minor refactor so that I can now grok what happens for outgoing packets
parent
c1fdba8a6f
commit
2adcdd3d15
|
@ -2240,14 +2240,11 @@ namespace OpenSim.Region.ClientStack
|
||||||
set { m_circuitCode = value; }
|
set { m_circuitCode = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void ProcessOutPacket(Packet Pack)
|
// A thread safe sequence number allocator.
|
||||||
{
|
protected uint NextSeqNum()
|
||||||
// Keep track of when this packet was sent out
|
|
||||||
Pack.TickCount = System.Environment.TickCount;
|
|
||||||
|
|
||||||
if (!Pack.Header.Resent)
|
|
||||||
{
|
{
|
||||||
// Set the sequence number
|
// Set the sequence number
|
||||||
|
uint seq = 1;
|
||||||
lock (SequenceLock)
|
lock (SequenceLock)
|
||||||
{
|
{
|
||||||
if (Sequence >= MAX_SEQUENCE)
|
if (Sequence >= MAX_SEQUENCE)
|
||||||
|
@ -2258,11 +2255,12 @@ namespace OpenSim.Region.ClientStack
|
||||||
{
|
{
|
||||||
Sequence++;
|
Sequence++;
|
||||||
}
|
}
|
||||||
|
seq = Sequence;
|
||||||
Pack.Header.Sequence = Sequence;
|
}
|
||||||
|
return seq;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Pack.Header.Reliable) //DIRTY HACK
|
protected void AddAck(Packet Pack)
|
||||||
{
|
{
|
||||||
lock (NeedAck)
|
lock (NeedAck)
|
||||||
{
|
{
|
||||||
|
@ -2288,17 +2286,15 @@ namespace OpenSim.Region.ClientStack
|
||||||
// packet.Type.ToString(), Helpers.LogLevel.Warning);
|
// packet.Type.ToString(), Helpers.LogLevel.Warning);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Don't append ACKs to resent packets, in case that's what was causing the
|
protected virtual void SetPendingAcks(ref Packet Pack)
|
||||||
// delivery to fail
|
|
||||||
if (!Pack.Header.Resent)
|
|
||||||
{
|
{
|
||||||
// Append any ACKs that need to be sent out to this packet
|
// Append any ACKs that need to be sent out to this packet
|
||||||
lock (PendingAcks)
|
lock (PendingAcks)
|
||||||
{
|
{
|
||||||
if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS &&
|
// TODO: If we are over MAX_APPENDED_ACKS we should drain off some of these
|
||||||
Pack.Type != PacketType.PacketAck &&
|
if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS)
|
||||||
Pack.Type != PacketType.LogoutRequest)
|
|
||||||
{
|
{
|
||||||
Pack.Header.AckList = new uint[PendingAcks.Count];
|
Pack.Header.AckList = new uint[PendingAcks.Count];
|
||||||
int i = 0;
|
int i = 0;
|
||||||
|
@ -2314,24 +2310,40 @@ namespace OpenSim.Region.ClientStack
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected virtual void ProcessOutPacket(Packet Pack)
|
||||||
|
{
|
||||||
|
// Keep track of when this packet was sent out
|
||||||
|
Pack.TickCount = System.Environment.TickCount;
|
||||||
|
|
||||||
|
if (!Pack.Header.Resent)
|
||||||
|
{
|
||||||
|
Pack.Header.Sequence = NextSeqNum();
|
||||||
|
|
||||||
|
if (Pack.Header.Reliable) //DIRTY HACK
|
||||||
|
{
|
||||||
|
AddAck(Pack); // this adds the need to ack this packet later
|
||||||
|
|
||||||
|
if (Pack.Type != PacketType.PacketAck && Pack.Type != PacketType.LogoutRequest)
|
||||||
|
{
|
||||||
|
SetPendingAcks(ref Pack);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
byte[] ZeroOutBuffer = new byte[4096];
|
// Actually make the byte array and send it
|
||||||
byte[] sendbuffer;
|
|
||||||
sendbuffer = Pack.ToBytes();
|
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
|
byte[] sendbuffer = Pack.ToBytes();
|
||||||
if (Pack.Header.Zerocoded)
|
if (Pack.Header.Zerocoded)
|
||||||
{
|
{
|
||||||
|
byte[] ZeroOutBuffer = new byte[4096];
|
||||||
int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
|
int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
|
||||||
m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode); //userEP);
|
m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode);
|
m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode);
|
||||||
//userEP);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
catch (Exception e)
|
catch (Exception e)
|
||||||
|
|
Loading…
Reference in New Issue