Files
libremetaverse/LibreMetaverse/OutgoingPacket.cs
Cinder Biscuits 9e1fa3f882 Misc cleanup
2019-06-08 17:58:54 -05:00

146 lines
5.1 KiB
C#

/*
* Copyright (c) 2006-2016, openmetaverse.co
*
* 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 System.Net;
using OpenMetaverse.Packets;
namespace OpenMetaverse
{
/// <summary>
/// Holds a simulator client reference and a serialized packet,
/// along with some network statistics and related info.
/// </summary>
public sealed class OutgoingPacket
{
/// <summary>Reference to the simulator this packet is destined for</summary>
public readonly object Client;
/// <summary>Packet that needs to be sent</summary>
public readonly UDPPacketBuffer Buffer;
/// <summary>Sequence number of the wrapped packet</summary>
public uint SequenceNumber;
/// <summary>Number of times this packet has been resent</summary>
public int ResendCount;
/// <summary>Environment.TickCount when this packet was last sent over the wire</summary>
public int TickCount;
/// <summary>Type of the packet</summary>
public PacketType Type;
/// <summary>
/// This is a caller-managed field representing the number of bytes to use/used in Buffer
/// </summary>
public int DataSize;
/// <summary>
/// Reference count to be used on this packet to know when it's safe to return to the pool
/// </summary>
private int _refCount;
/// <summary>
/// Lock to protect the reference count
/// </summary>
private object _refCountLock = new object();
/// <summary>Category this packet belongs to</summary>
public int Category;
private bool _fromPool = false;
public bool BufferFromPool
{
get { return _fromPool; }
}
public OutgoingPacket(Simulator simulator, UDPPacketBuffer buffer, PacketType type)
{
Client = simulator;
Buffer = buffer;
this.Type = type;
}
public Simulator Simulator
{
get { return Client is Simulator ? (Simulator) Client : null; }
}
/// <summary>
/// The endpoint this data is headed for
/// </summary>
public IPEndPoint Destination
{
get { return Buffer.RemoteEndPoint is IPEndPoint ? (IPEndPoint) Buffer.RemoteEndPoint : null; }
}
/// <summary>
/// Default constructor
/// </summary>
public OutgoingPacket(object client, byte[] buffer, int category, int dataSize, IPEndPoint destination,
bool fromBufferPool, Packets.PacketType type)
{
SequenceNumber = 0;
ResendCount = 0;
TickCount = 0;
Client = client;
Category = category;
_fromPool = fromBufferPool;
Type = type;
DataSize = dataSize;
Buffer = new UDPPacketBuffer(buffer, dataSize, destination, category, fromBufferPool);
}
public void AddRef()
{
if (BufferFromPool)
{
lock (_refCountLock)
{
++_refCount;
}
}
}
public void DecRef(Interfaces.IByteBufferPool returnPool)
{
if (BufferFromPool)
{
bool returnToBuffer = false;
lock (_refCountLock)
{
if (--_refCount <= 0)
{
returnToBuffer = true;
}
}
if (returnToBuffer)
{
Array data = Buffer.Data;
returnPool.ReturnBytes(Buffer.Data);
}
}
}
}
}