LLUDPClient.cs 31 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>Number of packets resent to this client</summary>
  114. public int PacketsResent;
  115. /// <summary>Total byte count of unacked packets sent to this client</summary>
  116. public int UnackedBytes;
  117. /// <summary>Total number of received packets that we have reported to the OnPacketStats event(s)</summary>
  118. private int m_packetsReceivedReported;
  119. /// <summary>Total number of sent packets that we have reported to the OnPacketStats event(s)</summary>
  120. private int m_packetsSentReported;
  121. /// <summary>Holds the Environment.TickCount value of when the next OnQueueEmpty can be fired</summary>
  122. private int m_nextOnQueueEmpty = 1;
  123. /// <summary>Throttle bucket for this agent's connection</summary>
  124. private readonly AdaptiveTokenBucket m_throttleClient;
  125. public AdaptiveTokenBucket FlowThrottle
  126. {
  127. get { return m_throttleClient; }
  128. }
  129. /// <summary>Throttle bucket for this agent's connection</summary>
  130. private readonly TokenBucket m_throttleCategory;
  131. /// <summary>Throttle buckets for each packet category</summary>
  132. private readonly TokenBucket[] m_throttleCategories;
  133. /// <summary>Outgoing queues for throttled packets</summary>
  134. private readonly OpenSim.Framework.LocklessQueue<OutgoingPacket>[] m_packetOutboxes = new OpenSim.Framework.LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
  135. /// <summary>A container that can hold one packet for each outbox, used to store
  136. /// dequeued packets that are being held for throttling</summary>
  137. private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
  138. /// <summary>A reference to the LLUDPServer that is managing this client</summary>
  139. private readonly LLUDPServer m_udpServer;
  140. /// <summary>Caches packed throttle information</summary>
  141. private byte[] m_packedThrottles;
  142. private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
  143. private int m_maxRTO = 60000;
  144. /// <summary>
  145. /// Default constructor
  146. /// </summary>
  147. /// <param name="server">Reference to the UDP server this client is connected to</param>
  148. /// <param name="rates">Default throttling rates and maximum throttle limits</param>
  149. /// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
  150. /// that the child throttles will be governed by</param>
  151. /// <param name="circuitCode">Circuit code for this connection</param>
  152. /// <param name="agentID">AgentID for the connected agent</param>
  153. /// <param name="remoteEndPoint">Remote endpoint for this connection</param>
  154. public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO)
  155. {
  156. AgentID = agentID;
  157. RemoteEndPoint = remoteEndPoint;
  158. CircuitCode = circuitCode;
  159. m_udpServer = server;
  160. if (defaultRTO != 0)
  161. m_defaultRTO = defaultRTO;
  162. if (maxRTO != 0)
  163. m_maxRTO = maxRTO;
  164. // Create a token bucket throttle for this client that has the scene token bucket as a parent
  165. m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.Total, rates.AdaptiveThrottlesEnabled);
  166. // Create a token bucket throttle for the total categary with the client bucket as a throttle
  167. m_throttleCategory = new TokenBucket(m_throttleClient, 0);
  168. // Create an array of token buckets for this clients different throttle categories
  169. m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
  170. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  171. {
  172. ThrottleOutPacketType type = (ThrottleOutPacketType)i;
  173. // Initialize the packet outboxes, where packets sit while they are waiting for tokens
  174. m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
  175. // Initialize the token buckets that control the throttling for each category
  176. m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetRate(type));
  177. }
  178. // Default the retransmission timeout to three seconds
  179. RTO = m_defaultRTO;
  180. // Initialize this to a sane value to prevent early disconnects
  181. TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
  182. }
  183. /// <summary>
  184. /// Shuts down this client connection
  185. /// </summary>
  186. public void Shutdown()
  187. {
  188. IsConnected = false;
  189. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  190. {
  191. m_packetOutboxes[i].Clear();
  192. m_nextPackets[i] = null;
  193. }
  194. // pull the throttle out of the scene throttle
  195. m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
  196. OnPacketStats = null;
  197. OnQueueEmpty = null;
  198. }
  199. /// <summary>
  200. /// Gets information about this client connection
  201. /// </summary>
  202. /// <returns>Information about the client connection</returns>
  203. public ClientInfo GetClientInfo()
  204. {
  205. // TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
  206. // of pending and needed ACKs for every client every time some method wants information about
  207. // this connection is a recipe for poor performance
  208. ClientInfo info = new ClientInfo();
  209. info.pendingAcks = new Dictionary<uint, uint>();
  210. info.needAck = new Dictionary<uint, byte[]>();
  211. info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
  212. info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
  213. info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
  214. info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
  215. info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
  216. info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
  217. info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
  218. info.totalThrottle = (int)m_throttleCategory.DripRate;
  219. return info;
  220. }
  221. /// <summary>
  222. /// Modifies the UDP throttles
  223. /// </summary>
  224. /// <param name="info">New throttling values</param>
  225. public void SetClientInfo(ClientInfo info)
  226. {
  227. // TODO: Allowing throttles to be manually set from this function seems like a reasonable
  228. // idea. On the other hand, letting external code manipulate our ACK accounting is not
  229. // going to happen
  230. throw new NotImplementedException();
  231. }
  232. /// <summary>
  233. /// Return statistics information about client packet queues.
  234. /// </summary>
  235. ///
  236. /// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
  237. ///
  238. /// <returns></returns>
  239. public string GetStats()
  240. {
  241. return string.Format(
  242. "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
  243. PacketsReceived,
  244. PacketsSent,
  245. PacketsResent,
  246. UnackedBytes,
  247. m_packetOutboxes[(int)ThrottleOutPacketType.Resend].Count,
  248. m_packetOutboxes[(int)ThrottleOutPacketType.Land].Count,
  249. m_packetOutboxes[(int)ThrottleOutPacketType.Wind].Count,
  250. m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
  251. m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
  252. m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
  253. m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count,
  254. m_packetOutboxes[(int)ThrottleOutPacketType.State].Count);
  255. }
  256. public void SendPacketStats()
  257. {
  258. PacketStats callback = OnPacketStats;
  259. if (callback != null)
  260. {
  261. int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
  262. int newPacketsSent = PacketsSent - m_packetsSentReported;
  263. callback(newPacketsReceived, newPacketsSent, UnackedBytes);
  264. m_packetsReceivedReported += newPacketsReceived;
  265. m_packetsSentReported += newPacketsSent;
  266. }
  267. }
  268. public void SetThrottles(byte[] throttleData)
  269. {
  270. byte[] adjData;
  271. int pos = 0;
  272. if (!BitConverter.IsLittleEndian)
  273. {
  274. byte[] newData = new byte[7 * 4];
  275. Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
  276. for (int i = 0; i < 7; i++)
  277. Array.Reverse(newData, i * 4, 4);
  278. adjData = newData;
  279. }
  280. else
  281. {
  282. adjData = throttleData;
  283. }
  284. // 0.125f converts from bits to bytes
  285. int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  286. int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  287. int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  288. int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  289. int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  290. int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  291. int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
  292. // State is a subcategory of task that we allocate a percentage to
  293. int state = 0;
  294. // Make sure none of the throttles are set below our packet MTU,
  295. // otherwise a throttle could become permanently clogged
  296. resend = Math.Max(resend, LLUDPServer.MTU);
  297. land = Math.Max(land, LLUDPServer.MTU);
  298. wind = Math.Max(wind, LLUDPServer.MTU);
  299. cloud = Math.Max(cloud, LLUDPServer.MTU);
  300. task = Math.Max(task, LLUDPServer.MTU);
  301. texture = Math.Max(texture, LLUDPServer.MTU);
  302. asset = Math.Max(asset, LLUDPServer.MTU);
  303. //int total = resend + land + wind + cloud + task + texture + asset;
  304. //m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
  305. // AgentID, resend, land, wind, cloud, task, texture, asset, total);
  306. // Update the token buckets with new throttle values
  307. TokenBucket bucket;
  308. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
  309. bucket.RequestedDripRate = resend;
  310. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
  311. bucket.RequestedDripRate = land;
  312. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
  313. bucket.RequestedDripRate = wind;
  314. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
  315. bucket.RequestedDripRate = cloud;
  316. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
  317. bucket.RequestedDripRate = asset;
  318. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
  319. bucket.RequestedDripRate = task;
  320. bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
  321. bucket.RequestedDripRate = state;
  322. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
  323. bucket.RequestedDripRate = texture;
  324. // Reset the packed throttles cached data
  325. m_packedThrottles = null;
  326. }
  327. public byte[] GetThrottlesPacked(float multiplier)
  328. {
  329. byte[] data = m_packedThrottles;
  330. if (data == null)
  331. {
  332. float rate;
  333. data = new byte[7 * 4];
  334. int i = 0;
  335. // multiply by 8 to convert bytes back to bits
  336. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate * 8 * multiplier;
  337. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  338. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate * 8 * multiplier;
  339. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  340. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate * 8 * multiplier;
  341. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  342. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate * 8 * multiplier;
  343. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  344. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate * 8 * multiplier;
  345. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  346. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate * 8 * multiplier;
  347. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  348. rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate * 8 * multiplier;
  349. Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
  350. m_packedThrottles = data;
  351. }
  352. return data;
  353. }
  354. /// <summary>
  355. /// Queue an outgoing packet if appropriate.
  356. /// </summary>
  357. /// <param name="packet"></param>
  358. /// <param name="forceQueue">Always queue the packet if at all possible.</param>
  359. /// <returns>
  360. /// true if the packet has been queued,
  361. /// false if the packet has not been queued and should be sent immediately.
  362. /// </returns>
  363. public bool EnqueueOutgoing(OutgoingPacket packet, bool forceQueue)
  364. {
  365. int category = (int)packet.Category;
  366. if (category >= 0 && category < m_packetOutboxes.Length)
  367. {
  368. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
  369. TokenBucket bucket = m_throttleCategories[category];
  370. // Don't send this packet if there is already a packet waiting in the queue
  371. // even if we have the tokens to send it, tokens should go to the already
  372. // queued packets
  373. if (queue.Count > 0)
  374. {
  375. queue.Enqueue(packet);
  376. return true;
  377. }
  378. if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
  379. {
  380. // Enough tokens were removed from the bucket, the packet will not be queued
  381. return false;
  382. }
  383. else
  384. {
  385. // Force queue specified or not enough tokens in the bucket, queue this packet
  386. queue.Enqueue(packet);
  387. return true;
  388. }
  389. }
  390. else
  391. {
  392. // We don't have a token bucket for this category, so it will not be queued
  393. return false;
  394. }
  395. }
  396. /// <summary>
  397. /// Loops through all of the packet queues for this client and tries to send
  398. /// an outgoing packet from each, obeying the throttling bucket limits
  399. /// </summary>
  400. ///
  401. /// <remarks>
  402. /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
  403. /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
  404. /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
  405. /// wind queue).
  406. ///
  407. /// This function is only called from a synchronous loop in the
  408. /// UDPServer so we don't need to bother making this thread safe
  409. /// </remarks>
  410. ///
  411. /// <returns>True if any packets were sent, otherwise false</returns>
  412. public bool DequeueOutgoing()
  413. {
  414. OutgoingPacket packet;
  415. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
  416. TokenBucket bucket;
  417. bool packetSent = false;
  418. ThrottleOutPacketTypeFlags emptyCategories = 0;
  419. //string queueDebugOutput = String.Empty; // Serious debug business
  420. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  421. {
  422. bucket = m_throttleCategories[i];
  423. //queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
  424. if (m_nextPackets[i] != null)
  425. {
  426. // This bucket was empty the last time we tried to send a packet,
  427. // leaving a dequeued packet still waiting to be sent out. Try to
  428. // send it again
  429. OutgoingPacket nextPacket = m_nextPackets[i];
  430. if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
  431. {
  432. // Send the packet
  433. m_udpServer.SendPacketFinal(nextPacket);
  434. m_nextPackets[i] = null;
  435. packetSent = true;
  436. }
  437. }
  438. else
  439. {
  440. // No dequeued packet waiting to be sent, try to pull one off
  441. // this queue
  442. queue = m_packetOutboxes[i];
  443. if (queue.Dequeue(out packet))
  444. {
  445. // A packet was pulled off the queue. See if we have
  446. // enough tokens in the bucket to send it out
  447. if (bucket.RemoveTokens(packet.Buffer.DataLength))
  448. {
  449. // Send the packet
  450. m_udpServer.SendPacketFinal(packet);
  451. packetSent = true;
  452. }
  453. else
  454. {
  455. // Save the dequeued packet for the next iteration
  456. m_nextPackets[i] = packet;
  457. }
  458. // If the queue is empty after this dequeue, fire the queue
  459. // empty callback now so it has a chance to fill before we
  460. // get back here
  461. if (queue.Count == 0)
  462. emptyCategories |= CategoryToFlag(i);
  463. }
  464. else
  465. {
  466. // No packets in this queue. Fire the queue empty callback
  467. // if it has not been called recently
  468. emptyCategories |= CategoryToFlag(i);
  469. }
  470. }
  471. }
  472. if (emptyCategories != 0)
  473. BeginFireQueueEmpty(emptyCategories);
  474. //m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
  475. return packetSent;
  476. }
  477. /// <summary>
  478. /// Called when an ACK packet is received and a round-trip time for a
  479. /// packet is calculated. This is used to calculate the smoothed
  480. /// round-trip time, round trip time variance, and finally the
  481. /// retransmission timeout
  482. /// </summary>
  483. /// <param name="r">Round-trip time of a single packet and its
  484. /// acknowledgement</param>
  485. public void UpdateRoundTrip(float r)
  486. {
  487. const float ALPHA = 0.125f;
  488. const float BETA = 0.25f;
  489. const float K = 4.0f;
  490. if (RTTVAR == 0.0f)
  491. {
  492. // First RTT measurement
  493. SRTT = r;
  494. RTTVAR = r * 0.5f;
  495. }
  496. else
  497. {
  498. // Subsequence RTT measurement
  499. RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
  500. SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
  501. }
  502. int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
  503. // Clamp the retransmission timeout to manageable values
  504. rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO);
  505. RTO = rto;
  506. //m_log.Debug("[LLUDPCLIENT]: Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
  507. // RTTVAR + " based on new RTT of " + r + "ms");
  508. }
  509. /// <summary>
  510. /// Exponential backoff of the retransmission timeout, per section 5.5
  511. /// of RFC 2988
  512. /// </summary>
  513. public void BackoffRTO()
  514. {
  515. // Reset SRTT and RTTVAR, we assume they are bogus since things
  516. // didn't work out and we're backing off the timeout
  517. SRTT = 0.0f;
  518. RTTVAR = 0.0f;
  519. // Double the retransmission timeout
  520. RTO = Math.Min(RTO * 2, m_maxRTO);
  521. }
  522. /// <summary>
  523. /// Does an early check to see if this queue empty callback is already
  524. /// running, then asynchronously firing the event
  525. /// </summary>
  526. /// <param name="throttleIndex">Throttle category to fire the callback
  527. /// for</param>
  528. private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
  529. {
  530. if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
  531. {
  532. // Use a value of 0 to signal that FireQueueEmpty is running
  533. m_nextOnQueueEmpty = 0;
  534. // Asynchronously run the callback
  535. Util.FireAndForget(FireQueueEmpty, categories);
  536. }
  537. }
  538. /// <summary>
  539. /// Fires the OnQueueEmpty callback and sets the minimum time that it
  540. /// can be called again
  541. /// </summary>
  542. /// <param name="o">Throttle categories to fire the callback for,
  543. /// stored as an object to match the WaitCallback delegate
  544. /// signature</param>
  545. private void FireQueueEmpty(object o)
  546. {
  547. const int MIN_CALLBACK_MS = 30;
  548. ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
  549. QueueEmpty callback = OnQueueEmpty;
  550. int start = Environment.TickCount & Int32.MaxValue;
  551. if (callback != null)
  552. {
  553. try { callback(categories); }
  554. catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
  555. }
  556. m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
  557. if (m_nextOnQueueEmpty == 0)
  558. m_nextOnQueueEmpty = 1;
  559. }
  560. /// <summary>
  561. /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
  562. /// flag value
  563. /// </summary>
  564. /// <param name="i">Throttle category to convert</param>
  565. /// <returns>Flag representation of the throttle category</returns>
  566. private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
  567. {
  568. ThrottleOutPacketType category = (ThrottleOutPacketType)i;
  569. /*
  570. * Land = 1,
  571. /// <summary>Wind data</summary>
  572. Wind = 2,
  573. /// <summary>Cloud data</summary>
  574. Cloud = 3,
  575. /// <summary>Any packets that do not fit into the other throttles</summary>
  576. Task = 4,
  577. /// <summary>Texture assets</summary>
  578. Texture = 5,
  579. /// <summary>Non-texture assets</summary>
  580. Asset = 6,
  581. /// <summary>Avatar and primitive data</summary>
  582. /// <remarks>This is a sub-category of Task</remarks>
  583. State = 7,
  584. */
  585. switch (category)
  586. {
  587. case ThrottleOutPacketType.Land:
  588. return ThrottleOutPacketTypeFlags.Land;
  589. case ThrottleOutPacketType.Wind:
  590. return ThrottleOutPacketTypeFlags.Wind;
  591. case ThrottleOutPacketType.Cloud:
  592. return ThrottleOutPacketTypeFlags.Cloud;
  593. case ThrottleOutPacketType.Task:
  594. return ThrottleOutPacketTypeFlags.Task;
  595. case ThrottleOutPacketType.Texture:
  596. return ThrottleOutPacketTypeFlags.Texture;
  597. case ThrottleOutPacketType.Asset:
  598. return ThrottleOutPacketTypeFlags.Asset;
  599. case ThrottleOutPacketType.State:
  600. return ThrottleOutPacketTypeFlags.State;
  601. default:
  602. return 0;
  603. }
  604. }
  605. }
  606. }