/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Net; using System.Threading; using OpenMetaverse; //using System.Reflection; //using log4net; namespace OpenSim.Region.ClientStack.LindenUDP { /// /// Special collection that is optimized for tracking unacknowledged packets /// public sealed class UnackedPacketCollection { /// /// Holds information about a pending acknowledgement /// private struct PendingAck { /// Sequence number of the packet to remove public uint SequenceNumber; /// Environment.TickCount value when the remove was queued. /// This is used to update round-trip times for packets public int RemoveTime; /// Whether or not this acknowledgement was attached to a /// resent packet. If so, round-trip time will not be calculated public bool FromResend; public PendingAck(uint sequenceNumber, int currentTime, bool fromResend) { SequenceNumber = sequenceNumber; RemoveTime = currentTime; FromResend = fromResend; } } //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// Holds the actual unacked packet data, sorted by sequence number private SortedDictionary m_packets = new SortedDictionary(); /// Holds packets that need to be added to the unacknowledged list private LocklessQueue m_pendingAdds = new LocklessQueue(); /// Holds information about pending acknowledgements private LocklessQueue m_pendingAcknowledgements = new LocklessQueue(); /// Holds information about pending removals private LocklessQueue m_pendingRemoves = new LocklessQueue(); private uint m_older; public void Clear() { m_packets.Clear(); m_pendingAdds = null; m_pendingAcknowledgements = null; m_pendingRemoves = null; m_older = 0; } public int Count() { return m_packets.Count + m_pendingAdds.Count - m_pendingAcknowledgements.Count - m_pendingRemoves.Count; } public uint Oldest() { return m_older; } /// /// Add an unacked packet to the collection /// /// Packet that is awaiting acknowledgement /// True if the packet was successfully added, false if the /// packet already existed in the collection /// This does not immediately add the ACK to the collection, /// it only queues it so it can be added in a thread-safe way later public void Add(OutgoingPacket packet) { m_pendingAdds.Enqueue(packet); Interlocked.Add(ref packet.Client.UnackedBytes, packet.Buffer.DataLength); } /// /// Marks a packet as acknowledged /// This method is used when an acknowledgement is received from the network for a previously /// sent packet. Effects of removal this way are to update unacked byte count, adjust RTT /// and increase throttle to the coresponding client. /// /// Sequence number of the packet to /// acknowledge /// Current value of Environment.TickCount /// This does not immediately acknowledge the packet, it only /// queues the ack so it can be handled in a thread-safe way later public void Acknowledge(uint sequenceNumber, int currentTime, bool fromResend) { m_pendingAcknowledgements.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend)); } /// /// Marks a packet as no longer needing acknowledgement without a received acknowledgement. /// This method is called when a packet expires and we no longer need an acknowledgement. /// When some reliable packet types expire, they are handled in a way other than simply /// resending them. The only effect of removal this way is to update unacked byte count. /// /// Sequence number of the packet to /// acknowledge /// The does not immediately remove the packet, it only queues the removal /// so it can be handled in a thread safe way later public void Remove(uint sequenceNumber) { m_pendingRemoves.Enqueue(sequenceNumber); } /// /// Returns a list of all of the packets with a TickCount older than /// the specified timeout /// /// /// This function is not thread safe, and cannot be called /// multiple times concurrently /// /// Number of ticks (milliseconds) before a /// packet is considered expired /// /// /// A list of all expired packets according to the given /// expiration timeout /// public List GetExpiredPackets(int timeoutMS) { ProcessQueues(); List expiredPackets = null; bool doolder = true; if (m_packets.Count > 0) { int now = Environment.TickCount & Int32.MaxValue; foreach (OutgoingPacket packet in m_packets.Values) { if(packet.Buffer == null) { Remove(packet.SequenceNumber); continue; } if(doolder) { m_older = packet.SequenceNumber; doolder = false; } // TickCount of zero means a packet is in the resend queue // but hasn't actually been sent over the wire yet int ptime = Interlocked.Exchange(ref packet.TickCount, 0); if (ptime == 0) continue; if(now - ptime < timeoutMS) { int t = Interlocked.Exchange(ref packet.TickCount, ptime); if (t > ptime) Interlocked.Exchange(ref packet.TickCount, t); continue; } if (expiredPackets == null) expiredPackets = new List(); // As with other network applications, assume that an expired packet is // an indication of some network problem, slow transmission packet.Client.FlowThrottle.ExpirePackets(1); expiredPackets.Add(packet); } } // if (expiredPackets != null) // m_log.DebugFormat("[UNACKED PACKET COLLECTION]: Found {0} expired packets on timeout of {1}", expiredPackets.Count, timeoutMS); return expiredPackets; } private void ProcessQueues() { while (m_pendingRemoves.TryDequeue(out uint pendingRemove)) { if (m_packets.TryGetValue(pendingRemove, out OutgoingPacket removedPacket)) { m_packets.Remove(pendingRemove); if (removedPacket != null) { // Update stats Interlocked.Add(ref removedPacket.Client.UnackedBytes, -removedPacket.Buffer.DataLength); removedPacket.Client.FreeUDPBuffer(removedPacket.Buffer); removedPacket.Buffer = null; } } } // Process all the pending adds while (m_pendingAdds.TryDequeue(out OutgoingPacket pendingAdd)) { if (pendingAdd != null) m_packets[pendingAdd.SequenceNumber] = pendingAdd; } // Process all the pending removes, including updating statistics and round-trip times while (m_pendingAcknowledgements.TryDequeue(out PendingAck pendingAcknowledgement)) { //m_log.DebugFormat("[UNACKED PACKET COLLECTION]: Processing ack {0}", pendingAcknowledgement.SequenceNumber); if (m_packets.TryGetValue(pendingAcknowledgement.SequenceNumber, out OutgoingPacket ackedPacket)) { m_packets.Remove(pendingAcknowledgement.SequenceNumber); if (ackedPacket != null) { // Update stats if(ackedPacket.Buffer != null) { Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength); ackedPacket.Client.FreeUDPBuffer(ackedPacket.Buffer); ackedPacket.Buffer = null; } // As with other network applications, assume that an acknowledged packet is an // indication that the network can handle a little more load, speed up the transmission ackedPacket.Client.FlowThrottle.AcknowledgePackets(1); } } } } } }