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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Threading;
using OpenMetaverse;
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;
}
}
/// Holds the actual unacked packet data, sorted by sequence number
private Dictionary m_packets = new Dictionary();
/// 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_pendingRemoves = new LocklessQueue();
///
/// 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
///
/// 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 Remove(uint sequenceNumber, int currentTime, bool fromResend)
{
m_pendingRemoves.Enqueue(new PendingAck(sequenceNumber, currentTime, fromResend));
}
///
/// Returns a list of all of the packets with a TickCount older than
/// the specified timeout
///
/// Number of ticks (milliseconds) before a
/// packet is considered expired
/// A list of all expired packets according to the given
/// expiration timeout
/// This function is not thread safe, and cannot be called
/// multiple times concurrently
public List GetExpiredPackets(int timeoutMS)
{
ProcessQueues();
List expiredPackets = null;
if (m_packets.Count > 0)
{
int now = Environment.TickCount & Int32.MaxValue;
foreach (OutgoingPacket packet in m_packets.Values)
{
// TickCount of zero means a packet is in the resend queue
// but hasn't actually been sent over the wire yet
if (packet.TickCount == 0)
continue;
if (now - packet.TickCount >= timeoutMS)
{
if (expiredPackets == null)
expiredPackets = new List();
// The TickCount will be set to the current time when the packet
// is actually sent out again
packet.TickCount = 0;
// 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);
}
}
}
return expiredPackets;
}
private void ProcessQueues()
{
// Process all the pending adds
OutgoingPacket pendingAdd;
while (m_pendingAdds.TryDequeue(out pendingAdd))
if (pendingAdd != null)
m_packets[pendingAdd.SequenceNumber] = pendingAdd;
// Process all the pending removes, including updating statistics and round-trip times
PendingAck pendingRemove;
OutgoingPacket ackedPacket;
while (m_pendingRemoves.TryDequeue(out pendingRemove))
{
if (m_packets.TryGetValue(pendingRemove.SequenceNumber, out ackedPacket))
{
if (ackedPacket != null)
{
m_packets.Remove(pendingRemove.SequenceNumber);
// 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(ackedPacket.Buffer.DataLength);
// Update stats
Interlocked.Add(ref ackedPacket.Client.UnackedBytes, -ackedPacket.Buffer.DataLength);
if (!pendingRemove.FromResend)
{
// Calculate the round-trip time for this packet and its ACK
int rtt = pendingRemove.RemoveTime - ackedPacket.TickCount;
if (rtt > 0)
ackedPacket.Client.UpdateRoundTrip(rtt);
}
}
}
}
}
}
}