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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Net;
- using System.Threading;
- using log4net;
- using OpenSim.Framework;
- using OpenMetaverse;
- using OpenMetaverse.Packets;
- using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
- namespace OpenSim.Region.ClientStack.LindenUDP
- {
- #region Delegates
- /// <summary>
- /// Fired when updated networking stats are produced for this client
- /// </summary>
- /// <param name="inPackets">Number of incoming packets received since this
- /// event was last fired</param>
- /// <param name="outPackets">Number of outgoing packets sent since this
- /// event was last fired</param>
- /// <param name="unAckedBytes">Current total number of bytes in packets we
- /// are waiting on ACKs for</param>
- public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
- /// <summary>
- /// Fired when the queue for one or more packet categories is empty. This
- /// event can be hooked to put more data on the empty queues
- /// </summary>
- /// <param name="category">Categories of the packet queues that are empty</param>
- public delegate void QueueEmpty(ThrottleOutPacketTypeFlags categories);
- #endregion Delegates
- /// <summary>
- /// Tracks state for a client UDP connection and provides client-specific methods
- /// </summary>
- public sealed class LLUDPClient
- {
- // TODO: Make this a config setting
- /// <summary>Percentage of the task throttle category that is allocated to avatar and prim
- /// state updates</summary>
- const float STATE_TASK_PERCENTAGE = 0.8f;
- private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>The number of packet categories to throttle on. If a throttle category is added
- /// or removed, this number must also change</summary>
- const int THROTTLE_CATEGORY_COUNT = 8;
- /// <summary>Fired when updated networking stats are produced for this client</summary>
- public event PacketStats OnPacketStats;
- /// <summary>Fired when the queue for a packet category is empty. This event can be
- /// hooked to put more data on the empty queue</summary>
- public event QueueEmpty OnQueueEmpty;
- /// <summary>AgentID for this client</summary>
- public readonly UUID AgentID;
- /// <summary>The remote address of the connected client</summary>
- public readonly IPEndPoint RemoteEndPoint;
- /// <summary>Circuit code that this client is connected on</summary>
- public readonly uint CircuitCode;
- /// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
- public readonly IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
- /// <summary>Packets we have sent that need to be ACKed by the client</summary>
- public readonly UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
- /// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
- public readonly OpenSim.Framework.LocklessQueue<uint> PendingAcks = new OpenSim.Framework.LocklessQueue<uint>();
- /// <summary>Current packet sequence number</summary>
- public int CurrentSequence;
- /// <summary>Current ping sequence number</summary>
- public byte CurrentPingSequence;
- /// <summary>True when this connection is alive, otherwise false</summary>
- public bool IsConnected = true;
- /// <summary>True when this connection is paused, otherwise false</summary>
- public bool IsPaused;
- /// <summary>Environment.TickCount when the last packet was received for this client</summary>
- public int TickLastPacketReceived;
- /// <summary>Smoothed round-trip time. A smoothed average of the round-trip time for sending a
- /// reliable packet to the client and receiving an ACK</summary>
- public float SRTT;
- /// <summary>Round-trip time variance. Measures the consistency of round-trip times</summary>
- public float RTTVAR;
- /// <summary>Retransmission timeout. Packets that have not been acknowledged in this number of
- /// milliseconds or longer will be resent</summary>
- /// <remarks>Calculated from <seealso cref="SRTT"/> and <seealso cref="RTTVAR"/> using the
- /// guidelines in RFC 2988</remarks>
- public int RTO;
- /// <summary>Number of bytes received since the last acknowledgement was sent out. This is used
- /// to loosely follow the TCP delayed ACK algorithm in RFC 1122 (4.2.3.2)</summary>
- public int BytesSinceLastACK;
- /// <summary>Number of packets received from this client</summary>
- public int PacketsReceived;
- /// <summary>Number of packets sent to this client</summary>
- public int PacketsSent;
- /// <summary>Number of packets resent to this client</summary>
- public int PacketsResent;
- /// <summary>Total byte count of unacked packets sent to this client</summary>
- public int UnackedBytes;
- /// <summary>Total number of received packets that we have reported to the OnPacketStats event(s)</summary>
- private int m_packetsReceivedReported;
- /// <summary>Total number of sent packets that we have reported to the OnPacketStats event(s)</summary>
- private int m_packetsSentReported;
- /// <summary>Holds the Environment.TickCount value of when the next OnQueueEmpty can be fired</summary>
- private int m_nextOnQueueEmpty = 1;
- /// <summary>Throttle bucket for this agent's connection</summary>
- private readonly AdaptiveTokenBucket m_throttleClient;
- public AdaptiveTokenBucket FlowThrottle
- {
- get { return m_throttleClient; }
- }
- /// <summary>Throttle bucket for this agent's connection</summary>
- private readonly TokenBucket m_throttleCategory;
- /// <summary>Throttle buckets for each packet category</summary>
- private readonly TokenBucket[] m_throttleCategories;
- /// <summary>Outgoing queues for throttled packets</summary>
- private readonly OpenSim.Framework.LocklessQueue<OutgoingPacket>[] m_packetOutboxes = new OpenSim.Framework.LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
- /// <summary>A container that can hold one packet for each outbox, used to store
- /// dequeued packets that are being held for throttling</summary>
- private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
- /// <summary>A reference to the LLUDPServer that is managing this client</summary>
- private readonly LLUDPServer m_udpServer;
- /// <summary>Caches packed throttle information</summary>
- private byte[] m_packedThrottles;
- private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
- private int m_maxRTO = 60000;
- /// <summary>
- /// Default constructor
- /// </summary>
- /// <param name="server">Reference to the UDP server this client is connected to</param>
- /// <param name="rates">Default throttling rates and maximum throttle limits</param>
- /// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
- /// that the child throttles will be governed by</param>
- /// <param name="circuitCode">Circuit code for this connection</param>
- /// <param name="agentID">AgentID for the connected agent</param>
- /// <param name="remoteEndPoint">Remote endpoint for this connection</param>
- /// <param name="defaultRTO">
- /// Default retransmission timeout for unacked packets. The RTO will never drop
- /// beyond this number.
- /// </param>
- /// <param name="maxRTO">
- /// The maximum retransmission timeout for unacked packets. The RTO will never exceed this number.
- /// </param>
- public LLUDPClient(
- LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID,
- IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO)
- {
- AgentID = agentID;
- RemoteEndPoint = remoteEndPoint;
- CircuitCode = circuitCode;
- m_udpServer = server;
- if (defaultRTO != 0)
- m_defaultRTO = defaultRTO;
- if (maxRTO != 0)
- m_maxRTO = maxRTO;
- // Create a token bucket throttle for this client that has the scene token bucket as a parent
- m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.Total, rates.AdaptiveThrottlesEnabled);
- // Create a token bucket throttle for the total categary with the client bucket as a throttle
- m_throttleCategory = new TokenBucket(m_throttleClient, 0);
- // Create an array of token buckets for this clients different throttle categories
- m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
- for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
- {
- ThrottleOutPacketType type = (ThrottleOutPacketType)i;
- // Initialize the packet outboxes, where packets sit while they are waiting for tokens
- m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
- // Initialize the token buckets that control the throttling for each category
- m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetRate(type));
- }
- // Default the retransmission timeout to one second
- RTO = m_defaultRTO;
- // Initialize this to a sane value to prevent early disconnects
- TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
- }
- /// <summary>
- /// Shuts down this client connection
- /// </summary>
- public void Shutdown()
- {
- IsConnected = false;
- for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
- {
- m_packetOutboxes[i].Clear();
- m_nextPackets[i] = null;
- }
- // pull the throttle out of the scene throttle
- m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
- OnPacketStats = null;
- OnQueueEmpty = null;
- }
- /// <summary>
- /// Gets information about this client connection
- /// </summary>
- /// <returns>Information about the client connection</returns>
- public ClientInfo GetClientInfo()
- {
- // TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
- // of pending and needed ACKs for every client every time some method wants information about
- // this connection is a recipe for poor performance
- ClientInfo info = new ClientInfo();
- info.pendingAcks = new Dictionary<uint, uint>();
- info.needAck = new Dictionary<uint, byte[]>();
- info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
- info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
- info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
- info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
- info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
- info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
- info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
- info.totalThrottle = (int)m_throttleCategory.DripRate;
- return info;
- }
- /// <summary>
- /// Modifies the UDP throttles
- /// </summary>
- /// <param name="info">New throttling values</param>
- public void SetClientInfo(ClientInfo info)
- {
- // TODO: Allowing throttles to be manually set from this function seems like a reasonable
- // idea. On the other hand, letting external code manipulate our ACK accounting is not
- // going to happen
- throw new NotImplementedException();
- }
- /// <summary>
- /// Return statistics information about client packet queues.
- /// </summary>
- /// <remarks>
- /// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
- /// </remarks>
- /// <returns></returns>
- public string GetStats()
- {
- return string.Format(
- "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7} {12,7}",
- Util.EnvironmentTickCountSubtract(TickLastPacketReceived),
- PacketsReceived,
- PacketsSent,
- PacketsResent,
- UnackedBytes,
- m_packetOutboxes[(int)ThrottleOutPacketType.Resend].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.Land].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.Wind].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count,
- m_packetOutboxes[(int)ThrottleOutPacketType.State].Count);
- }
- public void SendPacketStats()
- {
- PacketStats callback = OnPacketStats;
- if (callback != null)
- {
- int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
- int newPacketsSent = PacketsSent - m_packetsSentReported;
- callback(newPacketsReceived, newPacketsSent, UnackedBytes);
- m_packetsReceivedReported += newPacketsReceived;
- m_packetsSentReported += newPacketsSent;
- }
- }
- public void SetThrottles(byte[] throttleData)
- {
- byte[] adjData;
- int pos = 0;
- if (!BitConverter.IsLittleEndian)
- {
- byte[] newData = new byte[7 * 4];
- Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
- for (int i = 0; i < 7; i++)
- Array.Reverse(newData, i * 4, 4);
- adjData = newData;
- }
- else
- {
- adjData = throttleData;
- }
- // 0.125f converts from bits to bytes
- int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
- int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
- // State is a subcategory of task that we allocate a percentage to
- int state = 0;
- // Make sure none of the throttles are set below our packet MTU,
- // otherwise a throttle could become permanently clogged
- resend = Math.Max(resend, LLUDPServer.MTU);
- land = Math.Max(land, LLUDPServer.MTU);
- wind = Math.Max(wind, LLUDPServer.MTU);
- cloud = Math.Max(cloud, LLUDPServer.MTU);
- task = Math.Max(task, LLUDPServer.MTU);
- texture = Math.Max(texture, LLUDPServer.MTU);
- asset = Math.Max(asset, LLUDPServer.MTU);
- //int total = resend + land + wind + cloud + task + texture + asset;
- //m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
- // AgentID, resend, land, wind, cloud, task, texture, asset, total);
- // Update the token buckets with new throttle values
- TokenBucket bucket;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
- bucket.RequestedDripRate = resend;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
- bucket.RequestedDripRate = land;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
- bucket.RequestedDripRate = wind;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
- bucket.RequestedDripRate = cloud;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
- bucket.RequestedDripRate = asset;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
- bucket.RequestedDripRate = task;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
- bucket.RequestedDripRate = state;
- bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
- bucket.RequestedDripRate = texture;
- // Reset the packed throttles cached data
- m_packedThrottles = null;
- }
- public byte[] GetThrottlesPacked(float multiplier)
- {
- byte[] data = m_packedThrottles;
- if (data == null)
- {
- float rate;
- data = new byte[7 * 4];
- int i = 0;
- // multiply by 8 to convert bytes back to bits
- rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate * 8 * multiplier;
- Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
- rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate * 8 * multiplier;
- Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
- rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate * 8 * multiplier;
- Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
- rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate * 8 * multiplier;
- Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
- rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate * 8 * multiplier;
- Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
- rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate * 8 * multiplier;
- Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
- rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate * 8 * multiplier;
- Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
- m_packedThrottles = data;
- }
- return data;
- }
- /// <summary>
- /// Queue an outgoing packet if appropriate.
- /// </summary>
- /// <param name="packet"></param>
- /// <param name="forceQueue">Always queue the packet if at all possible.</param>
- /// <returns>
- /// true if the packet has been queued,
- /// false if the packet has not been queued and should be sent immediately.
- /// </returns>
- public bool EnqueueOutgoing(OutgoingPacket packet, bool forceQueue)
- {
- int category = (int)packet.Category;
- if (category >= 0 && category < m_packetOutboxes.Length)
- {
- OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
- TokenBucket bucket = m_throttleCategories[category];
- // Don't send this packet if there is already a packet waiting in the queue
- // even if we have the tokens to send it, tokens should go to the already
- // queued packets
- if (queue.Count > 0)
- {
- queue.Enqueue(packet);
- return true;
- }
-
-
- if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
- {
- // Enough tokens were removed from the bucket, the packet will not be queued
- return false;
- }
- else
- {
- // Force queue specified or not enough tokens in the bucket, queue this packet
- queue.Enqueue(packet);
- return true;
- }
- }
- else
- {
- // We don't have a token bucket for this category, so it will not be queued
- return false;
- }
- }
- /// <summary>
- /// Loops through all of the packet queues for this client and tries to send
- /// an outgoing packet from each, obeying the throttling bucket limits
- /// </summary>
- ///
- /// <remarks>
- /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
- /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
- /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
- /// wind queue).
- ///
- /// This function is only called from a synchronous loop in the
- /// UDPServer so we don't need to bother making this thread safe
- /// </remarks>
- ///
- /// <returns>True if any packets were sent, otherwise false</returns>
- public bool DequeueOutgoing()
- {
- OutgoingPacket packet;
- OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
- TokenBucket bucket;
- bool packetSent = false;
- ThrottleOutPacketTypeFlags emptyCategories = 0;
- //string queueDebugOutput = String.Empty; // Serious debug business
- for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
- {
- bucket = m_throttleCategories[i];
- //queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
- if (m_nextPackets[i] != null)
- {
- // This bucket was empty the last time we tried to send a packet,
- // leaving a dequeued packet still waiting to be sent out. Try to
- // send it again
- OutgoingPacket nextPacket = m_nextPackets[i];
- if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
- {
- // Send the packet
- m_udpServer.SendPacketFinal(nextPacket);
- m_nextPackets[i] = null;
- packetSent = true;
- }
- }
- else
- {
- // No dequeued packet waiting to be sent, try to pull one off
- // this queue
- queue = m_packetOutboxes[i];
- if (queue.Dequeue(out packet))
- {
- // A packet was pulled off the queue. See if we have
- // enough tokens in the bucket to send it out
- if (bucket.RemoveTokens(packet.Buffer.DataLength))
- {
- // Send the packet
- m_udpServer.SendPacketFinal(packet);
- packetSent = true;
- }
- else
- {
- // Save the dequeued packet for the next iteration
- m_nextPackets[i] = packet;
- }
- // If the queue is empty after this dequeue, fire the queue
- // empty callback now so it has a chance to fill before we
- // get back here
- if (queue.Count == 0)
- emptyCategories |= CategoryToFlag(i);
- }
- else
- {
- // No packets in this queue. Fire the queue empty callback
- // if it has not been called recently
- emptyCategories |= CategoryToFlag(i);
- }
- }
- }
- if (emptyCategories != 0)
- BeginFireQueueEmpty(emptyCategories);
- //m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
- return packetSent;
- }
- /// <summary>
- /// Called when an ACK packet is received and a round-trip time for a
- /// packet is calculated. This is used to calculate the smoothed
- /// round-trip time, round trip time variance, and finally the
- /// retransmission timeout
- /// </summary>
- /// <param name="r">Round-trip time of a single packet and its
- /// acknowledgement</param>
- public void UpdateRoundTrip(float r)
- {
- const float ALPHA = 0.125f;
- const float BETA = 0.25f;
- const float K = 4.0f;
- if (RTTVAR == 0.0f)
- {
- // First RTT measurement
- SRTT = r;
- RTTVAR = r * 0.5f;
- }
- else
- {
- // Subsequence RTT measurement
- RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
- SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
- }
- int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
- // Clamp the retransmission timeout to manageable values
- rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO);
- RTO = rto;
- //if (RTO != rto)
- // m_log.Debug("[LLUDPCLIENT]: Setting RTO to " + RTO + "ms from " + rto + "ms with an RTTVAR of " +
- //RTTVAR + " based on new RTT of " + r + "ms");
- }
- /// <summary>
- /// Exponential backoff of the retransmission timeout, per section 5.5
- /// of RFC 2988
- /// </summary>
- public void BackoffRTO()
- {
- // Reset SRTT and RTTVAR, we assume they are bogus since things
- // didn't work out and we're backing off the timeout
- SRTT = 0.0f;
- RTTVAR = 0.0f;
- // Double the retransmission timeout
- RTO = Math.Min(RTO * 2, m_maxRTO);
- }
- /// <summary>
- /// Does an early check to see if this queue empty callback is already
- /// running, then asynchronously firing the event
- /// </summary>
- /// <param name="categories">Throttle categories to fire the callback for</param>
- private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
- {
- if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
- {
- // Use a value of 0 to signal that FireQueueEmpty is running
- m_nextOnQueueEmpty = 0;
- // Asynchronously run the callback
- Util.FireAndForget(FireQueueEmpty, categories);
- }
- }
- /// <summary>
- /// Fires the OnQueueEmpty callback and sets the minimum time that it
- /// can be called again
- /// </summary>
- /// <param name="o">Throttle categories to fire the callback for,
- /// stored as an object to match the WaitCallback delegate
- /// signature</param>
- private void FireQueueEmpty(object o)
- {
- const int MIN_CALLBACK_MS = 30;
- ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
- QueueEmpty callback = OnQueueEmpty;
-
- int start = Environment.TickCount & Int32.MaxValue;
- if (callback != null)
- {
- try { callback(categories); }
- catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
- }
- m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
- if (m_nextOnQueueEmpty == 0)
- m_nextOnQueueEmpty = 1;
- }
- /// <summary>
- /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
- /// flag value
- /// </summary>
- /// <param name="i">Throttle category to convert</param>
- /// <returns>Flag representation of the throttle category</returns>
- private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
- {
- ThrottleOutPacketType category = (ThrottleOutPacketType)i;
- /*
- * Land = 1,
- /// <summary>Wind data</summary>
- Wind = 2,
- /// <summary>Cloud data</summary>
- Cloud = 3,
- /// <summary>Any packets that do not fit into the other throttles</summary>
- Task = 4,
- /// <summary>Texture assets</summary>
- Texture = 5,
- /// <summary>Non-texture assets</summary>
- Asset = 6,
- /// <summary>Avatar and primitive data</summary>
- /// <remarks>This is a sub-category of Task</remarks>
- State = 7,
- */
- switch (category)
- {
- case ThrottleOutPacketType.Land:
- return ThrottleOutPacketTypeFlags.Land;
- case ThrottleOutPacketType.Wind:
- return ThrottleOutPacketTypeFlags.Wind;
- case ThrottleOutPacketType.Cloud:
- return ThrottleOutPacketTypeFlags.Cloud;
- case ThrottleOutPacketType.Task:
- return ThrottleOutPacketTypeFlags.Task;
- case ThrottleOutPacketType.Texture:
- return ThrottleOutPacketTypeFlags.Texture;
- case ThrottleOutPacketType.Asset:
- return ThrottleOutPacketTypeFlags.Asset;
- case ThrottleOutPacketType.State:
- return ThrottleOutPacketTypeFlags.State;
- default:
- return 0;
- }
- }
- }
- }
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