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>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. /// <summary>
  222. /// Return statistics information about client packet queues.
  223. /// </summary>
  224. ///
  225. /// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
  226. ///
  227. /// <returns></returns>
  228. public string GetStats()
  229. {
  230. return string.Format(
  231. "{0,7} {1,7} {2,9} {3,8} {4,7} {5,7} {6,7} {7,7} {8,9} {9,7} {10,7}",
  232. PacketsSent,
  233. PacketsReceived,
  234. UnackedBytes,
  235. m_packetOutboxes[(int)ThrottleOutPacketType.Resend].Count,
  236. m_packetOutboxes[(int)ThrottleOutPacketType.Land].Count,
  237. m_packetOutboxes[(int)ThrottleOutPacketType.Wind].Count,
  238. m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
  239. m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
  240. m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
  241. m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count,
  242. m_packetOutboxes[(int)ThrottleOutPacketType.State].Count);
  243. }
  244. public void SendPacketStats()
  245. {
  246. PacketStats callback = OnPacketStats;
  247. if (callback != null)
  248. {
  249. int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
  250. int newPacketsSent = PacketsSent - m_packetsSentReported;
  251. callback(newPacketsReceived, newPacketsSent, UnackedBytes);
  252. m_packetsReceivedReported += newPacketsReceived;
  253. m_packetsSentReported += newPacketsSent;
  254. }
  255. }
  256. public void SetThrottles(byte[] throttleData)
  257. {
  258. byte[] adjData;
  259. int pos = 0;
  260. if (!BitConverter.IsLittleEndian)
  261. {
  262. byte[] newData = new byte[7 * 4];
  263. Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
  264. for (int i = 0; i < 7; i++)
  265. Array.Reverse(newData, i * 4, 4);
  266. adjData = newData;
  267. }
  268. else
  269. {
  270. adjData = throttleData;
  271. }
  272. // 0.125f converts from bits to bytes
  273. int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  274. int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  275. int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  276. int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  277. int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  278. int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
  279. int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
  280. // State is a subcategory of task that we allocate a percentage to
  281. int state = (int)((float)task * STATE_TASK_PERCENTAGE);
  282. task -= state;
  283. // Make sure none of the throttles are set below our packet MTU,
  284. // otherwise a throttle could become permanently clogged
  285. resend = Math.Max(resend, LLUDPServer.MTU);
  286. land = Math.Max(land, LLUDPServer.MTU);
  287. wind = Math.Max(wind, LLUDPServer.MTU);
  288. cloud = Math.Max(cloud, LLUDPServer.MTU);
  289. task = Math.Max(task, LLUDPServer.MTU);
  290. texture = Math.Max(texture, LLUDPServer.MTU);
  291. asset = Math.Max(asset, LLUDPServer.MTU);
  292. state = Math.Max(state, LLUDPServer.MTU);
  293. int total = resend + land + wind + cloud + task + texture + asset + state;
  294. //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}",
  295. // AgentID, resend, land, wind, cloud, task, texture, asset, state, total);
  296. // Update the token buckets with new throttle values
  297. TokenBucket bucket;
  298. bucket = m_throttle;
  299. bucket.MaxBurst = total;
  300. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
  301. bucket.DripRate = resend;
  302. bucket.MaxBurst = resend;
  303. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
  304. bucket.DripRate = land;
  305. bucket.MaxBurst = land;
  306. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
  307. bucket.DripRate = wind;
  308. bucket.MaxBurst = wind;
  309. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
  310. bucket.DripRate = cloud;
  311. bucket.MaxBurst = cloud;
  312. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
  313. bucket.DripRate = asset;
  314. bucket.MaxBurst = asset;
  315. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
  316. bucket.DripRate = task + state;
  317. bucket.MaxBurst = task + state;
  318. bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
  319. bucket.DripRate = state;
  320. bucket.MaxBurst = state;
  321. bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
  322. bucket.DripRate = texture;
  323. bucket.MaxBurst = texture;
  324. // Reset the packed throttles cached data
  325. m_packedThrottles = null;
  326. }
  327. public byte[] GetThrottlesPacked()
  328. {
  329. byte[] data = m_packedThrottles;
  330. if (data == null)
  331. {
  332. data = new byte[7 * 4];
  333. int i = 0;
  334. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
  335. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
  336. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
  337. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
  338. Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
  339. m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
  340. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
  341. Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
  342. m_packedThrottles = data;
  343. }
  344. return data;
  345. }
  346. /// <summary>
  347. /// Queue an outgoing packet if appropriate.
  348. /// </summary>
  349. /// <param name="packet"></param>
  350. /// <param name="forceQueue">Always queue the packet if at all possible.</param>
  351. /// <returns>
  352. /// true if the packet has been queued,
  353. /// false if the packet has not been queued and should be sent immediately.
  354. /// </returns>
  355. public bool EnqueueOutgoing(OutgoingPacket packet, bool forceQueue)
  356. {
  357. int category = (int)packet.Category;
  358. if (category >= 0 && category < m_packetOutboxes.Length)
  359. {
  360. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
  361. TokenBucket bucket = m_throttleCategories[category];
  362. if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
  363. {
  364. // Enough tokens were removed from the bucket, the packet will not be queued
  365. return false;
  366. }
  367. else
  368. {
  369. // Force queue specified or not enough tokens in the bucket, queue this packet
  370. queue.Enqueue(packet);
  371. return true;
  372. }
  373. }
  374. else
  375. {
  376. // We don't have a token bucket for this category, so it will not be queued
  377. return false;
  378. }
  379. }
  380. /// <summary>
  381. /// Loops through all of the packet queues for this client and tries to send
  382. /// an outgoing packet from each, obeying the throttling bucket limits
  383. /// </summary>
  384. ///
  385. /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
  386. /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
  387. /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
  388. /// wind queue).
  389. ///
  390. /// <remarks>This function is only called from a synchronous loop in the
  391. /// UDPServer so we don't need to bother making this thread safe</remarks>
  392. /// <returns>True if any packets were sent, otherwise false</returns>
  393. public bool DequeueOutgoing()
  394. {
  395. OutgoingPacket packet;
  396. OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
  397. TokenBucket bucket;
  398. bool packetSent = false;
  399. ThrottleOutPacketTypeFlags emptyCategories = 0;
  400. //string queueDebugOutput = String.Empty; // Serious debug business
  401. for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
  402. {
  403. bucket = m_throttleCategories[i];
  404. //queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
  405. if (m_nextPackets[i] != null)
  406. {
  407. // This bucket was empty the last time we tried to send a packet,
  408. // leaving a dequeued packet still waiting to be sent out. Try to
  409. // send it again
  410. OutgoingPacket nextPacket = m_nextPackets[i];
  411. if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
  412. {
  413. // Send the packet
  414. m_udpServer.SendPacketFinal(nextPacket);
  415. m_nextPackets[i] = null;
  416. packetSent = true;
  417. this.PacketsSent++;
  418. }
  419. }
  420. else
  421. {
  422. // No dequeued packet waiting to be sent, try to pull one off
  423. // this queue
  424. queue = m_packetOutboxes[i];
  425. if (queue.Dequeue(out packet))
  426. {
  427. // A packet was pulled off the queue. See if we have
  428. // enough tokens in the bucket to send it out
  429. if (bucket.RemoveTokens(packet.Buffer.DataLength))
  430. {
  431. // Send the packet
  432. m_udpServer.SendPacketFinal(packet);
  433. packetSent = true;
  434. this.PacketsSent++;
  435. }
  436. else
  437. {
  438. // Save the dequeued packet for the next iteration
  439. m_nextPackets[i] = packet;
  440. }
  441. // If the queue is empty after this dequeue, fire the queue
  442. // empty callback now so it has a chance to fill before we
  443. // get back here
  444. if (queue.Count == 0)
  445. emptyCategories |= CategoryToFlag(i);
  446. }
  447. else
  448. {
  449. // No packets in this queue. Fire the queue empty callback
  450. // if it has not been called recently
  451. emptyCategories |= CategoryToFlag(i);
  452. }
  453. }
  454. }
  455. if (emptyCategories != 0)
  456. BeginFireQueueEmpty(emptyCategories);
  457. //m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
  458. return packetSent;
  459. }
  460. /// <summary>
  461. /// Called when an ACK packet is received and a round-trip time for a
  462. /// packet is calculated. This is used to calculate the smoothed
  463. /// round-trip time, round trip time variance, and finally the
  464. /// retransmission timeout
  465. /// </summary>
  466. /// <param name="r">Round-trip time of a single packet and its
  467. /// acknowledgement</param>
  468. public void UpdateRoundTrip(float r)
  469. {
  470. const float ALPHA = 0.125f;
  471. const float BETA = 0.25f;
  472. const float K = 4.0f;
  473. if (RTTVAR == 0.0f)
  474. {
  475. // First RTT measurement
  476. SRTT = r;
  477. RTTVAR = r * 0.5f;
  478. }
  479. else
  480. {
  481. // Subsequence RTT measurement
  482. RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
  483. SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
  484. }
  485. int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
  486. // Clamp the retransmission timeout to manageable values
  487. rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO);
  488. RTO = rto;
  489. //m_log.Debug("[LLUDPCLIENT]: Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
  490. // RTTVAR + " based on new RTT of " + r + "ms");
  491. }
  492. /// <summary>
  493. /// Exponential backoff of the retransmission timeout, per section 5.5
  494. /// of RFC 2988
  495. /// </summary>
  496. public void BackoffRTO()
  497. {
  498. // Reset SRTT and RTTVAR, we assume they are bogus since things
  499. // didn't work out and we're backing off the timeout
  500. SRTT = 0.0f;
  501. RTTVAR = 0.0f;
  502. // Double the retransmission timeout
  503. RTO = Math.Min(RTO * 2, m_maxRTO);
  504. }
  505. /// <summary>
  506. /// Does an early check to see if this queue empty callback is already
  507. /// running, then asynchronously firing the event
  508. /// </summary>
  509. /// <param name="throttleIndex">Throttle category to fire the callback
  510. /// for</param>
  511. private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
  512. {
  513. if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
  514. {
  515. // Use a value of 0 to signal that FireQueueEmpty is running
  516. m_nextOnQueueEmpty = 0;
  517. // Asynchronously run the callback
  518. Util.FireAndForget(FireQueueEmpty, categories);
  519. }
  520. }
  521. /// <summary>
  522. /// Fires the OnQueueEmpty callback and sets the minimum time that it
  523. /// can be called again
  524. /// </summary>
  525. /// <param name="o">Throttle categories to fire the callback for,
  526. /// stored as an object to match the WaitCallback delegate
  527. /// signature</param>
  528. private void FireQueueEmpty(object o)
  529. {
  530. const int MIN_CALLBACK_MS = 30;
  531. ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
  532. QueueEmpty callback = OnQueueEmpty;
  533. int start = Environment.TickCount & Int32.MaxValue;
  534. if (callback != null)
  535. {
  536. try { callback(categories); }
  537. catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
  538. }
  539. m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
  540. if (m_nextOnQueueEmpty == 0)
  541. m_nextOnQueueEmpty = 1;
  542. }
  543. /// <summary>
  544. /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
  545. /// flag value
  546. /// </summary>
  547. /// <param name="i">Throttle category to convert</param>
  548. /// <returns>Flag representation of the throttle category</returns>
  549. private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
  550. {
  551. ThrottleOutPacketType category = (ThrottleOutPacketType)i;
  552. /*
  553. * Land = 1,
  554. /// <summary>Wind data</summary>
  555. Wind = 2,
  556. /// <summary>Cloud data</summary>
  557. Cloud = 3,
  558. /// <summary>Any packets that do not fit into the other throttles</summary>
  559. Task = 4,
  560. /// <summary>Texture assets</summary>
  561. Texture = 5,
  562. /// <summary>Non-texture assets</summary>
  563. Asset = 6,
  564. /// <summary>Avatar and primitive data</summary>
  565. /// <remarks>This is a sub-category of Task</remarks>
  566. State = 7,
  567. */
  568. switch (category)
  569. {
  570. case ThrottleOutPacketType.Land:
  571. return ThrottleOutPacketTypeFlags.Land;
  572. case ThrottleOutPacketType.Wind:
  573. return ThrottleOutPacketTypeFlags.Wind;
  574. case ThrottleOutPacketType.Cloud:
  575. return ThrottleOutPacketTypeFlags.Cloud;
  576. case ThrottleOutPacketType.Task:
  577. return ThrottleOutPacketTypeFlags.Task;
  578. case ThrottleOutPacketType.Texture:
  579. return ThrottleOutPacketTypeFlags.Texture;
  580. case ThrottleOutPacketType.Asset:
  581. return ThrottleOutPacketTypeFlags.Asset;
  582. case ThrottleOutPacketType.State:
  583. return ThrottleOutPacketTypeFlags.State;
  584. default:
  585. return 0;
  586. }
  587. }
  588. }
  589. }