800 lines
26 KiB
C#
800 lines
26 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using System.Timers;
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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using Timer = System.Timers.Timer;
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using OpenSim.Framework;
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using OpenSim.Region.ClientStack.LindenUDP;
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using log4net;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
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public delegate void PacketDrop(Packet pack, Object id);
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public delegate bool SynchronizeClientHandler(IScene scene, Packet packet, UUID agentID, ThrottleOutPacketType throttlePacketType);
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public interface IPacketHandler
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{
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event PacketStats OnPacketStats;
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event PacketDrop OnPacketDrop;
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SynchronizeClientHandler SynchronizeClient { set; }
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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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void InPacket(Packet packet);
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void ProcessInPacket(LLQueItem item);
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void ProcessOutPacket(LLQueItem item);
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void OutPacket(Packet NewPack,
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ThrottleOutPacketType throttlePacketType);
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void OutPacket(Packet NewPack,
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ThrottleOutPacketType throttlePacketType, Object id);
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LLPacketQueue PacketQueue { get; }
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void Stop();
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void Flush();
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void Clear();
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ClientInfo GetClientInfo();
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void SetClientInfo(ClientInfo info);
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void AddImportantPacket(PacketType type);
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void RemoveImportantPacket(PacketType type);
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}
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public class LLPacketHandler : IPacketHandler
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{
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//private static readonly ILog m_log
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// = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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//private int m_resentCount;
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// Packet queues
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//
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LLPacketQueue m_PacketQueue;
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public LLPacketQueue PacketQueue
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{
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get { return m_PacketQueue; }
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}
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// Timer to run stats and acks on
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//
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private Timer m_AckTimer = new Timer(250);
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// A list of the packets we haven't acked yet
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//
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private Dictionary<uint,uint> m_PendingAcks = new Dictionary<uint,uint>();
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// Dictionary of the packets that need acks from the client.
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//
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private class AckData
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{
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public AckData(Packet packet, Object identifier, int tickCount, int resends)
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{
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Packet = packet;
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Identifier = identifier;
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TickCount = tickCount;
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Resends = resends;
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}
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public Packet Packet;
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public Object Identifier;
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public int TickCount;
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public int Resends;
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}
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private Dictionary<uint, AckData> m_NeedAck =
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new Dictionary<uint, AckData>();
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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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public uint ResendTimeout
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{
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get { return m_ResendTimeout; }
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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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{
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get { return m_MaxReliableResends; }
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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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// time for a linear scan.
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//
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private Dictionary<uint, int> m_DupeTracker =
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new Dictionary<uint, int>();
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private uint m_DupeTrackerWindow = 30;
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private int m_DupeTrackerLastCheck = System.Environment.TickCount;
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// Values for the SimStatsReporter
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//
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private int m_PacketsReceived = 0;
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private int m_PacketsReceivedReported = 0;
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private int m_PacketsSent = 0;
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private int m_PacketsSentReported = 0;
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private int m_UnackedBytes = 0;
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public int PacketsReceived
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{
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get { return m_PacketsReceived; }
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}
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public int PacketsReceivedReported
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{
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get { return m_PacketsReceivedReported; }
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}
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// The client we are working for
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//
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private IClientAPI m_Client;
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// Some events
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//
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public event PacketStats OnPacketStats;
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public event PacketDrop OnPacketDrop;
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private SynchronizeClientHandler m_SynchronizeClient = null;
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public SynchronizeClientHandler SynchronizeClient
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{
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set { m_SynchronizeClient = value; }
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}
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// Packet sequencing
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//
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private uint m_Sequence = 0;
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private object m_SequenceLock = new object();
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private const int MAX_SEQUENCE = 0xFFFFFF;
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// Packet dropping
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//
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List<PacketType> m_ImportantPackets = new List<PacketType>();
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private bool m_ReliableIsImportant = false;
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public bool ReliableIsImportant
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{
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get { return m_ReliableIsImportant; }
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set { m_ReliableIsImportant = value; }
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}
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LLPacketServer m_PacketServer;
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private byte[] m_ZeroOutBuffer = new byte[4096];
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////////////////////////////////////////////////////////////////////
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// Constructors
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//
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public LLPacketHandler(IClientAPI client, LLPacketServer server, ClientStackUserSettings userSettings)
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{
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m_Client = client;
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m_PacketServer = server;
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m_PacketQueue = new LLPacketQueue(client.AgentId, userSettings);
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m_AckTimer.Elapsed += AckTimerElapsed;
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m_AckTimer.Start();
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}
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public void Stop()
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{
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m_AckTimer.Stop();
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m_PacketQueue.Enqueue(null);
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}
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// Send one packet. This actually doesn't send anything, it queues
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// it. Designed to be fire-and-forget, but there is an optional
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// notifier.
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//
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public void OutPacket(
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Packet packet, ThrottleOutPacketType throttlePacketType)
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{
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OutPacket(packet, throttlePacketType, null);
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}
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public void OutPacket(
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Packet packet, ThrottleOutPacketType throttlePacketType,
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Object id)
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{
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// Call the load balancer's hook. If this is not active here
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// we defer to the sim server this client is actually connected
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// to. Packet drop notifies will not be triggered in this
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// configuration!
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//
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if ((m_SynchronizeClient != null) && (!m_Client.IsActive))
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{
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if (m_SynchronizeClient(m_Client.Scene, packet,
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m_Client.AgentId, throttlePacketType))
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return;
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}
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packet.Header.Sequence = 0;
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lock (m_NeedAck)
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{
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DropResend(id);
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AddAcks(ref packet);
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QueuePacket(packet, throttlePacketType, id);
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}
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}
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private void AddAcks(ref Packet packet)
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{
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// These packet types have shown to have issues with
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// acks being appended to the payload, just don't send
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// any with them until libsl is fixed.
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//
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if (packet is OpenMetaverse.Packets.ViewerEffectPacket)
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return;
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if (packet is OpenMetaverse.Packets.SimStatsPacket)
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return;
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// Add acks to outgoing packets
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//
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if (m_PendingAcks.Count > 0)
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{
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int count = m_PendingAcks.Count;
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if (count > 10)
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count = 10;
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packet.Header.AckList = new uint[count];
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packet.Header.AppendedAcks = true;
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int i = 0;
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foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
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{
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packet.Header.AckList[i] = ack;
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i++;
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m_PendingAcks.Remove(ack);
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if (i >= count) // That is how much space there is
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break;
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}
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}
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}
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private void QueuePacket(
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Packet packet, ThrottleOutPacketType throttlePacketType,
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Object id)
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{
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LLQueItem item = new LLQueItem();
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item.Packet = packet;
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item.Incoming = false;
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item.throttleType = throttlePacketType;
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item.TickCount = System.Environment.TickCount;
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item.Identifier = id;
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m_PacketQueue.Enqueue(item);
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m_PacketsSent++;
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}
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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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// 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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//
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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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foreach (AckData data in new List<AckData>(m_NeedAck.Values))
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{
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Packet packet = data.Packet;
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// Packets this old get resent
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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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{
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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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}
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}
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}
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}
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// Send the pending packet acks to the client
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// Will send blocks of acks for up to 250 packets
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//
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private void SendAcks()
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{
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lock (m_NeedAck)
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{
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if (m_PendingAcks.Count == 0)
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return;
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PacketAckPacket acks = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
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// The case of equality is more common than one might think,
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// because this function will be called unconditionally when
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// the counter reaches 250. So there is a good chance another
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// packet with 250 blocks exists.
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//
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if (acks.Packets == null ||
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acks.Packets.Length != m_PendingAcks.Count)
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acks.Packets = new PacketAckPacket.PacketsBlock[m_PendingAcks.Count];
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int i = 0;
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foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
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{
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acks.Packets[i] = new PacketAckPacket.PacketsBlock();
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acks.Packets[i].ID = ack;
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m_PendingAcks.Remove(ack);
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i++;
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}
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acks.Header.Reliable = false;
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OutPacket(acks, ThrottleOutPacketType.Unknown);
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}
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}
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// Queue a packet ack. It will be sent either after 250 acks are
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// queued, or when the timer fires.
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//
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private void AckPacket(Packet packet)
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{
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lock (m_NeedAck)
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{
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if (m_PendingAcks.Count < 250)
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{
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if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
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m_PendingAcks.Add(packet.Header.Sequence,
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packet.Header.Sequence);
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return;
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}
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}
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SendAcks();
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lock (m_NeedAck)
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{
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// If this is still full we have a truly exceptional
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// condition (means, can't happen)
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//
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if (m_PendingAcks.Count < 250)
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{
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if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
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m_PendingAcks.Add(packet.Header.Sequence,
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packet.Header.Sequence);
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return;
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}
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}
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}
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// When the timer elapses, send the pending acks, trigger resends
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// and report all the stats.
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//
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private void AckTimerElapsed(object sender, ElapsedEventArgs ea)
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{
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SendAcks();
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ResendUnacked();
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SendPacketStats();
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}
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// Push out pachet counts for the sim status reporter
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//
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private void SendPacketStats()
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{
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PacketStats handlerPacketStats = OnPacketStats;
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if (handlerPacketStats != null)
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{
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handlerPacketStats(
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m_PacketsReceived - m_PacketsReceivedReported,
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m_PacketsSent - m_PacketsSentReported,
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m_UnackedBytes);
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m_PacketsReceivedReported = m_PacketsReceived;
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m_PacketsSentReported = m_PacketsSent;
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}
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}
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// We can't keep an unlimited record of dupes. This will prune the
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// dictionary by age.
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//
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private void PruneDupeTracker()
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{
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lock (m_DupeTracker)
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{
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if (m_DupeTracker.Count < 1024)
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return;
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if (System.Environment.TickCount - m_DupeTrackerLastCheck < 2000)
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return;
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m_DupeTrackerLastCheck = System.Environment.TickCount;
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Dictionary<uint, int> packs =
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new Dictionary<uint, int>(m_DupeTracker);
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foreach (uint pack in packs.Keys)
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{
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if (Util.UnixTimeSinceEpoch() - m_DupeTracker[pack] >
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m_DupeTrackerWindow)
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m_DupeTracker.Remove(pack);
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}
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}
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}
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public void InPacket(Packet packet)
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{
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if (packet == null)
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return;
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// If this client is on another partial instance, no need
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// to handle packets
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//
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if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
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{
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PacketPool.Instance.ReturnPacket(packet);
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return;
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}
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// Any packet can have some packet acks in the header.
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// Process them here
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//
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if (packet.Header.AppendedAcks)
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{
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foreach (uint id in packet.Header.AckList)
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{
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ProcessAck(id);
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}
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}
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// When too many acks are needed to be sent, the client sends
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// a packet consisting of acks only
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//
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if (packet.Type == PacketType.PacketAck)
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{
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PacketAckPacket ackPacket = (PacketAckPacket)packet;
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foreach (PacketAckPacket.PacketsBlock block in
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ackPacket.Packets)
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{
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ProcessAck(block.ID);
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}
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PacketPool.Instance.ReturnPacket(packet);
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return;
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}
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else if (packet.Type == PacketType.StartPingCheck)
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{
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StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
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CompletePingCheckPacket endPing = (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);
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endPing.PingID.PingID = startPing.PingID.PingID;
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OutPacket(endPing, ThrottleOutPacketType.Task);
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}
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else
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{
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LLQueItem item = new LLQueItem();
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item.Packet = packet;
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item.Incoming = true;
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m_PacketQueue.Enqueue(item);
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}
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}
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public void ProcessInPacket(LLQueItem item)
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{
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Packet packet = item.Packet;
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// Always ack the packet!
|
|
//
|
|
if (packet.Header.Reliable)
|
|
AckPacket(packet);
|
|
|
|
if (packet.Type != PacketType.AgentUpdate)
|
|
m_PacketsReceived++;
|
|
|
|
PruneDupeTracker();
|
|
|
|
// Check for duplicate packets.. packets that the client is
|
|
// resending because it didn't receive our ack
|
|
//
|
|
lock (m_DupeTracker)
|
|
{
|
|
if (m_DupeTracker.ContainsKey(packet.Header.Sequence))
|
|
return;
|
|
|
|
m_DupeTracker.Add(packet.Header.Sequence,
|
|
Util.UnixTimeSinceEpoch());
|
|
}
|
|
|
|
m_Client.ProcessInPacket(packet);
|
|
}
|
|
|
|
public void Flush()
|
|
{
|
|
m_PacketQueue.Flush();
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
m_NeedAck.Clear();
|
|
m_PendingAcks.Clear();
|
|
m_Sequence += 1000000;
|
|
}
|
|
|
|
private void ProcessAck(uint id)
|
|
{
|
|
AckData data;
|
|
Packet packet;
|
|
|
|
lock (m_NeedAck)
|
|
{
|
|
//m_log.DebugFormat("[CLIENT]: In {0} received ack for packet {1}", m_Client.Scene.RegionInfo.ExternalEndPoint.Port, id);
|
|
|
|
if (!m_NeedAck.TryGetValue(id, out data))
|
|
return;
|
|
|
|
packet = data.Packet;
|
|
|
|
m_NeedAck.Remove(id);
|
|
m_UnackedBytes -= packet.ToBytes().Length;
|
|
|
|
m_LastAck = System.Environment.TickCount;
|
|
}
|
|
}
|
|
|
|
// Allocate packet sequence numbers in a threadsave manner
|
|
//
|
|
protected uint NextPacketSequenceNumber()
|
|
{
|
|
// Set the sequence number
|
|
uint seq = 1;
|
|
lock (m_SequenceLock)
|
|
{
|
|
if (m_Sequence >= MAX_SEQUENCE)
|
|
{
|
|
m_Sequence = 1;
|
|
}
|
|
else
|
|
{
|
|
m_Sequence++;
|
|
}
|
|
seq = m_Sequence;
|
|
}
|
|
return seq;
|
|
}
|
|
|
|
public ClientInfo GetClientInfo()
|
|
{
|
|
ClientInfo info = new ClientInfo();
|
|
info.pendingAcks = m_PendingAcks;
|
|
info.needAck = new Dictionary<uint, byte[]>();
|
|
|
|
lock (m_NeedAck)
|
|
{
|
|
foreach (uint key in m_NeedAck.Keys)
|
|
info.needAck.Add(key, m_NeedAck[key].Packet.ToBytes());
|
|
}
|
|
|
|
LLQueItem[] queitems = m_PacketQueue.GetQueueArray();
|
|
|
|
for (int i = 0; i < queitems.Length; i++)
|
|
{
|
|
if (queitems[i].Incoming == false)
|
|
info.out_packets.Add(queitems[i].Packet.ToBytes());
|
|
}
|
|
|
|
info.sequence = m_Sequence;
|
|
|
|
return info;
|
|
}
|
|
|
|
public void SetClientInfo(ClientInfo info)
|
|
{
|
|
m_PendingAcks = info.pendingAcks;
|
|
m_NeedAck = new Dictionary<uint, AckData>();
|
|
|
|
Packet packet = null;
|
|
int packetEnd = 0;
|
|
byte[] zero = new byte[3000];
|
|
|
|
foreach (uint key in info.needAck.Keys)
|
|
{
|
|
byte[] buff = info.needAck[key];
|
|
packetEnd = buff.Length - 1;
|
|
|
|
try
|
|
{
|
|
packet = PacketPool.Instance.GetPacket(buff, ref packetEnd, zero);
|
|
}
|
|
catch (Exception)
|
|
{
|
|
}
|
|
|
|
m_NeedAck.Add(key, new AckData(packet, null, System.Environment.TickCount, 0));
|
|
}
|
|
|
|
m_Sequence = info.sequence;
|
|
}
|
|
|
|
public void AddImportantPacket(PacketType type)
|
|
{
|
|
if (m_ImportantPackets.Contains(type))
|
|
return;
|
|
|
|
m_ImportantPackets.Add(type);
|
|
}
|
|
|
|
public void RemoveImportantPacket(PacketType type)
|
|
{
|
|
if (!m_ImportantPackets.Contains(type))
|
|
return;
|
|
|
|
m_ImportantPackets.Remove(type);
|
|
}
|
|
|
|
private void DropResend(Object id)
|
|
{
|
|
foreach (AckData data in new List<AckData>(m_NeedAck.Values))
|
|
{
|
|
if (data.Identifier != null && data.Identifier == id)
|
|
{
|
|
m_NeedAck.Remove(data.Packet.Header.Sequence);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void TriggerOnPacketDrop(Packet packet, Object id)
|
|
{
|
|
PacketDrop handlerPacketDrop = OnPacketDrop;
|
|
|
|
if (handlerPacketDrop == null)
|
|
return;
|
|
|
|
handlerPacketDrop(packet, id);
|
|
}
|
|
|
|
// Convert the packet to bytes and stuff it onto the send queue
|
|
//
|
|
public void ProcessOutPacket(LLQueItem item)
|
|
{
|
|
Packet packet = item.Packet;
|
|
|
|
// Assign sequence number here to prevent out of order packets
|
|
if (packet.Header.Sequence == 0)
|
|
{
|
|
packet.Header.Sequence = NextPacketSequenceNumber();
|
|
|
|
lock (m_NeedAck)
|
|
{
|
|
// We want to see that packet arrive if it's reliable
|
|
if (packet.Header.Reliable)
|
|
{
|
|
m_UnackedBytes += packet.ToBytes().Length;
|
|
|
|
// Keep track of when this packet was sent out
|
|
m_NeedAck[packet.Header.Sequence] = new AckData(packet,
|
|
item.Identifier, System.Environment.TickCount,
|
|
0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we sent a killpacket
|
|
if (packet is KillPacket)
|
|
Thread.CurrentThread.Abort();
|
|
|
|
// Actually make the byte array and send it
|
|
byte[] sendbuffer = packet.ToBytes();
|
|
|
|
//m_log.DebugFormat(
|
|
// "[CLIENT]: In {0} sending packet {1}",
|
|
// m_Client.Scene.RegionInfo.ExternalEndPoint.Port, packet.Header.Sequence);
|
|
|
|
if (packet.Header.Zerocoded)
|
|
{
|
|
int packetsize = Helpers.ZeroEncode(sendbuffer,
|
|
sendbuffer.Length, m_ZeroOutBuffer);
|
|
m_PacketServer.SendPacketTo(m_ZeroOutBuffer, packetsize,
|
|
SocketFlags.None, m_Client.CircuitCode);
|
|
}
|
|
else
|
|
{
|
|
// Need some extra space in case we need to add proxy
|
|
// information to the message later
|
|
Buffer.BlockCopy(sendbuffer, 0, m_ZeroOutBuffer, 0,
|
|
sendbuffer.Length);
|
|
m_PacketServer.SendPacketTo(m_ZeroOutBuffer,
|
|
sendbuffer.Length, SocketFlags.None, m_Client.CircuitCode);
|
|
}
|
|
|
|
PacketPool.Instance.ReturnPacket(packet);
|
|
}
|
|
}
|
|
}
|