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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
28using System;
29using System.Collections.Generic;
30using System.Net;
31using System.Threading;
32using log4net;
33using OpenSim.Framework;
34using OpenMetaverse;
35using OpenMetaverse.Packets;
36
37using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
38
39namespace OpenSim.Region.ClientStack.LindenUDP
40{
41 #region Delegates
42
43 /// <summary>
44 /// Fired when updated networking stats are produced for this client
45 /// </summary>
46 /// <param name="inPackets">Number of incoming packets received since this
47 /// event was last fired</param>
48 /// <param name="outPackets">Number of outgoing packets sent since this
49 /// event was last fired</param>
50 /// <param name="unAckedBytes">Current total number of bytes in packets we
51 /// are waiting on ACKs for</param>
52 public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
53 /// <summary>
54 /// Fired when the queue for one or more packet categories is empty. This
55 /// event can be hooked to put more data on the empty queues
56 /// </summary>
57 /// <param name="category">Categories of the packet queues that are empty</param>
58 public delegate void QueueEmpty(ThrottleOutPacketTypeFlags categories);
59
60 #endregion Delegates
61
62 /// <summary>
63 /// Tracks state for a client UDP connection and provides client-specific methods
64 /// </summary>
65 public sealed class LLUDPClient
66 {
67 // TODO: Make this a config setting
68 /// <summary>Percentage of the task throttle category that is allocated to avatar and prim
69 /// state updates</summary>
70 const float STATE_TASK_PERCENTAGE = 0.8f;
71
72 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
73
74 /// <summary>The number of packet categories to throttle on. If a throttle category is added
75 /// or removed, this number must also change</summary>
76 const int THROTTLE_CATEGORY_COUNT = 8;
77
78 /// <summary>Fired when updated networking stats are produced for this client</summary>
79 public event PacketStats OnPacketStats;
80 /// <summary>Fired when the queue for a packet category is empty. This event can be
81 /// hooked to put more data on the empty queue</summary>
82 public event QueueEmpty OnQueueEmpty;
83
84 /// <summary>AgentID for this client</summary>
85 public readonly UUID AgentID;
86 /// <summary>The remote address of the connected client</summary>
87 public readonly IPEndPoint RemoteEndPoint;
88 /// <summary>Circuit code that this client is connected on</summary>
89 public readonly uint CircuitCode;
90 /// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
91 public readonly IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
92 /// <summary>Packets we have sent that need to be ACKed by the client</summary>
93 public readonly UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
94 /// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
95 public readonly OpenSim.Framework.LocklessQueue<uint> PendingAcks = new OpenSim.Framework.LocklessQueue<uint>();
96
97 /// <summary>Current packet sequence number</summary>
98 public int CurrentSequence;
99 /// <summary>Current ping sequence number</summary>
100 public byte CurrentPingSequence;
101 /// <summary>True when this connection is alive, otherwise false</summary>
102 public bool IsConnected = true;
103 /// <summary>True when this connection is paused, otherwise false</summary>
104 public bool IsPaused;
105 /// <summary>Environment.TickCount when the last packet was received for this client</summary>
106 public int TickLastPacketReceived;
107
108 /// <summary>Smoothed round-trip time. A smoothed average of the round-trip time for sending a
109 /// reliable packet to the client and receiving an ACK</summary>
110 public float SRTT;
111 /// <summary>Round-trip time variance. Measures the consistency of round-trip times</summary>
112 public float RTTVAR;
113 /// <summary>Retransmission timeout. Packets that have not been acknowledged in this number of
114 /// milliseconds or longer will be resent</summary>
115 /// <remarks>Calculated from <seealso cref="SRTT"/> and <seealso cref="RTTVAR"/> using the
116 /// guidelines in RFC 2988</remarks>
117 public int RTO;
118 /// <summary>Number of bytes received since the last acknowledgement was sent out. This is used
119 /// to loosely follow the TCP delayed ACK algorithm in RFC 1122 (4.2.3.2)</summary>
120 public int BytesSinceLastACK;
121 /// <summary>Number of packets received from this client</summary>
122 public int PacketsReceived;
123 /// <summary>Number of packets sent to this client</summary>
124 public int PacketsSent;
125 /// <summary>Number of packets resent to this client</summary>
126 public int PacketsResent;
127 /// <summary>Total byte count of unacked packets sent to this client</summary>
128 public int UnackedBytes;
129
130 /// <summary>Total number of received packets that we have reported to the OnPacketStats event(s)</summary>
131 private int m_packetsReceivedReported;
132 /// <summary>Total number of sent packets that we have reported to the OnPacketStats event(s)</summary>
133 private int m_packetsSentReported;
134 /// <summary>Holds the Environment.TickCount value of when the next OnQueueEmpty can be fired</summary>
135 private int m_nextOnQueueEmpty = 1;
136
137 /// <summary>Throttle bucket for this agent's connection</summary>
138 private readonly AdaptiveTokenBucket m_throttleClient;
139 public AdaptiveTokenBucket FlowThrottle
140 {
141 get { return m_throttleClient; }
142 }
143
144 /// <summary>Throttle bucket for this agent's connection</summary>
145 private readonly TokenBucket m_throttleCategory;
146 /// <summary>Throttle buckets for each packet category</summary>
147 private readonly TokenBucket[] m_throttleCategories;
148 /// <summary>Outgoing queues for throttled packets</summary>
149 private readonly OpenSim.Framework.LocklessQueue<OutgoingPacket>[] m_packetOutboxes = new OpenSim.Framework.LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
150 /// <summary>A container that can hold one packet for each outbox, used to store
151 /// dequeued packets that are being held for throttling</summary>
152 private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
153 /// <summary>A reference to the LLUDPServer that is managing this client</summary>
154 private readonly LLUDPServer m_udpServer;
155
156 /// <summary>Caches packed throttle information</summary>
157 private byte[] m_packedThrottles;
158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000;
161
162 /// <summary>
163 /// Default constructor
164 /// </summary>
165 /// <param name="server">Reference to the UDP server this client is connected to</param>
166 /// <param name="rates">Default throttling rates and maximum throttle limits</param>
167 /// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
168 /// that the child throttles will be governed by</param>
169 /// <param name="circuitCode">Circuit code for this connection</param>
170 /// <param name="agentID">AgentID for the connected agent</param>
171 /// <param name="remoteEndPoint">Remote endpoint for this connection</param>
172 public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO)
173 {
174 AgentID = agentID;
175 RemoteEndPoint = remoteEndPoint;
176 CircuitCode = circuitCode;
177 m_udpServer = server;
178 if (defaultRTO != 0)
179 m_defaultRTO = defaultRTO;
180 if (maxRTO != 0)
181 m_maxRTO = maxRTO;
182
183 // Create a token bucket throttle for this client that has the scene token bucket as a parent
184 m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.Total, rates.AdaptiveThrottlesEnabled);
185 // Create a token bucket throttle for the total categary with the client bucket as a throttle
186 m_throttleCategory = new TokenBucket(m_throttleClient, 0);
187 // Create an array of token buckets for this clients different throttle categories
188 m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
189
190 for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
191 {
192 ThrottleOutPacketType type = (ThrottleOutPacketType)i;
193
194 // Initialize the packet outboxes, where packets sit while they are waiting for tokens
195 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
196 // Initialize the token buckets that control the throttling for each category
197 m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetRate(type));
198 }
199
200 // Default the retransmission timeout to three seconds
201 RTO = m_defaultRTO;
202
203 // Initialize this to a sane value to prevent early disconnects
204 TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
205 }
206
207 /// <summary>
208 /// Shuts down this client connection
209 /// </summary>
210 public void Shutdown()
211 {
212 IsConnected = false;
213 for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
214 {
215 m_packetOutboxes[i].Clear();
216 m_nextPackets[i] = null;
217 }
218
219 // pull the throttle out of the scene throttle
220 m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
221 OnPacketStats = null;
222 OnQueueEmpty = null;
223 }
224
225 /// <summary>
226 /// Gets information about this client connection
227 /// </summary>
228 /// <returns>Information about the client connection</returns>
229 public ClientInfo GetClientInfo()
230 {
231 // TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
232 // of pending and needed ACKs for every client every time some method wants information about
233 // this connection is a recipe for poor performance
234 ClientInfo info = new ClientInfo();
235 info.pendingAcks = new Dictionary<uint, uint>();
236 info.needAck = new Dictionary<uint, byte[]>();
237
238 info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
239 info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
240 info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
241 info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
242 info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
243 info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
244 info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
245 info.totalThrottle = (int)m_throttleCategory.DripRate;
246
247 return info;
248 }
249
250 /// <summary>
251 /// Modifies the UDP throttles
252 /// </summary>
253 /// <param name="info">New throttling values</param>
254 public void SetClientInfo(ClientInfo info)
255 {
256 // TODO: Allowing throttles to be manually set from this function seems like a reasonable
257 // idea. On the other hand, letting external code manipulate our ACK accounting is not
258 // going to happen
259 throw new NotImplementedException();
260 }
261
262 /// <summary>
263 /// Return statistics information about client packet queues.
264 /// </summary>
265 ///
266 /// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
267 ///
268 /// <returns></returns>
269 public string GetStats()
270 {
271 return string.Format(
272 "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
273 PacketsReceived,
274 PacketsSent,
275 PacketsResent,
276 UnackedBytes,
277 m_packetOutboxes[(int)ThrottleOutPacketType.Resend].Count,
278 m_packetOutboxes[(int)ThrottleOutPacketType.Land].Count,
279 m_packetOutboxes[(int)ThrottleOutPacketType.Wind].Count,
280 m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
281 m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
282 m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
283 m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count,
284 m_packetOutboxes[(int)ThrottleOutPacketType.State].Count);
285 }
286
287 public void SendPacketStats()
288 {
289 PacketStats callback = OnPacketStats;
290 if (callback != null)
291 {
292 int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
293 int newPacketsSent = PacketsSent - m_packetsSentReported;
294
295 callback(newPacketsReceived, newPacketsSent, UnackedBytes);
296
297 m_packetsReceivedReported += newPacketsReceived;
298 m_packetsSentReported += newPacketsSent;
299 }
300 }
301
302 public void SetThrottles(byte[] throttleData)
303 {
304 byte[] adjData;
305 int pos = 0;
306
307 if (!BitConverter.IsLittleEndian)
308 {
309 byte[] newData = new byte[7 * 4];
310 Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
311
312 for (int i = 0; i < 7; i++)
313 Array.Reverse(newData, i * 4, 4);
314
315 adjData = newData;
316 }
317 else
318 {
319 adjData = throttleData;
320 }
321
322 // 0.125f converts from bits to bytes
323 int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
324 int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
325 int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
326 int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
327 int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
328 int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
329 int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
330 // State is a subcategory of task that we allocate a percentage to
331 int state = 0;
332
333 // Make sure none of the throttles are set below our packet MTU,
334 // otherwise a throttle could become permanently clogged
335 resend = Math.Max(resend, LLUDPServer.MTU);
336 land = Math.Max(land, LLUDPServer.MTU);
337 wind = Math.Max(wind, LLUDPServer.MTU);
338 cloud = Math.Max(cloud, LLUDPServer.MTU);
339 task = Math.Max(task, LLUDPServer.MTU);
340 texture = Math.Max(texture, LLUDPServer.MTU);
341 asset = Math.Max(asset, LLUDPServer.MTU);
342
343 //int total = resend + land + wind + cloud + task + texture + asset;
344 //m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
345 // AgentID, resend, land, wind, cloud, task, texture, asset, total);
346
347 // Update the token buckets with new throttle values
348 TokenBucket bucket;
349
350 bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
351 bucket.RequestedDripRate = resend;
352
353 bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
354 bucket.RequestedDripRate = land;
355
356 bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
357 bucket.RequestedDripRate = wind;
358
359 bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
360 bucket.RequestedDripRate = cloud;
361
362 bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
363 bucket.RequestedDripRate = asset;
364
365 bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
366 bucket.RequestedDripRate = task;
367
368 bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
369 bucket.RequestedDripRate = state;
370
371 bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
372 bucket.RequestedDripRate = texture;
373
374 // Reset the packed throttles cached data
375 m_packedThrottles = null;
376 }
377
378 public byte[] GetThrottlesPacked(float multiplier)
379 {
380 byte[] data = m_packedThrottles;
381
382 if (data == null)
383 {
384 float rate;
385
386 data = new byte[7 * 4];
387 int i = 0;
388
389 // multiply by 8 to convert bytes back to bits
390 rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate * 8 * multiplier;
391 Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
392
393 rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate * 8 * multiplier;
394 Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
395
396 rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate * 8 * multiplier;
397 Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
398
399 rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate * 8 * multiplier;
400 Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
401
402 rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate * 8 * multiplier;
403 Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
404
405 rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate * 8 * multiplier;
406 Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
407
408 rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate * 8 * multiplier;
409 Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
410
411 m_packedThrottles = data;
412 }
413
414 return data;
415 }
416
417 /// <summary>
418 /// Queue an outgoing packet if appropriate.
419 /// </summary>
420 /// <param name="packet"></param>
421 /// <param name="forceQueue">Always queue the packet if at all possible.</param>
422 /// <returns>
423 /// true if the packet has been queued,
424 /// false if the packet has not been queued and should be sent immediately.
425 /// </returns>
426 public bool EnqueueOutgoing(OutgoingPacket packet, bool forceQueue)
427 {
428 int category = (int)packet.Category;
429
430 if (category >= 0 && category < m_packetOutboxes.Length)
431 {
432 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
433 TokenBucket bucket = m_throttleCategories[category];
434
435 // Don't send this packet if there is already a packet waiting in the queue
436 // even if we have the tokens to send it, tokens should go to the already
437 // queued packets
438 if (queue.Count > 0)
439 {
440 queue.Enqueue(packet);
441 return true;
442 }
443
444
445 if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
446 {
447 // Enough tokens were removed from the bucket, the packet will not be queued
448 return false;
449 }
450 else
451 {
452 // Force queue specified or not enough tokens in the bucket, queue this packet
453 queue.Enqueue(packet);
454 return true;
455 }
456 }
457 else
458 {
459 // We don't have a token bucket for this category, so it will not be queued
460 return false;
461 }
462 }
463
464 /// <summary>
465 /// Loops through all of the packet queues for this client and tries to send
466 /// an outgoing packet from each, obeying the throttling bucket limits
467 /// </summary>
468 ///
469 /// <remarks>
470 /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
471 /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
472 /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
473 /// wind queue).
474 ///
475 /// This function is only called from a synchronous loop in the
476 /// UDPServer so we don't need to bother making this thread safe
477 /// </remarks>
478 ///
479 /// <returns>True if any packets were sent, otherwise false</returns>
480 public bool DequeueOutgoing()
481 {
482 OutgoingPacket packet;
483 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
484 TokenBucket bucket;
485 bool packetSent = false;
486 ThrottleOutPacketTypeFlags emptyCategories = 0;
487
488 //string queueDebugOutput = String.Empty; // Serious debug business
489
490 for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
491 {
492 bucket = m_throttleCategories[i];
493 //queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
494
495 if (m_nextPackets[i] != null)
496 {
497 // This bucket was empty the last time we tried to send a packet,
498 // leaving a dequeued packet still waiting to be sent out. Try to
499 // send it again
500 OutgoingPacket nextPacket = m_nextPackets[i];
501 if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
502 {
503 // Send the packet
504 m_udpServer.SendPacketFinal(nextPacket);
505 m_nextPackets[i] = null;
506 packetSent = true;
507 }
508 }
509 else
510 {
511 // No dequeued packet waiting to be sent, try to pull one off
512 // this queue
513 queue = m_packetOutboxes[i];
514 if (queue.Dequeue(out packet))
515 {
516 // A packet was pulled off the queue. See if we have
517 // enough tokens in the bucket to send it out
518 if (bucket.RemoveTokens(packet.Buffer.DataLength))
519 {
520 // Send the packet
521 m_udpServer.SendPacketFinal(packet);
522 packetSent = true;
523 }
524 else
525 {
526 // Save the dequeued packet for the next iteration
527 m_nextPackets[i] = packet;
528 }
529
530 // If the queue is empty after this dequeue, fire the queue
531 // empty callback now so it has a chance to fill before we
532 // get back here
533 if (queue.Count == 0)
534 emptyCategories |= CategoryToFlag(i);
535 }
536 else
537 {
538 // No packets in this queue. Fire the queue empty callback
539 // if it has not been called recently
540 emptyCategories |= CategoryToFlag(i);
541 }
542 }
543 }
544
545 if (emptyCategories != 0)
546 BeginFireQueueEmpty(emptyCategories);
547
548 //m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
549 return packetSent;
550 }
551
552 /// <summary>
553 /// Called when an ACK packet is received and a round-trip time for a
554 /// packet is calculated. This is used to calculate the smoothed
555 /// round-trip time, round trip time variance, and finally the
556 /// retransmission timeout
557 /// </summary>
558 /// <param name="r">Round-trip time of a single packet and its
559 /// acknowledgement</param>
560 public void UpdateRoundTrip(float r)
561 {
562 const float ALPHA = 0.125f;
563 const float BETA = 0.25f;
564 const float K = 4.0f;
565
566 if (RTTVAR == 0.0f)
567 {
568 // First RTT measurement
569 SRTT = r;
570 RTTVAR = r * 0.5f;
571 }
572 else
573 {
574 // Subsequence RTT measurement
575 RTTVAR = (1.0f - BETA) * RTTVAR + BETA * Math.Abs(SRTT - r);
576 SRTT = (1.0f - ALPHA) * SRTT + ALPHA * r;
577 }
578
579 int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR));
580
581 // Clamp the retransmission timeout to manageable values
582 rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO);
583
584 RTO = rto;
585
586 //m_log.Debug("[LLUDPCLIENT]: Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
587 // RTTVAR + " based on new RTT of " + r + "ms");
588 }
589
590 /// <summary>
591 /// Exponential backoff of the retransmission timeout, per section 5.5
592 /// of RFC 2988
593 /// </summary>
594 public void BackoffRTO()
595 {
596 // Reset SRTT and RTTVAR, we assume they are bogus since things
597 // didn't work out and we're backing off the timeout
598 SRTT = 0.0f;
599 RTTVAR = 0.0f;
600
601 // Double the retransmission timeout
602 RTO = Math.Min(RTO * 2, m_maxRTO);
603 }
604
605 /// <summary>
606 /// Does an early check to see if this queue empty callback is already
607 /// running, then asynchronously firing the event
608 /// </summary>
609 /// <param name="throttleIndex">Throttle category to fire the callback
610 /// for</param>
611 private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
612 {
613 if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
614 {
615 // Use a value of 0 to signal that FireQueueEmpty is running
616 m_nextOnQueueEmpty = 0;
617 // Asynchronously run the callback
618 Util.FireAndForget(FireQueueEmpty, categories);
619 }
620 }
621
622 /// <summary>
623 /// Fires the OnQueueEmpty callback and sets the minimum time that it
624 /// can be called again
625 /// </summary>
626 /// <param name="o">Throttle categories to fire the callback for,
627 /// stored as an object to match the WaitCallback delegate
628 /// signature</param>
629 private void FireQueueEmpty(object o)
630 {
631 const int MIN_CALLBACK_MS = 30;
632
633 ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
634 QueueEmpty callback = OnQueueEmpty;
635
636 int start = Environment.TickCount & Int32.MaxValue;
637
638 if (callback != null)
639 {
640 try { callback(categories); }
641 catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
642 }
643
644 m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
645 if (m_nextOnQueueEmpty == 0)
646 m_nextOnQueueEmpty = 1;
647 }
648
649 /// <summary>
650 /// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
651 /// flag value
652 /// </summary>
653 /// <param name="i">Throttle category to convert</param>
654 /// <returns>Flag representation of the throttle category</returns>
655 private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
656 {
657 ThrottleOutPacketType category = (ThrottleOutPacketType)i;
658
659 /*
660 * Land = 1,
661 /// <summary>Wind data</summary>
662 Wind = 2,
663 /// <summary>Cloud data</summary>
664 Cloud = 3,
665 /// <summary>Any packets that do not fit into the other throttles</summary>
666 Task = 4,
667 /// <summary>Texture assets</summary>
668 Texture = 5,
669 /// <summary>Non-texture assets</summary>
670 Asset = 6,
671 /// <summary>Avatar and primitive data</summary>
672 /// <remarks>This is a sub-category of Task</remarks>
673 State = 7,
674 */
675
676 switch (category)
677 {
678 case ThrottleOutPacketType.Land:
679 return ThrottleOutPacketTypeFlags.Land;
680 case ThrottleOutPacketType.Wind:
681 return ThrottleOutPacketTypeFlags.Wind;
682 case ThrottleOutPacketType.Cloud:
683 return ThrottleOutPacketTypeFlags.Cloud;
684 case ThrottleOutPacketType.Task:
685 return ThrottleOutPacketTypeFlags.Task;
686 case ThrottleOutPacketType.Texture:
687 return ThrottleOutPacketTypeFlags.Texture;
688 case ThrottleOutPacketType.Asset:
689 return ThrottleOutPacketTypeFlags.Asset;
690 case ThrottleOutPacketType.State:
691 return ThrottleOutPacketTypeFlags.State;
692 default:
693 return 0;
694 }
695 }
696 }
697}