Files
libremetaverse/OpenMetaverse/Simulator.cs
John Hurliman 99b3b74cd6 * More cleanup to acking and resending in libomv and Simian
* Fixed typo in Simian.ini that was disabling connection management
* Replaced several unnecessary foreach loops in Simian with dictionary lookups
* Simian now uses the last detected system IP address instead of the first

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2342 52acb1d6-8a22-11de-b505-999d5b087335
2008-11-10 18:00:05 +00:00

1065 lines
40 KiB
C#

/*
* Copyright (c) 2007-2008, openmetaverse.org
* All rights reserved.
*
* - 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.
* - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Generic;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using OpenMetaverse.Packets;
namespace OpenMetaverse
{
#region Enums
/// <summary>
/// Simulator (region) properties
/// </summary>
[Flags]
public enum RegionFlags
{
/// <summary>No flags set</summary>
None = 0,
/// <summary>Agents can take damage and be killed</summary>
AllowDamage = 1 << 0,
/// <summary>Landmarks can be created here</summary>
AllowLandmark = 1 << 1,
/// <summary>Home position can be set in this sim</summary>
AllowSetHome = 1 << 2,
/// <summary>Home position is reset when an agent teleports away</summary>
ResetHomeOnTeleport = 1 << 3,
/// <summary>Sun does not move</summary>
SunFixed = 1 << 4,
/// <summary>No object, land, etc. taxes</summary>
TaxFree = 1 << 5,
/// <summary>Disable heightmap alterations (agents can still plant
/// foliage)</summary>
BlockTerraform = 1 << 6,
/// <summary>Land cannot be released, sold, or purchased</summary>
BlockLandResell = 1 << 7,
/// <summary>All content is wiped nightly</summary>
Sandbox = 1 << 8,
/// <summary></summary>
NullLayer = 1 << 9,
/// <summary></summary>
SkipAgentAction = 1 << 10,
/// <summary></summary>
SkipUpdateInterestList = 1 << 11,
/// <summary>No collision detection for non-agent objects</summary>
SkipCollisions = 1 << 12,
/// <summary>No scripts are ran</summary>
SkipScripts = 1 << 13,
/// <summary>All physics processing is turned off</summary>
SkipPhysics = 1 << 14,
/// <summary></summary>
ExternallyVisible = 1 << 15,
/// <summary></summary>
MainlandVisible = 1 << 16,
/// <summary></summary>
PublicAllowed = 1 << 17,
/// <summary></summary>
BlockDwell = 1 << 18,
/// <summary>Flight is disabled (not currently enforced by the sim)</summary>
NoFly = 1 << 19,
/// <summary>Allow direct (p2p) teleporting</summary>
AllowDirectTeleport = 1 << 20,
/// <summary>Estate owner has temporarily disabled scripting</summary>
EstateSkipScripts = 1 << 21,
/// <summary></summary>
RestrictPushObject = 1 << 22,
/// <summary>Deny agents with no payment info on file</summary>
DenyAnonymous = 1 << 23,
/// <summary>Deny agents with payment info on file</summary>
DenyIdentified = 1 << 24,
/// <summary>Deny agents who have made a monetary transaction</summary>
DenyTransacted = 1 << 25,
/// <summary></summary>
AllowParcelChanges = 1 << 26,
/// <summary></summary>
AbuseEmailToEstateOwner = 1 << 27,
/// <summary>Region is Voice Enabled</summary>
AllowVoice = 1 << 28
}
/// <summary>
/// Access level for a simulator
/// </summary>
public enum SimAccess : byte
{
/// <summary>Minimum access level, no additional checks</summary>
Min = 0,
/// <summary>Trial accounts allowed</summary>
Trial = 7,
/// <summary>PG rating</summary>
PG = 13,
/// <summary>Mature rating</summary>
Mature = 21,
/// <summary>Simulator is offline</summary>
Down = 254,
/// <summary>Simulator does not exist</summary>
NonExistent = 255
}
#endregion Enums
/// <summary>
///
/// </summary>
public class Simulator : UDPBase, IDisposable
{
#region Structs
/// <summary>
/// Simulator Statistics
/// </summary>
public struct SimStats
{
/// <summary>Total number of packets sent by this simulator to this agent</summary>
public ulong SentPackets;
/// <summary>Total number of packets received by this simulator to this agent</summary>
public ulong RecvPackets;
/// <summary>Total number of bytes sent by this simulator to this agent</summary>
public ulong SentBytes;
/// <summary>Total number of bytes received by this simulator to this agent</summary>
public ulong RecvBytes;
/// <summary>Time in seconds agent has been connected to simulator</summary>
public int ConnectTime;
/// <summary>Total number of packets that have been resent</summary>
public int ResentPackets;
/// <summary>Total number of resent packets recieved</summary>
public int ReceivedResends;
/// <summary>Total number of pings sent to this simulator by this agent</summary>
public int SentPings;
/// <summary>Total number of ping replies sent to this agent by this simulator</summary>
public int ReceivedPongs;
/// <summary>
/// Incoming bytes per second
/// </summary>
/// <remarks>It would be nice to have this claculated on the fly, but
/// this is far, far easier</remarks>
public int IncomingBPS;
/// <summary>
/// Outgoing bytes per second
/// </summary>
/// <remarks>It would be nice to have this claculated on the fly, but
/// this is far, far easier</remarks>
public int OutgoingBPS;
/// <summary>Time last ping was sent</summary>
public int LastPingSent;
/// <summary>ID of last Ping sent</summary>
public byte LastPingID;
/// <summary></summary>
public int LastLag;
/// <summary></summary>
public int MissedPings;
/// <summary>Current time dilation of this simulator</summary>
public float Dilation;
/// <summary>Current Frames per second of simulator</summary>
public int FPS;
/// <summary>Current Physics frames per second of simulator</summary>
public float PhysicsFPS;
/// <summary></summary>
public float AgentUpdates;
/// <summary></summary>
public float FrameTime;
/// <summary></summary>
public float NetTime;
/// <summary></summary>
public float PhysicsTime;
/// <summary></summary>
public float ImageTime;
/// <summary></summary>
public float ScriptTime;
/// <summary></summary>
public float AgentTime;
/// <summary></summary>
public float OtherTime;
/// <summary>Total number of objects Simulator is simulating</summary>
public int Objects;
/// <summary>Total number of Active (Scripted) objects running</summary>
public int ScriptedObjects;
/// <summary>Number of agents currently in this simulator</summary>
public int Agents;
/// <summary>Number of agents in neighbor simulators</summary>
public int ChildAgents;
/// <summary>Number of Active scripts running in this simulator</summary>
public int ActiveScripts;
/// <summary></summary>
public int LSLIPS;
/// <summary></summary>
public int INPPS;
/// <summary></summary>
public int OUTPPS;
/// <summary>Number of downloads pending</summary>
public int PendingDownloads;
/// <summary>Number of uploads pending</summary>
public int PendingUploads;
/// <summary></summary>
public int VirtualSize;
/// <summary></summary>
public int ResidentSize;
/// <summary>Number of local uploads pending</summary>
public int PendingLocalUploads;
/// <summary>Unacknowledged bytes in queue</summary>
public int UnackedBytes;
}
#endregion Structs
#region Public Members
/// <summary>A public reference to the client that this Simulator object
/// is attached to</summary>
public GridClient Client;
/// <summary></summary>
public UUID ID = UUID.Zero;
/// <summary>The capabilities for this simulator</summary>
public Caps Caps = null;
/// <summary></summary>
public ulong Handle;
/// <summary>The current version of software this simulator is running</summary>
public string SimVersion = String.Empty;
/// <summary></summary>
public string Name = String.Empty;
/// <summary>A 64x64 grid of parcel coloring values. The values stored
/// in this array are of the <seealso cref="ParcelArrayType"/> type</summary>
public byte[] ParcelOverlay = new byte[4096];
/// <summary></summary>
public int ParcelOverlaysReceived;
/// <summary></summary>
public float TerrainHeightRange00;
/// <summary></summary>
public float TerrainHeightRange01;
/// <summary></summary>
public float TerrainHeightRange10;
/// <summary></summary>
public float TerrainHeightRange11;
/// <summary></summary>
public float TerrainStartHeight00;
/// <summary></summary>
public float TerrainStartHeight01;
/// <summary></summary>
public float TerrainStartHeight10;
/// <summary></summary>
public float TerrainStartHeight11;
/// <summary></summary>
public float WaterHeight;
/// <summary></summary>
public UUID SimOwner = UUID.Zero;
/// <summary></summary>
public UUID TerrainBase0 = UUID.Zero;
/// <summary></summary>
public UUID TerrainBase1 = UUID.Zero;
/// <summary></summary>
public UUID TerrainBase2 = UUID.Zero;
/// <summary></summary>
public UUID TerrainBase3 = UUID.Zero;
/// <summary></summary>
public UUID TerrainDetail0 = UUID.Zero;
/// <summary></summary>
public UUID TerrainDetail1 = UUID.Zero;
/// <summary></summary>
public UUID TerrainDetail2 = UUID.Zero;
/// <summary></summary>
public UUID TerrainDetail3 = UUID.Zero;
/// <summary></summary>
public bool IsEstateManager;
/// <summary></summary>
public EstateTools Estate;
/// <summary></summary>
public RegionFlags Flags;
/// <summary></summary>
public SimAccess Access;
/// <summary></summary>
public float BillableFactor;
/// <summary>Statistics information for this simulator and the
/// connection to the simulator, calculated by the simulator itself
/// and the library</summary>
public SimStats Stats;
/// <summary>Provides access to two thread-safe dictionaries containing
/// avatars and primitives found in this simulator</summary>
//public ObjectTracker Objects = new ObjectTracker();
public InternalDictionary<uint, Avatar> ObjectsAvatars = new InternalDictionary<uint, Avatar>();
public InternalDictionary<uint, Primitive> ObjectsPrimitives = new InternalDictionary<uint, Primitive>();
/// <summary>The current sequence number for packets sent to this
/// simulator. Must be Interlocked before modifying. Only
/// useful for applications manipulating sequence numbers</summary>
public int Sequence;
/// <summary>
/// Provides access to an internal thread-safe dictionary containing parcel
/// information found in this simulator
/// </summary>
public InternalDictionary<int, Parcel> Parcels = new InternalDictionary<int, Parcel>();
/// <summary>
/// Provides access to an internal thread-safe multidimensional array containing a x,y grid mapped
/// each 64x64 parcel's LocalID.
/// </summary>
public int[,] ParcelMap
{
get
{
lock (this)
return _ParcelMap;
}
set
{
lock (this)
_ParcelMap = value;
}
}
/// <summary>
/// Checks simulator parcel map to make sure it has downloaded all data successfully
/// </summary>
/// <returns>true if map is full (contains no 0's)</returns>
public bool IsParcelMapFull()
{
//int ny = this.ParcelMap.GetLength(0);
//int nx = this.ParcelMap.GetLength(1);
for (int y = 0; y < 64; y++)
{
for (int x = 0; x < 64; x++)
{
if (this.ParcelMap[y, x] == 0)
return false;
}
}
return true;
}
#endregion Public Members
#region Properties
/// <summary>The IP address and port of the server</summary>
public IPEndPoint IPEndPoint { get { return remoteEndPoint; } }
/// <summary>Whether there is a working connection to the simulator or
/// not</summary>
public bool Connected { get { return connected; } }
/// <summary>Coarse locations of avatars in this simulator</summary>
public List<Vector3> AvatarPositions { get { return avatarPositions; } }
/// <summary>AvatarPositions index representing your avatar</summary>
public int PositionIndexYou { get { return positionIndexYou; } }
/// <summary>AvatarPositions index representing TrackAgent target</summary>
public int PositionIndexPrey { get { return positionIndexPrey; } }
#endregion Properties
#region Internal/Private Members
/// <summary>Used internally to track sim disconnections</summary>
internal bool DisconnectCandidate = false;
/// <summary>Event that is triggered when the simulator successfully
/// establishes a connection</summary>
internal AutoResetEvent ConnectedEvent = new AutoResetEvent(false);
/// <summary>Whether this sim is currently connected or not. Hooked up
/// to the property Connected</summary>
internal bool connected;
/// <summary>Coarse locations of avatars in this simulator</summary>
internal List<Vector3> avatarPositions = new List<Vector3>();
/// <summary>AvatarPositions index representing your avatar</summary>
internal int positionIndexYou = -1;
/// <summary>AvatarPositions index representing TrackAgent target</summary>
internal int positionIndexPrey = -1;
/// <summary>Sequence numbers of packets we've received
/// (for duplicate checking)</summary>
internal Queue<uint> PacketArchive;
/// <summary>Packets we sent out that need ACKs from the simulator</summary>
internal SortedDictionary<uint, NetworkManager.OutgoingPacket> NeedAck = new SortedDictionary<uint, NetworkManager.OutgoingPacket>();
/// <summary>Sequence number for pause/resume</summary>
internal int pauseSerial;
private NetworkManager Network;
private Queue<ulong> InBytes, OutBytes;
// ACKs that are queued up to be sent to the simulator
private SortedList<uint, uint> PendingAcks = new SortedList<uint, uint>();
private Timer AckTimer;
private Timer PingTimer;
private Timer StatsTimer;
// simulator <> parcel LocalID Map
private int[,] _ParcelMap = new int[64, 64];
internal bool DownloadingParcelMap = false;
#endregion Internal/Private Members
/// <summary>
///
/// </summary>
/// <param name="client">Reference to the GridClient object</param>
/// <param name="address">IPEndPoint of the simulator</param>
/// <param name="handle">handle of the simulator</param>
public Simulator(GridClient client, IPEndPoint address, ulong handle)
: base(address)
{
Client = client;
Handle = handle;
Estate = new EstateTools(Client);
Network = Client.Network;
PacketArchive = new Queue<uint>(Settings.PACKET_ARCHIVE_SIZE);
InBytes = new Queue<ulong>(Client.Settings.STATS_QUEUE_SIZE);
OutBytes = new Queue<ulong>(Client.Settings.STATS_QUEUE_SIZE);
}
/// <summary>
/// Called when this Simulator object is being destroyed
/// </summary>
public void Dispose()
{
// Force all the CAPS connections closed for this simulator
if (Caps != null)
{
Caps.Disconnect(true);
}
}
/// <summary>
/// Attempt to connect to this simulator
/// </summary>
/// <param name="moveToSim">Whether to move our agent in to this sim or not</param>
/// <returns>True if the connection succeeded or connection status is
/// unknown, false if there was a failure</returns>
public bool Connect(bool moveToSim)
{
if (connected)
{
Client.Self.CompleteAgentMovement(this);
return true;
}
#region Start Timers
// Destroy the timers
if (AckTimer != null) AckTimer.Dispose();
if (StatsTimer != null) StatsTimer.Dispose();
if (PingTimer != null) PingTimer.Dispose();
// Timer for sending out queued packet acknowledgements
AckTimer = new Timer(AckTimer_Elapsed, null, Settings.NETWORK_TICK_INTERVAL, Settings.NETWORK_TICK_INTERVAL);
// Timer for recording simulator connection statistics
StatsTimer = new Timer(StatsTimer_Elapsed, null, 1000, 1000);
// Timer for periodically pinging the simulator
if (Client.Settings.SEND_PINGS)
PingTimer = new Timer(PingTimer_Elapsed, null, Settings.PING_INTERVAL, Settings.PING_INTERVAL);
#endregion Start Timers
Logger.Log("Connecting to " + this.ToString(), Helpers.LogLevel.Info, Client);
try
{
// Create the UDP connection
Start();
// Mark ourselves as connected before firing everything else up
connected = true;
// Send the UseCircuitCode packet to initiate the connection
UseCircuitCodePacket use = new UseCircuitCodePacket();
use.CircuitCode.Code = Network.CircuitCode;
use.CircuitCode.ID = Client.Self.AgentID;
use.CircuitCode.SessionID = Client.Self.SessionID;
// Send the initial packet out
SendPacket(use, true);
Stats.ConnectTime = Environment.TickCount;
// Move our agent in to the sim to complete the connection
if (moveToSim) Client.Self.CompleteAgentMovement(this);
if (Client.Settings.SEND_AGENT_UPDATES)
Client.Self.Movement.SendUpdate(true, this);
if (!ConnectedEvent.WaitOne(Client.Settings.SIMULATOR_TIMEOUT, false))
{
Logger.Log("Giving up on waiting for RegionHandshake for " + this.ToString(),
Helpers.LogLevel.Warning, Client);
}
return true;
}
catch (Exception e)
{
Logger.Log(e.Message, Helpers.LogLevel.Error, Client, e);
}
return false;
}
public void SetSeedCaps(string seedcaps)
{
if (Caps != null)
{
if (Caps._SeedCapsURI == seedcaps) return;
Logger.Log("Unexpected change of seed capability", Helpers.LogLevel.Warning, Client);
Caps.Disconnect(true);
Caps = null;
}
if (Client.Settings.ENABLE_CAPS)
{
// Connect to the new CAPS system
if (!String.IsNullOrEmpty(seedcaps))
Caps = new Caps(this, seedcaps);
else
Logger.Log("Setting up a sim without a valid capabilities server!", Helpers.LogLevel.Error, Client);
}
}
/// <summary>
/// Disconnect from this simulator
/// </summary>
public void Disconnect(bool sendCloseCircuit)
{
if (connected)
{
connected = false;
// Destroy the timers
if (AckTimer != null) AckTimer.Dispose();
if (StatsTimer != null) StatsTimer.Dispose();
if (PingTimer != null) PingTimer.Dispose();
// Kill the current CAPS system
if (Caps != null)
{
Caps.Disconnect(true);
Caps = null;
}
if (sendCloseCircuit)
{
// Try to send the CloseCircuit notice
CloseCircuitPacket close = new CloseCircuitPacket();
UDPPacketBuffer buf = new UDPPacketBuffer(remoteEndPoint);
byte[] data = close.ToBytes();
Buffer.BlockCopy(data, 0, buf.Data, 0, data.Length);
buf.DataLength = data.Length;
AsyncBeginSend(buf);
}
// Shut the socket communication down
Stop();
}
}
/// <summary>
/// Instructs the simulator to stop sending update (and possibly other) packets
/// </summary>
public void Pause()
{
AgentPausePacket pause = new AgentPausePacket();
pause.AgentData.AgentID = Client.Self.AgentID;
pause.AgentData.SessionID = Client.Self.SessionID;
pause.AgentData.SerialNum = (uint)Interlocked.Exchange(ref pauseSerial, pauseSerial + 1);
Client.Network.SendPacket(pause, this);
}
/// <summary>
/// Instructs the simulator to resume sending update packets (unpause)
/// </summary>
public void Resume()
{
AgentResumePacket resume = new AgentResumePacket();
resume.AgentData.AgentID = Client.Self.AgentID;
resume.AgentData.SessionID = Client.Self.SessionID;
resume.AgentData.SerialNum = (uint)Interlocked.Exchange(ref pauseSerial, pauseSerial + 1);
Client.Network.SendPacket(resume, this);
}
/// <summary>
/// Sends a packet
/// </summary>
/// <param name="packet">Packet to be sent</param>
/// <param name="setSequence">True to set the sequence number, false to
/// leave it as is</param>
public void SendPacket(Packet packet, bool setSequence)
{
SendPacket(new NetworkManager.OutgoingPacket(this, packet, setSequence));
}
/// <summary>
/// Sends a packet
/// </summary>
/// <param name="outgoingPacket">Packet to be sent</param>
public void SendPacket(NetworkManager.OutgoingPacket outgoingPacket)
{
// Send ACK and logout packets directly, everything else goes through the queue
if (outgoingPacket.Packet.Type == PacketType.PacketAck ||
outgoingPacket.Packet.Header.AppendedAcks ||
Client.Settings.THROTTLE_OUTGOING_PACKETS == false ||
outgoingPacket.Packet.Type == PacketType.LogoutRequest)
{
SendPacketUnqueued(outgoingPacket);
}
else
{
Network.PacketOutbox.Enqueue(outgoingPacket);
}
}
/// <summary>
/// Sends a packet directly to the simulator without queuing
/// </summary>
/// <param name="outgoingPacket">Packet to be sent</param>
public void SendPacketUnqueued(NetworkManager.OutgoingPacket outgoingPacket)
{
Packet packet = outgoingPacket.Packet;
byte[] buffer;
int bytes;
// Set sequence implies that this is not a resent packet
if (outgoingPacket.SetSequence)
{
// Reset to zero if we've hit the upper sequence number limit
Interlocked.CompareExchange(ref Sequence, 0, Settings.MAX_SEQUENCE);
// Increment and fetch the current sequence number
packet.Header.Sequence = (uint)Interlocked.Increment(ref Sequence);
if (packet.Header.Reliable)
{
// Keep track of when this packet was sent out (right now)
outgoingPacket.TickCount = Environment.TickCount;
// Add this packet to the list of ACK responses we are waiting on from the server
lock (NeedAck) NeedAck[packet.Header.Sequence] = outgoingPacket;
if (!packet.Header.Resent)
{
// This packet is not a resend, check if the conditions are favorable
// to ACK appending
if (packet.Type != PacketType.PacketAck &&
packet.Type != PacketType.LogoutRequest)
{
lock (PendingAcks)
{
if (PendingAcks.Count > 0 &&
PendingAcks.Count < Client.Settings.MAX_APPENDED_ACKS)
{
// Append all of the queued up outgoing ACKs to this packet
packet.Header.AckList = new uint[PendingAcks.Count];
for (int i = 0; i < PendingAcks.Count; i++)
packet.Header.AckList[i] = PendingAcks.Values[i];
PendingAcks.Clear();
packet.Header.AppendedAcks = true;
}
}
}
}
}
else if (packet.Header.AckList.Length > 0)
{
// Sanity check for ACKS appended on an unreliable packet, this is bad form
Logger.Log("Sending appended ACKs on an unreliable packet", Helpers.LogLevel.Warning);
}
}
if (packet.Header.Resent)
{
// This packet has already been sent out once, strip any appended ACKs
// off it and reinsert them into the outgoing ACK queue under the
// assumption that this packet will continually be rejected from the
// server or that the appended ACKs are possibly making the delivery fail
if (packet.Header.AckList.Length > 0)
{
Logger.DebugLog(String.Format("Purging ACKs from packet #{0} ({1}) which will be resent.",
packet.Header.Sequence, packet.GetType()));
lock (PendingAcks)
{
foreach (uint sequence in packet.Header.AckList)
{
if (!PendingAcks.ContainsKey(sequence))
PendingAcks[sequence] = sequence;
}
}
packet.Header.AppendedAcks = false;
packet.Header.AckList = new uint[0];
}
}
// Serialize the packet
buffer = packet.ToBytes();
bytes = buffer.Length;
Stats.SentBytes += (ulong)bytes;
++Stats.SentPackets;
UDPPacketBuffer buf = new UDPPacketBuffer(remoteEndPoint);
// Zerocode if needed
if (packet.Header.Zerocoded)
bytes = Helpers.ZeroEncode(buffer, bytes, buf.Data);
else
Buffer.BlockCopy(buffer, 0, buf.Data, 0, bytes);
buf.DataLength = bytes;
AsyncBeginSend(buf);
}
/// <summary>
/// Send a raw byte array payload as a packet
/// </summary>
/// <param name="payload">The packet payload</param>
/// <param name="setSequence">Whether the second, third, and fourth bytes
/// should be modified to the current stream sequence number</param>
public void SendPacketUnqueued(byte[] payload, bool setSequence)
{
try
{
if (setSequence && payload.Length > 3)
{
uint sequence = (uint)Interlocked.Increment(ref Sequence);
payload[1] = (byte)(sequence >> 16);
payload[2] = (byte)(sequence >> 8);
payload[3] = (byte)(sequence % 256);
}
Stats.SentBytes += (ulong)payload.Length;
++Stats.SentPackets;
UDPPacketBuffer buf = new UDPPacketBuffer(remoteEndPoint);
Buffer.BlockCopy(payload, 0, buf.Data, 0, payload.Length);
buf.DataLength = payload.Length;
AsyncBeginSend(buf);
}
catch (SocketException)
{
Logger.Log("Tried to send a " + payload.Length +
" byte payload on a closed socket, shutting down " + this.ToString(),
Helpers.LogLevel.Info, Client);
Network.DisconnectSim(this, false);
return;
}
catch (Exception e)
{
Logger.Log(e.Message, Helpers.LogLevel.Error, Client, e);
}
}
/// <summary>
///
/// </summary>
public void SendPing()
{
uint oldestUnacked = 0;
// Get the oldest NeedAck value, the first entry in the sorted dictionary
lock (NeedAck)
{
if (NeedAck.Count > 0)
{
SortedDictionary<uint, NetworkManager.OutgoingPacket>.KeyCollection.Enumerator en = NeedAck.Keys.GetEnumerator();
en.MoveNext();
oldestUnacked = en.Current;
}
}
//if (oldestUnacked != 0)
// Logger.DebugLog("Sending ping with oldestUnacked=" + oldestUnacked);
StartPingCheckPacket ping = new StartPingCheckPacket();
ping.PingID.PingID = Stats.LastPingID++;
ping.PingID.OldestUnacked = oldestUnacked;
ping.Header.Reliable = false;
SendPacket(ping, true);
Stats.LastPingSent = Environment.TickCount;
}
/// <summary>
/// Returns Simulator Name as a String
/// </summary>
/// <returns></returns>
public override string ToString()
{
if (!String.IsNullOrEmpty(Name))
return String.Format("{0} ({1})", Name, remoteEndPoint);
else
return String.Format("({0})", remoteEndPoint);
}
/// <summary>
///
/// </summary>
/// <returns></returns>
public override int GetHashCode()
{
return Handle.GetHashCode();
}
/// <summary>
///
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public override bool Equals(object obj)
{
Simulator sim = obj as Simulator;
if (sim == null)
return false;
return (remoteEndPoint.Equals(sim.remoteEndPoint));
}
public static bool operator ==(Simulator lhs, Simulator rhs)
{
// If both are null, or both are same instance, return true
if (System.Object.ReferenceEquals(lhs, rhs))
{
return true;
}
// If one is null, but not both, return false.
if (((object)lhs == null) || ((object)rhs == null))
{
return false;
}
return lhs.remoteEndPoint.Equals(rhs.remoteEndPoint);
}
public static bool operator !=(Simulator lhs, Simulator rhs)
{
return !(lhs == rhs);
}
protected override void PacketReceived(UDPPacketBuffer buffer)
{
Packet packet = null;
// Check if this packet came from the server we expected it to come from
if (!remoteEndPoint.Address.Equals(((IPEndPoint)buffer.RemoteEndPoint).Address))
{
Logger.Log("Received " + buffer.DataLength + " bytes of data from unrecognized source " +
((IPEndPoint)buffer.RemoteEndPoint).ToString(), Helpers.LogLevel.Warning, Client);
return;
}
// Update the disconnect flag so this sim doesn't time out
DisconnectCandidate = false;
#region Packet Decoding
int packetEnd = buffer.DataLength - 1;
try
{
packet = Packet.BuildPacket(buffer.Data, ref packetEnd, buffer.ZeroData);
}
catch (MalformedDataException)
{
Logger.Log(String.Format("Malformed data, cannot parse packet:\n{0}",
Utils.BytesToHexString(buffer.Data, buffer.DataLength, null)), Helpers.LogLevel.Error);
}
// Fail-safe check
if (packet == null)
{
Logger.Log("Couldn't build a message from the incoming data", Helpers.LogLevel.Warning, Client);
return;
}
Stats.RecvBytes += (ulong)buffer.DataLength;
++Stats.RecvPackets;
#endregion Packet Decoding
#region Reliable Handling
if (packet.Header.Reliable)
{
// Add this packet to the list of ACKs that need to be sent out
lock (PendingAcks)
{
uint sequence = (uint)packet.Header.Sequence;
if (!PendingAcks.ContainsKey(sequence)) PendingAcks[sequence] = sequence;
}
// Send out ACKs if we have a lot of them
if (PendingAcks.Count >= Client.Settings.MAX_PENDING_ACKS)
SendAcks();
if (packet.Header.Resent) ++Stats.ReceivedResends;
}
#endregion Reliable Handling
#region Inbox Insertion
NetworkManager.IncomingPacket incomingPacket;
incomingPacket.Simulator = this;
incomingPacket.Packet = packet;
// TODO: Prioritize the queue
Network.PacketInbox.Enqueue(incomingPacket);
#endregion Inbox Insertion
}
protected override void PacketSent(UDPPacketBuffer buffer, int bytesSent)
{
}
/// <summary>
/// Sends out pending acknowledgements
/// </summary>
private void SendAcks()
{
lock (PendingAcks)
{
if (PendingAcks.Count > 0)
{
if (PendingAcks.Count > 250)
{
Logger.Log("Too many ACKs queued up!", Helpers.LogLevel.Error, Client);
return;
}
PacketAckPacket acks = new PacketAckPacket();
acks.Header.Reliable = false;
acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count];
for (int i = 0; i < PendingAcks.Count; i++)
{
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
acks.Packets[i].ID = PendingAcks.Values[i];
}
SendPacket(acks, true);
PendingAcks.Clear();
}
}
}
/// <summary>
/// Resend unacknowledged packets
/// </summary>
private void ResendUnacked()
{
if (NeedAck.Count > 0)
{
NetworkManager.OutgoingPacket[] array;
lock (NeedAck)
{
// Create a temporary copy of the outgoing packets array to iterate over
array = new NetworkManager.OutgoingPacket[NeedAck.Count];
NeedAck.Values.CopyTo(array, 0);
}
int now = Environment.TickCount;
// Resend packets
for (int i = 0; i < array.Length; i++)
{
NetworkManager.OutgoingPacket outgoing = array[i];
if (outgoing.TickCount != 0 && now - outgoing.TickCount > Client.Settings.RESEND_TIMEOUT)
{
if (outgoing.ResendCount < Client.Settings.MAX_RESEND_COUNT)
{
if (Client.Settings.LOG_RESENDS)
{
Logger.DebugLog(String.Format("Resending packet #{0} ({1}), {2}ms have passed",
outgoing.Packet.Header.Sequence, outgoing.Packet.GetType(),
now - outgoing.TickCount), Client);
}
// The TickCount will be set to the current time when the packet
// is actually sent out again
outgoing.TickCount = 0;
outgoing.SetSequence = false;
outgoing.Packet.Header.Resent = true;
++outgoing.ResendCount;
++Stats.ResentPackets;
SendPacket(outgoing);
}
else
{
Logger.DebugLog(String.Format("Dropping packet #{0} ({1}) after {2} failed attempts",
outgoing.Packet.Header.Sequence, outgoing.Packet.GetType(), outgoing.ResendCount));
lock (NeedAck) NeedAck.Remove(outgoing.Packet.Header.Sequence);
}
}
}
}
}
private void AckTimer_Elapsed(object obj)
{
SendAcks();
ResendUnacked();
}
private void StatsTimer_Elapsed(object obj)
{
ulong old_in = 0, old_out = 0;
if (InBytes.Count >= Client.Settings.STATS_QUEUE_SIZE)
old_in = InBytes.Dequeue();
if (OutBytes.Count >= Client.Settings.STATS_QUEUE_SIZE)
old_out = OutBytes.Dequeue();
InBytes.Enqueue(Stats.RecvBytes);
OutBytes.Enqueue(Stats.SentBytes);
if (old_in > 0 && old_out > 0)
{
Stats.IncomingBPS = (int)(Stats.RecvBytes - old_in) / Client.Settings.STATS_QUEUE_SIZE;
Stats.OutgoingBPS = (int)(Stats.SentBytes - old_out) / Client.Settings.STATS_QUEUE_SIZE;
//Client.Log("Incoming: " + IncomingBPS + " Out: " + OutgoingBPS +
// " Lag: " + LastLag + " Pings: " + ReceivedPongs +
// "/" + SentPings, Helpers.LogLevel.Debug);
}
}
private void PingTimer_Elapsed(object obj)
{
SendPing();
Stats.SentPings++;
}
}
}