/* * 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 OpenMetaverse; using OpenMetaverse.Packets; using OpenSim.Framework; namespace OpenSim.Region.ClientStack.LindenUDP { public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes); public delegate void PacketDrop(Packet pack, Object id); public delegate bool SynchronizeClientHandler(IScene scene, Packet packet, UUID agentID, ThrottleOutPacketType throttlePacketType); /// <summary> /// Interface to a class that handles all the activity involved with maintaining the client circuit (handling acks, /// resends, pings, etc.) /// </summary> public interface ILLPacketHandler : IDisposable { event PacketStats OnPacketStats; event PacketDrop OnPacketDrop; SynchronizeClientHandler SynchronizeClient { set; } int PacketsReceived { get; } int PacketsReceivedReported { get; } uint ResendTimeout { get; set; } bool ReliableIsImportant { get; set; } int MaxReliableResends { get; set; } /// <summary> /// Initial handling of a received packet. It will be processed later in ProcessInPacket() /// </summary> /// <param name="packet"></param> void InPacket(Packet packet); /// <summary> /// Take action depending on the type and contents of an received packet. /// </summary> /// <param name="item"></param> void ProcessInPacket(LLQueItem item); void ProcessOutPacket(LLQueItem item); void OutPacket(Packet NewPack, ThrottleOutPacketType throttlePacketType); void OutPacket(Packet NewPack, ThrottleOutPacketType throttlePacketType, Object id); LLPacketQueue PacketQueue { get; } void Flush(); void Clear(); ClientInfo GetClientInfo(); void SetClientInfo(ClientInfo info); void AddImportantPacket(PacketType type); void RemoveImportantPacket(PacketType type); } }