Revamp packet handler to smooth out the stream of resent packets.
Eliminates the bursting in resends observed in the prior implementation0.6.1-post-fixes
parent
72ff5322f5
commit
35ec496f98
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@ -54,7 +54,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int PacketsReceived { get; }
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int PacketsReceivedReported { get; }
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uint SilenceLimit { get; set; }
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uint ResendTimeout { get; set; }
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bool ReliableIsImportant { get; set; }
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int MaxReliableResends { get; set; }
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@ -124,7 +123,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>
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/// The number of milliseconds that can pass before a packet that needs an ack is resent.
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/// </param>
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private uint m_ResendTimeout = 2000;
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private uint m_ResendTimeout = 4000;
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public uint ResendTimeout
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{
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@ -132,14 +131,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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set { m_ResendTimeout = value; }
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}
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private uint m_SilenceLimit = 250;
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public uint SilenceLimit
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{
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get { return m_SilenceLimit; }
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set { m_SilenceLimit = value; }
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}
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private int m_MaxReliableResends = 3;
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public int MaxReliableResends
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@ -148,8 +139,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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set { m_MaxReliableResends = value; }
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}
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private int m_LastAck = 0;
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// Track duplicated packets. This uses a Dictionary. Both insertion
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// and lookup are common operations and need to take advantage of
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// the hashing. Expiration is less common and can be allowed the
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@ -168,6 +157,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_PacketsSentReported = 0;
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private int m_UnackedBytes = 0;
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private int m_LastResend = 0;
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public int PacketsReceived
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{
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get { return m_PacketsReceived; }
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@ -211,6 +202,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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set { m_ReliableIsImportant = value; }
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}
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private int m_DropSafeTimeout;
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LLPacketServer m_PacketServer;
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private byte[] m_ZeroOutBuffer = new byte[4096];
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@ -222,6 +215,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_Client = client;
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m_PacketServer = server;
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m_DropSafeTimeout = System.Environment.TickCount + 15000;
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m_PacketQueue = new LLPacketQueue(client.AgentId, userSettings);
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@ -235,6 +229,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_PacketQueue.Enqueue(null);
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m_PacketQueue.Close();
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m_Client = null;
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}
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// Send one packet. This actually doesn't send anything, it queues
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@ -327,15 +322,39 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private void ResendUnacked()
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{
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int now = System.Environment.TickCount;
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int lastAck = m_LastAck;
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int intervalMs = 250;
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if (m_LastResend != 0)
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intervalMs = now - m_LastResend;
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lock (m_NeedAck)
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{
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if (m_DropSafeTimeout > now ||
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intervalMs > 500) // We were frozen!
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{
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foreach (AckData data in new List<AckData>
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(m_NeedAck.Values))
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{
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if (m_DropSafeTimeout > now)
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{
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m_NeedAck[data.Packet.Header.Sequence].
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TickCount = now;
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}
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else
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{
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m_NeedAck[data.Packet.Header.Sequence].
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TickCount += intervalMs;
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}
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}
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}
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}
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m_LastResend = now;
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// Unless we have received at least one ack, don't bother resending
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// anything. There may not be a client there, don't clog up the
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// pipes.
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//
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if (lastAck == 0)
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return;
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lock (m_NeedAck)
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{
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// Nothing to do
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@ -343,16 +362,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_NeedAck.Count == 0)
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return;
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// If we have seen no acks in <SilenceLimit> s but are
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// waiting for acks, then there may be no one listening.
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// No need to resend anything. Keep it until it gets stale,
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// then it will be dropped.
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//
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if ((((now - lastAck) > m_SilenceLimit) &&
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m_NeedAck.Count > 0) || m_NeedAck.Count == 0)
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{
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return;
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}
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int resent = 0;
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foreach (AckData data in new List<AckData>(m_NeedAck.Values))
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{
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@ -362,25 +372,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//
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if ((now - data.TickCount) > m_ResendTimeout)
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{
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m_NeedAck[packet.Header.Sequence].Resends++;
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// The client needs to be told that a packet is being resent, otherwise it appears to believe
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// that it should reset its sequence to that packet number.
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packet.Header.Resent = true;
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if (m_NeedAck[packet.Header.Sequence].Resends >=
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m_MaxReliableResends && (!m_ReliableIsImportant))
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if (resent < 20)
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{
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m_NeedAck.Remove(packet.Header.Sequence);
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TriggerOnPacketDrop(packet, data.Identifier);
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continue;
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m_NeedAck[packet.Header.Sequence].Resends++;
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// The client needs to be told that a packet is being resent, otherwise it appears to believe
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// that it should reset its sequence to that packet number.
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packet.Header.Resent = true;
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if ((m_NeedAck[packet.Header.Sequence].Resends >=
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m_MaxReliableResends) && (!m_ReliableIsImportant))
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{
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m_NeedAck.Remove(packet.Header.Sequence);
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TriggerOnPacketDrop(packet, data.Identifier);
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continue;
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}
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m_NeedAck[packet.Header.Sequence].TickCount =
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System.Environment.TickCount;
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QueuePacket(packet, ThrottleOutPacketType.Resend,
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data.Identifier);
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resent++;
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}
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else
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{
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m_NeedAck[packet.Header.Sequence].TickCount +=
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intervalMs;
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}
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m_NeedAck[packet.Header.Sequence].TickCount =
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System.Environment.TickCount;
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QueuePacket(packet, ThrottleOutPacketType.Resend,
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data.Identifier);
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}
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}
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}
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@ -623,8 +643,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_NeedAck.Remove(id);
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m_UnackedBytes -= packet.ToBytes().Length;
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m_LastAck = System.Environment.TickCount;
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}
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}
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