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-rw-r--r--OpenSim/Region/ClientStack/ClientView.PacketQueue.cs373
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diff --git a/OpenSim/Region/ClientStack/ClientView.PacketQueue.cs b/OpenSim/Region/ClientStack/ClientView.PacketQueue.cs
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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 OpenSim 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.Net.Sockets;
32using System.Timers;
33using libsecondlife;
34using libsecondlife.Packets;
35using OpenSim.Framework;
36using OpenSim.Framework.Console;
37
38namespace OpenSim.Region.ClientStack
39{
40 public partial class ClientView
41 {
42 protected BlockingQueue<QueItem> PacketQueue;
43
44 protected Queue<QueItem> IncomingPacketQueue;
45 protected Queue<QueItem> OutgoingPacketQueue;
46 protected Queue<QueItem> ResendOutgoingPacketQueue;
47 protected Queue<QueItem> LandOutgoingPacketQueue;
48 protected Queue<QueItem> WindOutgoingPacketQueue;
49 protected Queue<QueItem> CloudOutgoingPacketQueue;
50 protected Queue<QueItem> TaskOutgoingPacketQueue;
51 protected Queue<QueItem> TextureOutgoingPacketQueue;
52 protected Queue<QueItem> AssetOutgoingPacketQueue;
53
54 protected Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
55 protected Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
56
57 protected Timer AckTimer;
58 protected uint Sequence = 0;
59 protected object SequenceLock = new object();
60 protected const int MAX_APPENDED_ACKS = 10;
61 protected const int RESEND_TIMEOUT = 4000;
62 protected const int MAX_SEQUENCE = 0xFFFFFF;
63
64 private uint m_circuitCode;
65 public EndPoint userEP;
66
67 protected PacketServer m_networkServer;
68
69 public uint CircuitCode
70 {
71 get { return m_circuitCode; }
72 set { m_circuitCode = value; }
73 }
74
75 protected virtual void ProcessOutPacket(Packet Pack)
76 {
77 // Keep track of when this packet was sent out
78 Pack.TickCount = System.Environment.TickCount;
79
80 if (!Pack.Header.Resent)
81 {
82 // Set the sequence number
83 lock (SequenceLock)
84 {
85 if (Sequence >= MAX_SEQUENCE)
86 {
87 Sequence = 1;
88 }
89 else
90 {
91 Sequence++;
92 }
93
94 Pack.Header.Sequence = Sequence;
95 }
96
97 if (Pack.Header.Reliable) //DIRTY HACK
98 {
99 lock (NeedAck)
100 {
101 if (!NeedAck.ContainsKey(Pack.Header.Sequence))
102 {
103 try
104 {
105 NeedAck.Add(Pack.Header.Sequence, Pack);
106 }
107 catch (Exception e) // HACKY
108 {
109 e.ToString();
110 // Ignore
111 // Seems to throw a exception here occasionally
112 // of 'duplicate key' despite being locked.
113 // !?!?!?
114 }
115 }
116 else
117 {
118 // Client.Log("Attempted to add a duplicate sequence number (" +
119 // packet.Header.Sequence + ") to the NeedAck dictionary for packet type " +
120 // packet.Type.ToString(), Helpers.LogLevel.Warning);
121 }
122 }
123
124 // Don't append ACKs to resent packets, in case that's what was causing the
125 // delivery to fail
126 if (!Pack.Header.Resent)
127 {
128 // Append any ACKs that need to be sent out to this packet
129 lock (PendingAcks)
130 {
131 if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS &&
132 Pack.Type != PacketType.PacketAck &&
133 Pack.Type != PacketType.LogoutRequest)
134 {
135 Pack.Header.AckList = new uint[PendingAcks.Count];
136 int i = 0;
137
138 foreach (uint ack in PendingAcks.Values)
139 {
140 Pack.Header.AckList[i] = ack;
141 i++;
142 }
143
144 PendingAcks.Clear();
145 Pack.Header.AppendedAcks = true;
146 }
147 }
148 }
149 }
150 }
151
152 byte[] ZeroOutBuffer = new byte[4096];
153 byte[] sendbuffer;
154 sendbuffer = Pack.ToBytes();
155
156 try
157 {
158 if (Pack.Header.Zerocoded)
159 {
160 int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
161 m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode); //userEP);
162 }
163 else
164 {
165 m_networkServer.SendPacketTo(sendbuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode);
166 //userEP);
167 }
168 }
169 catch (Exception e)
170 {
171 MainLog.Instance.Warn("client",
172 "ClientView.PacketQueue.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " +
173 userEP.ToString() + " - killing thread");
174 MainLog.Instance.Error(e.ToString());
175 KillThread();
176 }
177 }
178
179 public virtual void InPacket(Packet NewPack)
180 {
181 // Handle appended ACKs
182 if (NewPack.Header.AppendedAcks)
183 {
184 lock (NeedAck)
185 {
186 foreach (uint ack in NewPack.Header.AckList)
187 {
188 NeedAck.Remove(ack);
189 }
190 }
191 }
192
193 // Handle PacketAck packets
194 if (NewPack.Type == PacketType.PacketAck)
195 {
196 PacketAckPacket ackPacket = (PacketAckPacket) NewPack;
197
198 lock (NeedAck)
199 {
200 foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets)
201 {
202 NeedAck.Remove(block.ID);
203 }
204 }
205 }
206 else if ((NewPack.Type == PacketType.StartPingCheck))
207 {
208 //reply to pingcheck
209 StartPingCheckPacket startPing = (StartPingCheckPacket) NewPack;
210 CompletePingCheckPacket endPing = new CompletePingCheckPacket();
211 endPing.PingID.PingID = startPing.PingID.PingID;
212 OutPacket(endPing, ThrottleOutPacketType.Task);
213 }
214 else
215 {
216 QueItem item = new QueItem();
217 item.Packet = NewPack;
218 item.Incoming = true;
219 PacketQueue.Enqueue(item);
220 }
221 }
222
223 private void ThrottleCheck(ref int TypeBytesSent, int Throttle, Queue<QueItem> q, QueItem item)
224 {
225 // The idea.. is if the packet throttle queues are empty
226 // and the client is under throttle for the type. Queue
227 // it up directly. This basically short cuts having to
228 // wait for the timer to fire to put things into the
229 // output queue
230
231 if(q.Count == 0 && TypeBytesSent <= ((int)(Throttle / throttleTimeDivisor)))
232 {
233 bytesSent += item.Packet.ToBytes().Length;
234 TypeBytesSent += item.Packet.ToBytes().Length;
235 PacketQueue.Enqueue(item);
236 }
237 else
238 {
239 q.Enqueue(item);
240 }
241 }
242
243 public virtual void OutPacket(Packet NewPack, ThrottleOutPacketType throttlePacketType)
244 {
245 QueItem item = new QueItem();
246 item.Packet = NewPack;
247 item.Incoming = false;
248 item.throttleType = throttlePacketType; // Packet throttle type
249
250 // The idea.. is if the packet throttle queues are empty and the client is under throttle for the type.
251 // Queue it up directly.
252 switch (throttlePacketType)
253 {
254 case ThrottleOutPacketType.Resend:
255 ThrottleCheck(ref ResendBytesSent, ResendthrottleOutbound, ResendOutgoingPacketQueue, item);
256 break;
257 case ThrottleOutPacketType.Texture:
258 ThrottleCheck(ref TextureBytesSent, TexturethrottleOutbound, TextureOutgoingPacketQueue, item);
259 break;
260 case ThrottleOutPacketType.Task:
261 ThrottleCheck(ref TaskBytesSent, TaskthrottleOutbound, TaskOutgoingPacketQueue, item);
262 break;
263 case ThrottleOutPacketType.Land:
264 ThrottleCheck(ref LandBytesSent, LandthrottleOutbound, LandOutgoingPacketQueue, item);
265 break;
266 case ThrottleOutPacketType.Asset:
267 ThrottleCheck(ref AssetBytesSent, AssetthrottleOutbound, AssetOutgoingPacketQueue, item);
268 break;
269 case ThrottleOutPacketType.Cloud:
270 ThrottleCheck(ref CloudBytesSent, CloudthrottleOutbound, CloudOutgoingPacketQueue, item);
271 break;
272 case ThrottleOutPacketType.Wind:
273 ThrottleCheck(ref WindBytesSent, WindthrottleOutbound, WindOutgoingPacketQueue, item);
274 break;
275
276 default:
277 // Acknowledgements and other such stuff should go directly to the blocking Queue
278 // Throttling them may and likely 'will' be problematic
279 PacketQueue.Enqueue(item);
280 break;
281 }
282 //OutgoingPacketQueue.Enqueue(item);
283 }
284
285 # region Low Level Packet Methods
286
287 protected void ack_pack(Packet Pack)
288 {
289 if (Pack.Header.Reliable)
290 {
291 PacketAckPacket ack_it = new PacketAckPacket();
292 ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
293 ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
294 ack_it.Packets[0].ID = Pack.Header.Sequence;
295 ack_it.Header.Reliable = false;
296
297 OutPacket(ack_it, ThrottleOutPacketType.Unknown);
298 }
299 /*
300 if (Pack.Header.Reliable)
301 {
302 lock (PendingAcks)
303 {
304 uint sequence = (uint)Pack.Header.Sequence;
305 if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; }
306 }
307 }*/
308 }
309
310 protected void ResendUnacked()
311 {
312 int now = System.Environment.TickCount;
313
314 lock (NeedAck)
315 {
316 foreach (Packet packet in NeedAck.Values)
317 {
318 if ((now - packet.TickCount > RESEND_TIMEOUT) && (!packet.Header.Resent))
319 {
320 MainLog.Instance.Verbose("Resending " + packet.Type.ToString() + " packet, " +
321 (now - packet.TickCount) + "ms have passed");
322
323 packet.Header.Resent = true;
324 OutPacket(packet, ThrottleOutPacketType.Resend);
325 }
326 }
327 }
328 }
329
330 protected void SendAcks()
331 {
332 lock (PendingAcks)
333 {
334 if (PendingAcks.Count > 0)
335 {
336 if (PendingAcks.Count > 250)
337 {
338 // FIXME: Handle the odd case where we have too many pending ACKs queued up
339 MainLog.Instance.Verbose("Too many ACKs queued up!");
340 return;
341 }
342
343 //OpenSim.Framework.Console.MainLog.Instance.WriteLine("Sending PacketAck");
344
345
346 int i = 0;
347 PacketAckPacket acks = new PacketAckPacket();
348 acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count];
349
350 foreach (uint ack in PendingAcks.Values)
351 {
352 acks.Packets[i] = new PacketAckPacket.PacketsBlock();
353 acks.Packets[i].ID = ack;
354 i++;
355 }
356
357 acks.Header.Reliable = false;
358 OutPacket(acks, ThrottleOutPacketType.Unknown);
359
360 PendingAcks.Clear();
361 }
362 }
363 }
364
365 protected void AckTimer_Elapsed(object sender, ElapsedEventArgs ea)
366 {
367 SendAcks();
368 ResendUnacked();
369 }
370
371 #endregion
372 }
373} \ No newline at end of file