aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/ClientStack/LindenUDP/LLPacketHandler.cs
blob: e8743941710a8f994c342039cbf0dd91b48a9b92 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
/*
 * 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 OpenSim 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 System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Timers;
using System.Reflection;
using libsecondlife;
using libsecondlife.Packets;
using Timer = System.Timers.Timer;
using OpenSim.Framework;
using OpenSim.Region.ClientStack.LindenUDP;
using log4net;

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, LLUUID agentID, ThrottleOutPacketType throttlePacketType);

    public interface IPacketHandler
    {
        event PacketStats OnPacketStats;
        event PacketDrop OnPacketDrop;
        SynchronizeClientHandler SynchronizeClient { set; }

        int PacketsReceived { get; }
        int PacketsReceivedReported { get; }
        uint SilenceLimit { get; set; }
        uint DiscardTimeout { get; set; }
        uint ResendTimeout { get; set; }

        void InPacket(Packet 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 Stop();
        void Flush();
        void Clear();
        ClientInfo GetClientInfo();
        void SetClientInfo(ClientInfo info);
        void AddImportantPacket(PacketType type);
        void RemoveImportantPacket(PacketType type);
    }

    public class LLPacketHandler : IPacketHandler
    {
//        private static readonly ILog m_log =
//            LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);

        // Packet queues
        //
        LLPacketQueue m_PacketQueue;

        public LLPacketQueue PacketQueue
        {
            get { return m_PacketQueue; }
        }

        // Timer to run stats and acks on
        //
        private Timer m_AckTimer = new Timer(250);

        // A list of the packets we haven't acked yet
        //
        private Dictionary<uint,uint> m_PendingAcks = new Dictionary<uint,uint>();
        // Dictionary of the packets that need acks from the client.
        //
        private class AckData
        {
            public AckData(Packet packet, Object identifier)
            {
                Packet = packet;
                Identifier = identifier;
            }

            public Packet Packet;
            public Object Identifier;
        }
        private Dictionary<uint, AckData> m_NeedAck =
                new Dictionary<uint, AckData>();

        private uint m_ResendTimeout = 1000;

        public uint ResendTimeout
        {
            get { return m_ResendTimeout; }
            set { m_ResendTimeout = value; }
        }

        private uint m_DiscardTimeout = 8000;

        public uint DiscardTimeout
        {
            get { return m_DiscardTimeout; }
            set { m_DiscardTimeout = value; }
        }

        private uint m_SilenceLimit = 250;

        public uint SilenceLimit
        {
            get { return m_SilenceLimit; }
            set { m_SilenceLimit = value; }
        }

        private int m_LastAck = 0;

        // Track duplicated packets. This uses a Dictionary. Both insertion
        // and lookup are common operations and need to take advantage of
        // the hashing. Expiration is less common and can be allowed the
        // time for a linear scan.
        //
        private Dictionary<uint, int> m_DupeTracker =
            new Dictionary<uint, int>();
        private uint m_DupeTrackerWindow = 30;
        private int m_DupeTrackerLastCheck = System.Environment.TickCount;

        // Values for the SimStatsReporter
        //
        private int m_PacketsReceived = 0;
        private int m_PacketsReceivedReported = 0;
        private int m_PacketsSent = 0;
        private int m_PacketsSentReported = 0;
        private int m_UnackedBytes = 0;

        public int PacketsReceived
        {
            get { return m_PacketsReceived; }
        }

        public int PacketsReceivedReported
        {
            get { return m_PacketsReceivedReported; }
        }

        // The client we are working for
        //
        private IClientAPI m_Client;

        // Some events
        //
        public event PacketStats OnPacketStats;
        public event PacketDrop OnPacketDrop;

        private SynchronizeClientHandler m_SynchronizeClient = null;

        public SynchronizeClientHandler SynchronizeClient
        {
            set { m_SynchronizeClient = value; }
        }

        // Packet sequencing
        //
        private uint m_Sequence = 0;
        private object m_SequenceLock = new object();
        private const int MAX_SEQUENCE = 0xFFFFFF;

        List<PacketType> m_ImportantPackets = new List<PacketType>();

        LLPacketServer m_PacketServer;
        private byte[] m_ZeroOutBuffer = new byte[4096];

        ////////////////////////////////////////////////////////////////////

        // Constructors
        //
        public LLPacketHandler(IClientAPI client, LLPacketServer server)
        {
            m_Client = client;
            m_PacketServer = server;

            m_PacketQueue = new LLPacketQueue(client.AgentId);

            m_AckTimer.Elapsed += AckTimerElapsed;
            m_AckTimer.Start();
        }

        public void Stop()
        {
            m_AckTimer.Stop();

            m_PacketQueue.Enqueue(null);
        }

        // Send one packet. This actually doesn't send anything, it queues
        // it. Designed to be fire-and-forget, but there is an optional
        // notifier.
        //
        public void OutPacket(
            Packet packet, ThrottleOutPacketType throttlePacketType)
        {
            OutPacket(packet, throttlePacketType, null);
        }

        public void OutPacket(
            Packet packet, ThrottleOutPacketType throttlePacketType,
            Object id)
        {
            // Call the load balancer's hook. If this is not active here
            // we defer to the sim server this client is actually connected
            // to. Packet drop notifies will not be triggered in this
            // configuration!
            //
            
            if ((m_SynchronizeClient != null) && (!m_Client.IsActive))
            {
                if (m_SynchronizeClient(m_Client.Scene, packet,
                                        m_Client.AgentId, throttlePacketType))
                    return;
            }

            packet.Header.Sequence = 0;

            lock (m_NeedAck)
            {
                DropResend(id);

                AddAcks(ref packet);
                QueuePacket(packet, throttlePacketType, id);
            }
        }

        private void AddAcks(ref Packet packet)
        {
            // These packet types have shown to have issues with
            // acks being appended to the payload, just don't send
            // any with them until libsl is fixed.
            //
            if (packet is libsecondlife.Packets.ViewerEffectPacket)
                return;
            if (packet is libsecondlife.Packets.SimStatsPacket)
                return;

            // Add acks to outgoing packets
            //
            if (m_PendingAcks.Count > 0)
            {
                int count = m_PendingAcks.Count;
                if (count > 10)
                    count = 10;
                packet.Header.AckList = new uint[count];
                packet.Header.AppendedAcks = true;

                int i = 0;

                foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
                {
                    packet.Header.AckList[i] = ack;
                    i++;
                    m_PendingAcks.Remove(ack);
                    if (i >= count) // That is how much space there is
                        break;
                }
            }
        }

        private void QueuePacket(
                Packet packet, ThrottleOutPacketType throttlePacketType,
                Object id)
        {
            packet.TickCount = System.Environment.TickCount;

            LLQueItem item = new LLQueItem();
            item.Packet = packet;
            item.Incoming = false;
            item.throttleType = throttlePacketType;
            item.Identifier = id;

            m_PacketQueue.Enqueue(item);
            m_PacketsSent++;
        }

        private void ResendUnacked()
        {
            int now = System.Environment.TickCount;
            int lastAck = m_LastAck;

            // Unless we have received at least one ack, don't bother resending
            // anything. There may not be a client there, don't clog up the
            // pipes.
            //
            if (lastAck == 0)
                return;

            lock (m_NeedAck)
            {
                // Nothing to do
                //
                if (m_NeedAck.Count == 0)
                    return;

                // If we have seen no acks in <SilenceLimit> s but are
                // waiting for acks, then there may be no one listening.
                // No need to resend anything. Keep it until it gets stale,
                // then it will be dropped.
                //
                if ((((now - lastAck) > m_SilenceLimit) &&
                     m_NeedAck.Count > 0) || m_NeedAck.Count == 0)
                {
                    return;
                }

                foreach (AckData data in new List<AckData>(m_NeedAck.Values))
                {
                    Packet packet = data.Packet;

                    // Packets this old get resent
                    //
                    if ((now - packet.TickCount) > m_ResendTimeout)
                    {
                        // Resend the packet. Set the packet's tick count to
                        // now, and keep it marked as resent.
                        //
                        packet.Header.Resent = true;
                        QueuePacket(packet, ThrottleOutPacketType.Resend,
                                data.Identifier);
                    }

                    // The discard logic
                    // If the packet is in the queue for <DiscardTimeout> s
                    // without having been processed, then we have clogged
                    // pipes. Most likely, the client is gone
                    // Drop the packets
                    //
                    if ((now - packet.TickCount) > m_DiscardTimeout)
                    {
                        if (!m_ImportantPackets.Contains(packet.Type))
                            m_NeedAck.Remove(packet.Header.Sequence);

                        TriggerOnPacketDrop(packet, data.Identifier);

                        continue;
                    }
                }
            }
        }

        // Send the pending packet acks to the client
        // Will send blocks of acks for up to 250 packets
        //
        private void SendAcks()
        {
            lock (m_NeedAck)
            {
                if (m_PendingAcks.Count == 0)
                    return;

                PacketAckPacket acks = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);

                // The case of equality is more common than one might think,
                // because this function will be called unconditionally when
                // the counter reaches 250. So there is a good chance another
                // packet with 250 blocks exists.
                //
                if (acks.Packets == null ||
                    acks.Packets.Length != m_PendingAcks.Count)
                    acks.Packets = new PacketAckPacket.PacketsBlock[m_PendingAcks.Count];
                int i = 0;
                foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
                {
                    acks.Packets[i] = new PacketAckPacket.PacketsBlock();
                    acks.Packets[i].ID = ack;

                    m_PendingAcks.Remove(ack);
                    i++;
                }

                acks.Header.Reliable = false;
                OutPacket(acks, ThrottleOutPacketType.Unknown);
            }
        }

        // Queue a packet ack. It will be sent either after 250 acks are
        // queued, or when the timer fires.
        //
        private void AckPacket(Packet packet)
        {
            lock (m_NeedAck)
            {
                if (m_PendingAcks.Count < 250)
                {
                    if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
                        m_PendingAcks.Add(packet.Header.Sequence,
                                          packet.Header.Sequence);
                    return;
                }
            }

            SendAcks();

            lock (m_NeedAck)
            {
                // If this is still full we have a truly exceptional
                // condition (means, can't happen)
                //
                if (m_PendingAcks.Count < 250)
                {
                    if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
                        m_PendingAcks.Add(packet.Header.Sequence,
                                          packet.Header.Sequence);
                    return;
                }
            }
        }

        // When the timer elapses, send the pending acks, trigger resends
        // and report all the stats.
        //
        private void AckTimerElapsed(object sender, ElapsedEventArgs ea)
        {
            SendAcks();
            ResendUnacked();
            SendPacketStats();
        }

        // Push out pachet counts for the sim status reporter
        //
        private void SendPacketStats()
        {
            PacketStats handlerPacketStats = OnPacketStats;
            if (handlerPacketStats != null)
            {
                handlerPacketStats(
                    m_PacketsReceived - m_PacketsReceivedReported,
                    m_PacketsSent - m_PacketsSentReported,
                    m_UnackedBytes);

                m_PacketsReceivedReported = m_PacketsReceived;
                m_PacketsSentReported = m_PacketsSent;
            }
        }

        // We can't keep an unlimited record of dupes. This will prune the
        // dictionary by age.
        //
        private void PruneDupeTracker()
        {
            lock (m_DupeTracker)
            {
                if (m_DupeTracker.Count < 1024)
                    return;

                if (System.Environment.TickCount - m_DupeTrackerLastCheck < 2000)
                    return;

                m_DupeTrackerLastCheck = System.Environment.TickCount;

                Dictionary<uint, int> packs =
                    new Dictionary<uint, int>(m_DupeTracker);

                foreach (uint pack in packs.Keys)
                {
                    if (Util.UnixTimeSinceEpoch() - m_DupeTracker[pack] >
                        m_DupeTrackerWindow)
                        m_DupeTracker.Remove(pack);
                }
            }
        }

        public void InPacket(Packet packet)
        {
            if (packet == null)
                return;

            // If this client is on another partial instance, no need
            // to handle packets
            //
            if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
            {
                PacketPool.Instance.ReturnPacket(packet);
                return;
            }

            // Any packet can have some packet acks in the header.
            // Process them here
            //
            if (packet.Header.AppendedAcks)
            {
                foreach (uint id in packet.Header.AckList)
                {
                    ProcessAck(id);
                }
            }

            // When too many acks are needed to be sent, the client sends
            // a packet consisting of acks only
            //
            if (packet.Type == PacketType.PacketAck)
            {
                PacketAckPacket ackPacket = (PacketAckPacket)packet;

                foreach (PacketAckPacket.PacketsBlock block in
                         ackPacket.Packets)
                {
                    ProcessAck(block.ID);
                }

                PacketPool.Instance.ReturnPacket(packet);
                return;
            }
            else if (packet.Type == PacketType.StartPingCheck)
            {
                StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
                CompletePingCheckPacket endPing = (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);

                endPing.PingID.PingID = startPing.PingID.PingID;
                OutPacket(endPing, ThrottleOutPacketType.Task);
            }
            else
            {
                LLQueItem item = new LLQueItem();
                item.Packet = packet;
                item.Incoming = true;
                m_PacketQueue.Enqueue(item);
            }
        }

        public void ProcessInPacket(LLQueItem item)
        {
            Packet packet = item.Packet;

            // Always ack the packet!
            //
            if (packet.Header.Reliable)
                AckPacket(packet);

            if (packet.Type != PacketType.AgentUpdate)
                m_PacketsReceived++;

            PruneDupeTracker();

            // Check for duplicate packets..    packets that the client is
            // resending because it didn't receive our ack
            //
            lock (m_DupeTracker)
            {
                if (m_DupeTracker.ContainsKey(packet.Header.Sequence))
                    return;

                m_DupeTracker.Add(packet.Header.Sequence,
                                  Util.UnixTimeSinceEpoch());
            }

            m_Client.ProcessInPacket(packet);
        }

        public void Flush()
        {
            m_PacketQueue.Flush();
        }

        public void Clear()
        {
            m_NeedAck.Clear();
            m_PendingAcks.Clear();
            m_Sequence += 1000000;
        }

        private void ProcessAck(uint id)
        {
            AckData data;
            Packet packet;

            lock (m_NeedAck)
            {
                if (!m_NeedAck.TryGetValue(id, out data))
                    return;

                packet = data.Packet;

                m_NeedAck.Remove(id);
                m_UnackedBytes -= packet.ToBytes().Length;

                m_LastAck = System.Environment.TickCount;
            }
        }

        // Allocate packet sequence numbers in a threadsave manner
        //
        protected uint NextPacketSequenceNumber()
        {
            // Set the sequence number
            uint seq = 1;
            lock (m_SequenceLock)
            {
                if (m_Sequence >= MAX_SEQUENCE)
                {
                    m_Sequence = 1;
                }
                else
                {
                    m_Sequence++;
                }
                seq = m_Sequence;
            }
            return seq;
        }

        public ClientInfo GetClientInfo()
        {
            ClientInfo info = new ClientInfo();
            info.pendingAcks = m_PendingAcks;
            info.needAck = new Dictionary<uint, byte[]>();

            lock (m_NeedAck)
            {
                foreach (uint key in m_NeedAck.Keys)
                    info.needAck.Add(key, m_NeedAck[key].Packet.ToBytes());
            }

            LLQueItem[] queitems = m_PacketQueue.GetQueueArray();

            for (int i = 0; i < queitems.Length; i++)
            {
                if (queitems[i].Incoming == false)
                    info.out_packets.Add(queitems[i].Packet.ToBytes());
            }

            info.sequence = m_Sequence;

            return info;
        }

        public void SetClientInfo(ClientInfo info)
        {
            m_PendingAcks = info.pendingAcks;
            m_NeedAck = new Dictionary<uint, AckData>();

            Packet packet = null;
            int packetEnd = 0;
            byte[] zero = new byte[3000];

            foreach (uint key in info.needAck.Keys)
            {
                byte[] buff = info.needAck[key];
                packetEnd = buff.Length - 1;

                try
                {
                    packet = PacketPool.Instance.GetPacket(buff, ref packetEnd, zero);
                }
                catch (Exception)
                {
                }

                m_NeedAck.Add(key, new AckData(packet, null));
            }

            m_Sequence = info.sequence;
        }

        public void AddImportantPacket(PacketType type)
        {
            if (m_ImportantPackets.Contains(type))
                return;

            m_ImportantPackets.Add(type);
        }

        public void RemoveImportantPacket(PacketType type)
        {
            if (!m_ImportantPackets.Contains(type))
                return;

            m_ImportantPackets.Remove(type);
        }

        private void DropResend(Object id)
        {
            foreach (AckData data in new List<AckData>(m_NeedAck.Values))
            {
                if (data.Identifier != null && data.Identifier == id)
                {
                    m_NeedAck.Remove(data.Packet.Header.Sequence);
                    return;
                }
            }
        }

        private void TriggerOnPacketDrop(Packet packet, Object id)
        {
            PacketDrop handlerPacketDrop = OnPacketDrop;

            if (handlerPacketDrop == null)
                return;

            handlerPacketDrop(packet, id);
        }

        // Convert the packet to bytes and stuff it onto the send queue
        //
        public void ProcessOutPacket(LLQueItem item)
        {
            Packet packet = item.Packet;

            // Keep track of when this packet was sent out
            packet.TickCount = System.Environment.TickCount;

            // Assign sequence number here to prevent out of order packets
            if (packet.Header.Sequence == 0)
            {
                packet.Header.Sequence = NextPacketSequenceNumber();

                lock (m_NeedAck)
                {
                    // We want to see that packet arrive if it's reliable
                    if (packet.Header.Reliable)
                    {
                        m_UnackedBytes += packet.ToBytes().Length;
                        m_NeedAck[packet.Header.Sequence] = new AckData(packet,
                                item.Identifier);
                    }
                }
            }

            // If we sent a killpacket
            if (packet is KillPacket)
                Thread.CurrentThread.Abort();
            
            // Actually make the byte array and send it
            byte[] sendbuffer = packet.ToBytes();

            if (packet.Header.Zerocoded)
            {
                int packetsize = Helpers.ZeroEncode(sendbuffer,
                        sendbuffer.Length, m_ZeroOutBuffer);
                m_PacketServer.SendPacketTo(m_ZeroOutBuffer, packetsize,
                        SocketFlags.None, m_Client.CircuitCode);
            }
            else
            {
                // Need some extra space in case we need to add proxy
                // information to the message later
                Buffer.BlockCopy(sendbuffer, 0, m_ZeroOutBuffer, 0,
                        sendbuffer.Length);
                m_PacketServer.SendPacketTo(m_ZeroOutBuffer,
                        sendbuffer.Length, SocketFlags.None, m_Client.CircuitCode);
            }

            PacketPool.Instance.ReturnPacket(packet);
        }
    }
}