Extend TestAddClient() to check that the first packet received is an ack packet
parent
14e407aff3
commit
32d0ef89c6
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@ -328,7 +328,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// The method to call if the packet is not acked by the client. If null, then a standard
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/// The method to call if the packet is not acked by the client. If null, then a standard
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/// resend of the packet is done.
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/// resend of the packet is done.
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/// </param>
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/// </param>
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public void SendPacket(
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public virtual void SendPacket(
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LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
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LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
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{
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{
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// CoarseLocationUpdate packets cannot be split in an automated way
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// CoarseLocationUpdate packets cannot be split in an automated way
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@ -928,6 +928,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
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// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
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}
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}
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/// <summary>
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/// Send an ack immediately to the given endpoint.
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/// </summary>
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/// <remarks>
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/// FIXME: Might be possible to use SendPacketData() like everything else, but this will require refactoring so
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/// that we can obtain the UDPClient easily at this point.
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/// </remarks>
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/// <param name="remoteEndpoint"></param>
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/// <param name="sequenceNumber"></param>
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private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
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private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
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{
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{
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PacketAckPacket ack = new PacketAckPacket();
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PacketAckPacket ack = new PacketAckPacket();
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@ -936,6 +945,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ack.Packets[0] = new PacketAckPacket.PacketsBlock();
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ack.Packets[0] = new PacketAckPacket.PacketsBlock();
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ack.Packets[0].ID = sequenceNumber;
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ack.Packets[0].ID = sequenceNumber;
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SendAckImmediate(remoteEndpoint, ack);
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}
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public virtual void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
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{
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byte[] packetData = ack.ToBytes();
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byte[] packetData = ack.ToBytes();
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int length = packetData.Length;
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int length = packetData.Length;
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@ -37,7 +37,7 @@ using OpenSim.Region.Framework.Scenes;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common;
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using OpenSim.Tests.Common.Mock;
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using OpenSim.Tests.Common.Mock;
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namespace OpenSim.Region.ClientStack.LindenUDP
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namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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{
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{
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/// <summary>
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/// <summary>
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/// This will contain basic tests for the LindenUDP client stack
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/// This will contain basic tests for the LindenUDP client stack
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@ -167,8 +167,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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uint port = 0;
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uint port = 0;
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AgentCircuitManager acm = scene.AuthenticateHandler;
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AgentCircuitManager acm = scene.AuthenticateHandler;
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LLUDPServer llUdpServer
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TestLLUDPServer llUdpServer
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= new LLUDPServer(IPAddress.Any, ref port, 0, false, new IniConfigSource(), acm);
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= new TestLLUDPServer(IPAddress.Any, ref port, 0, false, new IniConfigSource(), acm);
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llUdpServer.AddScene(scene);
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llUdpServer.AddScene(scene);
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UseCircuitCodePacket uccp = new UseCircuitCodePacket();
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UseCircuitCodePacket uccp = new UseCircuitCodePacket();
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@ -201,6 +201,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Should succeed now
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// Should succeed now
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ScenePresence sp = scene.GetScenePresence(myAgentUuid);
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ScenePresence sp = scene.GetScenePresence(myAgentUuid);
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Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
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Assert.That(sp.UUID, Is.EqualTo(myAgentUuid));
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// FIXME: We're still replying to an ack when the client is not authorized, which is not correct behaviour.
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Assert.That(llUdpServer.PacketsSent.Count, Is.EqualTo(2));
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Packet packet = llUdpServer.PacketsSent[1];
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Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket)));
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PacketAckPacket ackPacket = packet as PacketAckPacket;
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Assert.That(ackPacket.Packets.Length, Is.EqualTo(1));
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Assert.That(ackPacket.Packets[0].ID, Is.EqualTo(0));
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}
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}
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// /// <summary>
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// /// <summary>
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@ -36,107 +36,106 @@ using OpenSim.Framework;
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namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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{
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{
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/// <summary>
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/// <summary>
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/// This class enables synchronous testing of the LLUDPServer by allowing us to load our own data into the end
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/// This class enables regression testing of the LLUDPServer by allowing us to intercept outgoing data.
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/// receive event
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/// </summary>
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/// </summary>
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public class TestLLUDPServer : LLUDPServer
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public class TestLLUDPServer : LLUDPServer
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{
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{
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public List<Packet> PacketsSent { get; private set; }
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public TestLLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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public TestLLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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: base(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager)
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: base(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager)
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{}
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{
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PacketsSent = new List<Packet>();
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}
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/// <summary>
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public override void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
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/// The chunks of data to pass to the LLUDPServer when it calls EndReceive
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/// </summary>
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protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
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// protected override void BeginReceive()
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// {
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// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
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// {
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// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
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// reusedEpSender = tuple.Sender;
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// throw new SocketException();
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// }
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// }
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// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
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// {
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// numBytes = 0;
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//
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// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
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//
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// if (m_chunksToLoad.Count <= 0)
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// return false;
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//
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// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
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// RecvBuffer = tuple.Data;
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// numBytes = tuple.Data.Length;
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// epSender = tuple.Sender;
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//
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// return true;
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// }
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// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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// {
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// // Don't do anything just yet
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// }
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/// <summary>
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/// Signal that this chunk should throw an exception on Socket.BeginReceive()
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/// </summary>
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/// <param name="epSender"></param>
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public void LoadReceiveWithBeginException(EndPoint epSender)
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{
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{
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ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
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PacketsSent.Add(ack);
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tuple.BeginReceiveException = true;
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m_chunksToLoad.Enqueue(tuple);
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}
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}
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/// <summary>
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/// Load some data to be received by the LLUDPServer on the next receive call
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/// </summary>
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/// <param name="data"></param>
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/// <param name="epSender"></param>
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public void LoadReceive(byte[] data, EndPoint epSender)
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{
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m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
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}
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/// <summary>
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/// Load a packet to be received by the LLUDPServer on the next receive call
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/// </summary>
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/// <param name="packet"></param>
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public void LoadReceive(Packet packet, EndPoint epSender)
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{
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LoadReceive(packet.ToBytes(), epSender);
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}
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/// <summary>
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/// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
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/// </summary>
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/// <param name="result"></param>
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public void ReceiveData(IAsyncResult result)
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{
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// Doesn't work the same way anymore
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// while (m_chunksToLoad.Count > 0)
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// OnReceivedData(result);
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}
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/// <summary>
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/// Has a circuit with the given code been established?
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/// </summary>
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/// <param name="circuitCode"></param>
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/// <returns></returns>
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public bool HasCircuit(uint circuitCode)
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{
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// lock (clientCircuits_reverse)
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// {
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// return clientCircuits_reverse.ContainsKey(circuitCode);
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// }
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return true;
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public override void SendPacket(
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LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
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{
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PacketsSent.Add(packet);
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}
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}
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//// /// <summary>
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//// /// The chunks of data to pass to the LLUDPServer when it calls EndReceive
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//// /// </summary>
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//// protected Queue<ChunkSenderTuple> m_chunksToLoad = new Queue<ChunkSenderTuple>();
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//
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//// protected override void BeginReceive()
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//// {
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//// if (m_chunksToLoad.Count > 0 && m_chunksToLoad.Peek().BeginReceiveException)
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//// {
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//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
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//// reusedEpSender = tuple.Sender;
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//// throw new SocketException();
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//// }
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//// }
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//
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//// protected override bool EndReceive(out int numBytes, IAsyncResult result, ref EndPoint epSender)
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//// {
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//// numBytes = 0;
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////
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//// //m_log.Debug("Queue size " + m_chunksToLoad.Count);
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////
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//// if (m_chunksToLoad.Count <= 0)
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//// return false;
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////
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//// ChunkSenderTuple tuple = m_chunksToLoad.Dequeue();
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//// RecvBuffer = tuple.Data;
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//// numBytes = tuple.Data.Length;
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//// epSender = tuple.Sender;
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////
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//// return true;
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//// }
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//
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//// public override void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
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//// {
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//// // Don't do anything just yet
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//// }
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//
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// /// <summary>
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// /// Signal that this chunk should throw an exception on Socket.BeginReceive()
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// /// </summary>
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// /// <param name="epSender"></param>
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// public void LoadReceiveWithBeginException(EndPoint epSender)
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// {
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// ChunkSenderTuple tuple = new ChunkSenderTuple(epSender);
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// tuple.BeginReceiveException = true;
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// m_chunksToLoad.Enqueue(tuple);
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// }
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//
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// /// <summary>
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// /// Load some data to be received by the LLUDPServer on the next receive call
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// /// </summary>
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// /// <param name="data"></param>
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// /// <param name="epSender"></param>
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// public void LoadReceive(byte[] data, EndPoint epSender)
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// {
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// m_chunksToLoad.Enqueue(new ChunkSenderTuple(data, epSender));
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// }
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//
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// /// <summary>
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// /// Load a packet to be received by the LLUDPServer on the next receive call
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// /// </summary>
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// /// <param name="packet"></param>
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// public void LoadReceive(Packet packet, EndPoint epSender)
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// {
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// LoadReceive(packet.ToBytes(), epSender);
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// }
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//
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// /// <summary>
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// /// Calls the protected asynchronous result method. This fires out all data chunks currently queued for send
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// /// </summary>
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// /// <param name="result"></param>
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// public void ReceiveData(IAsyncResult result)
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// {
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// // Doesn't work the same way anymore
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//// while (m_chunksToLoad.Count > 0)
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//// OnReceivedData(result);
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// }
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}
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}
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/// <summary>
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/// <summary>
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