/*
* 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 void QueueEmpty(ThrottleOutPacketType queue);
public delegate bool SynchronizeClientHandler(IScene scene, Packet packet, UUID agentID, ThrottleOutPacketType throttlePacketType);
///
/// Interface to a class that handles all the activity involved with maintaining the client circuit (handling acks,
/// resends, pings, etc.)
///
public interface ILLPacketHandler : IDisposable
{
event PacketStats OnPacketStats;
event PacketDrop OnPacketDrop;
event QueueEmpty OnQueueEmpty;
SynchronizeClientHandler SynchronizeClient { set; }
int PacketsReceived { get; }
int PacketsReceivedReported { get; }
uint ResendTimeout { get; set; }
bool ReliableIsImportant { get; set; }
int MaxReliableResends { get; set; }
///
/// Initial handling of a received packet. It will be processed later in ProcessInPacket()
///
///
void InPacket(Packet packet);
///
/// Take action depending on the type and contents of an received packet.
///
///
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);
}
}