloud:
  543. return ThrottleOutPacketTypeFlags.Cloud;
  544. case ThrottleOutPacketType.Task:
  545. return ThrottleOutPacketTypeFlags.Task;
  546. case ThrottleOutPacketType.Texture:
  547. return ThrottleOutPacketTypeFlags.Texture;
  548. case ThrottleOutPacketType.Asset:
  549. return ThrottleOutPacketTypeFlags.Asset;
  550. case ThrottleOutPacketType.State:
  551. return ThrottleOutPacketTypeFlags.State;
  552. default:
  553. return 0;
  554. }
  555. }
  556. }
  557. }