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authorSean Dague2007-12-04 20:20:15 +0000
committerSean Dague2007-12-04 20:20:15 +0000
commit2adcdd3d1541832cd4883575e0e9ecb05e5102bd (patch)
tree292f7ac3259894061e86614df264b7b6a9e3b215 /OpenSim/Region/ClientStack
parent* Some more ApplyPhysics voodoo (diff)
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minor refactor so that I can now grok what happens for outgoing packets
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/ClientView.cs158
1 files changed, 85 insertions, 73 deletions
diff --git a/OpenSim/Region/ClientStack/ClientView.cs b/OpenSim/Region/ClientStack/ClientView.cs
index 56ab5d6..230e8ef 100644
--- a/OpenSim/Region/ClientStack/ClientView.cs
+++ b/OpenSim/Region/ClientStack/ClientView.cs
@@ -2240,99 +2240,111 @@ namespace OpenSim.Region.ClientStack
2240 set { m_circuitCode = value; } 2240 set { m_circuitCode = value; }
2241 } 2241 }
2242 2242
2243 protected virtual void ProcessOutPacket(Packet Pack) 2243 // A thread safe sequence number allocator.
2244 protected uint NextSeqNum()
2244 { 2245 {
2245 // Keep track of when this packet was sent out 2246 // Set the sequence number
2246 Pack.TickCount = System.Environment.TickCount; 2247 uint seq = 1;
2247 2248 lock (SequenceLock)
2248 if (!Pack.Header.Resent) 2249 {
2250 if (Sequence >= MAX_SEQUENCE)
2251 {
2252 Sequence = 1;
2253 }
2254 else
2255 {
2256 Sequence++;
2257 }
2258 seq = Sequence;
2259 }
2260 return seq;
2261 }
2262
2263 protected void AddAck(Packet Pack)
2264 {
2265 lock (NeedAck)
2249 { 2266 {
2250 // Set the sequence number 2267 if (!NeedAck.ContainsKey(Pack.Header.Sequence))
2251 lock (SequenceLock)
2252 { 2268 {
2253 if (Sequence >= MAX_SEQUENCE) 2269 try
2254 { 2270 {
2255 Sequence = 1; 2271 NeedAck.Add(Pack.Header.Sequence, Pack);
2256 } 2272 }
2257 else 2273 catch (Exception e) // HACKY
2258 { 2274 {
2259 Sequence++; 2275 e.ToString();
2276 // Ignore
2277 // Seems to throw a exception here occasionally
2278 // of 'duplicate key' despite being locked.
2279 // !?!?!?
2260 } 2280 }
2261
2262 Pack.Header.Sequence = Sequence;
2263 } 2281 }
2282 else
2283 {
2284 // Client.Log("Attempted to add a duplicate sequence number (" +
2285 // packet.Header.Sequence + ") to the NeedAck dictionary for packet type " +
2286 // packet.Type.ToString(), Helpers.LogLevel.Warning);
2287 }
2288 }
2289 }
2264 2290
2265 if (Pack.Header.Reliable) //DIRTY HACK 2291 protected virtual void SetPendingAcks(ref Packet Pack)
2292 {
2293 // Append any ACKs that need to be sent out to this packet
2294 lock (PendingAcks)
2295 {
2296 // TODO: If we are over MAX_APPENDED_ACKS we should drain off some of these
2297 if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS)
2266 { 2298 {
2267 lock (NeedAck) 2299 Pack.Header.AckList = new uint[PendingAcks.Count];
2300 int i = 0;
2301
2302 foreach (uint ack in PendingAcks.Values)
2268 { 2303 {
2269 if (!NeedAck.ContainsKey(Pack.Header.Sequence)) 2304 Pack.Header.AckList[i] = ack;
2270 { 2305 i++;
2271 try
2272 {
2273 NeedAck.Add(Pack.Header.Sequence, Pack);
2274 }
2275 catch (Exception e) // HACKY
2276 {
2277 e.ToString();
2278 // Ignore
2279 // Seems to throw a exception here occasionally
2280 // of 'duplicate key' despite being locked.
2281 // !?!?!?
2282 }
2283 }
2284 else
2285 {
2286 // Client.Log("Attempted to add a duplicate sequence number (" +
2287 // packet.Header.Sequence + ") to the NeedAck dictionary for packet type " +
2288 // packet.Type.ToString(), Helpers.LogLevel.Warning);
2289 }
2290 } 2306 }
2307
2308 PendingAcks.Clear();
2309 Pack.Header.AppendedAcks = true;
2310 }
2311 }
2312 }
2291 2313
2292 // Don't append ACKs to resent packets, in case that's what was causing the 2314 protected virtual void ProcessOutPacket(Packet Pack)
2293 // delivery to fail 2315 {
2294 if (!Pack.Header.Resent) 2316 // Keep track of when this packet was sent out
2295 { 2317 Pack.TickCount = System.Environment.TickCount;
2296 // Append any ACKs that need to be sent out to this packet
2297 lock (PendingAcks)
2298 {
2299 if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS &&
2300 Pack.Type != PacketType.PacketAck &&
2301 Pack.Type != PacketType.LogoutRequest)
2302 {
2303 Pack.Header.AckList = new uint[PendingAcks.Count];
2304 int i = 0;
2305 2318
2306 foreach (uint ack in PendingAcks.Values) 2319 if (!Pack.Header.Resent)
2307 { 2320 {
2308 Pack.Header.AckList[i] = ack; 2321 Pack.Header.Sequence = NextSeqNum();
2309 i++;
2310 }
2311 2322
2312 PendingAcks.Clear(); 2323 if (Pack.Header.Reliable) //DIRTY HACK
2313 Pack.Header.AppendedAcks = true; 2324 {
2314 } 2325 AddAck(Pack); // this adds the need to ack this packet later
2315 } 2326
2327 if (Pack.Type != PacketType.PacketAck && Pack.Type != PacketType.LogoutRequest)
2328 {
2329 SetPendingAcks(ref Pack);
2316 } 2330 }
2317 } 2331 }
2318 } 2332 }
2319 2333
2320 byte[] ZeroOutBuffer = new byte[4096]; 2334 // Actually make the byte array and send it
2321 byte[] sendbuffer;
2322 sendbuffer = Pack.ToBytes();
2323
2324 try 2335 try
2325 { 2336 {
2326 if (Pack.Header.Zerocoded) 2337 byte[] sendbuffer = Pack.ToBytes();
2327 { 2338 if (Pack.Header.Zerocoded)
2328 int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer); 2339 {
2329 m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode); //userEP); 2340 byte[] ZeroOutBuffer = new byte[4096];
2330 } 2341 int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
2331 else 2342 m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode);
2332 { 2343 }
2333 m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode); 2344 else
2334 //userEP); 2345 {
2335 } 2346 m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode);
2347 }
2336 } 2348 }
2337 catch (Exception e) 2349 catch (Exception e)
2338 { 2350 {
@@ -2343,7 +2355,7 @@ namespace OpenSim.Region.ClientStack
2343 KillThread(); 2355 KillThread();
2344 } 2356 }
2345 } 2357 }
2346 2358
2347 public virtual void InPacket(Packet NewPack) 2359 public virtual void InPacket(Packet NewPack)
2348 { 2360 {
2349 // Handle appended ACKs 2361 // Handle appended ACKs