Files
libremetaverse/OpenMetaverse/Simulator.cs
John Hurliman baaf1fb1f4 * Only append ACKs to outgoing packets if one or more ACKs are successfully dequeued
* Commented out noisy CAPS debugging messages
* Added a test (under packet tests for lack of a better place) to measure Environment.TickCount resolution and fail if the resolution is not consistently under a 10ms variance

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2813 52acb1d6-8a22-11de-b505-999d5b087335
2009-05-27 00:29:43 +00:00

1064 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 long SentPackets;
/// <summary>Total number of packets received by this simulator to this agent</summary>
public long RecvPackets;
/// <summary>Total number of bytes sent by this simulator to this agent</summary>
public long SentBytes;
/// <summary>Total number of bytes received by this simulator to this agent</summary>
public long 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>The regions Unique ID</summary>
public UUID RegionID = UUID.Zero;
/// <summary>The physical data center the simulator is located</summary>
/// <remarks>Known values are:
/// <list type="table">
/// <item>Dallas</item>
/// <item>Chandler</item>
/// <item>SF</item>
/// </list>
/// </remarks>
public string ColoLocation;
/// <summary>The CPU Class of the simulator</summary>
/// <remarks>Most full mainland/estate sims appear to be 5,
/// Homesteads and Openspace appear to be 501</remarks>
public int CPUClass;
/// <summary>The number of regions sharing the same CPU as this one</summary>
/// <remarks>"Full Sims" appear to be 1, Homesteads appear to be 4</remarks>
public int CPURatio;
/// <summary>The billing product name</summary>
/// <remarks>Known values are:
/// <list type="table">
/// <item>Mainland / Full Region (Sku: 023)</item>
/// <item>Estate / Full Region (Sku: 024)</item>
/// <item>Estate / Openspace (Sku: 027)</item>
/// <item>Estate / Homestead (Sku: 029)</item>
/// <item>Mainland / Homestead (Sku: 129) (Linden Owned)</item>
/// </list>
/// </remarks>
public string ProductName;
/// <summary>The billing product SKU</summary>
/// <remarks>Known values are:
/// <list type="table">
/// <item>023 Mainland / Full Region</item>
/// <item>024 Estate / Full Region</item>
/// <item>027 Estate / Openspace</item>
/// <item>029 Estate / Homestead</item>
/// <item>129 Mainland / Homestead (Linden Owned)</item>
/// </list>
/// </remarks>
public string ProductSku;
/// <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()
{
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 InternalDictionary<UUID, Vector3> AvatarPositions { get { return avatarPositions; } }
/// <summary>AvatarPositions key representing TrackAgent target</summary>
public UUID PreyID { get { return preyID; } }
#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 InternalDictionary<UUID, Vector3> avatarPositions = new InternalDictionary<UUID, Vector3>();
/// <summary>AvatarPositions key representing TrackAgent target</summary>
internal UUID preyID = UUID.Zero;
/// <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<long> InBytes, OutBytes;
// ACKs that are queued up to be sent to the simulator
private LocklessQueue<uint> PendingAcks = new LocklessQueue<uint>();
private int PendingAckCount = 0;
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<long>(Client.Settings.STATS_QUEUE_SIZE);
OutBytes = new Queue<long>(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);
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);
}
#region Packet Sending
/// <summary>
/// Sends a packet
/// </summary>
/// <param name="packet">Packet to be sent</param>
public void SendPacket(Packet packet)
{
// DEBUG: This can go away after we are sure nothing in the library is trying to do this
if (packet.Header.AppendedAcks || (packet.Header.AckList != null && packet.Header.AckList.Length > 0))
Logger.Log("Attempting to send packet " + packet.Type + " with ACKs appended before serialization", Helpers.LogLevel.Error);
if (packet.HasVariableBlocks)
{
byte[][] datas = packet.ToBytesMultiple();
int packetCount = datas.Length;
if (packetCount > 1)
Logger.DebugLog("Split " + packet.Type + " packet into " + packetCount + " packets");
for (int i = 0; i < packetCount; i++)
{
byte[] data = datas[i];
SendPacketData(data, data.Length, packet.Type, packet.Header.Zerocoded);
}
}
else
{
byte[] data = packet.ToBytes();
SendPacketData(data, data.Length, packet.Type, packet.Header.Zerocoded);
}
}
public void SendPacketData(byte[] data, int dataLength, PacketType type, bool doZerocode)
{
UDPPacketBuffer buffer = new UDPPacketBuffer(remoteEndPoint, Packet.MTU);
// Zerocode if needed
if (doZerocode)
{
try { dataLength = Helpers.ZeroEncode(data, dataLength, buffer.Data); }
catch (IndexOutOfRangeException)
{
// The packet grew larger than Packet.MTU bytes while zerocoding.
// Remove the MSG_ZEROCODED flag and send the unencoded data
// instead
data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
}
else
{
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
buffer.DataLength = dataLength;
#region Queue or Send
NetworkManager.OutgoingPacket outgoingPacket = new NetworkManager.OutgoingPacket(this, buffer);
// Send ACK and logout packets directly, everything else goes through the queue
if (Client.Settings.THROTTLE_OUTGOING_PACKETS == false ||
type == PacketType.PacketAck ||
type == PacketType.LogoutRequest)
{
SendPacketFinal(outgoingPacket);
}
else
{
Network.PacketOutbox.Enqueue(outgoingPacket);
}
#endregion Queue or Send
}
internal void SendPacketFinal(NetworkManager.OutgoingPacket outgoingPacket)
{
UDPPacketBuffer buffer = outgoingPacket.Buffer;
byte flags = buffer.Data[0];
bool isResend = (flags & Helpers.MSG_RESENT) != 0;
bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
// Keep track of when this packet was sent out (right now)
outgoingPacket.TickCount = Environment.TickCount;
if (!isResend)
{
// Not a resend, assign a new sequence number
uint sequenceNumber = (uint)Interlocked.Increment(ref Sequence);
Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1);
outgoingPacket.SequenceNumber = sequenceNumber;
if (isReliable)
{
#region ACK Appending
int dataLength = buffer.DataLength;
// Keep appending ACKs until there is no room left in the packet or there are
// no more ACKs to append
uint ackCount = 0;
uint ack;
while (dataLength + 5 < Packet.MTU && PendingAcks.Dequeue(out ack))
{
Utils.UIntToBytesBig(ack, buffer.Data, dataLength);
dataLength += 4;
++ackCount;
}
if (ackCount > 0)
{
// Set the last byte of the packet equal to the number of appended ACKs
buffer.Data[dataLength++] = (byte)ackCount;
// Set the appended ACKs flag on this packet
buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
}
buffer.DataLength = dataLength;
#endregion ACK Appending
// Add this packet to the list of ACK responses we are waiting on from the server
lock (NeedAck) NeedAck[sequenceNumber] = outgoingPacket;
}
}
// Put the UDP payload on the wire
AsyncBeginSend(buffer);
}
/// <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);
Stats.LastPingSent = Environment.TickCount;
}
#endregion Packet Sending
/// <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,
// Only allocate a buffer for zerodecoding if the packet is zerocoded
((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
}
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;
}
Interlocked.Add(ref Stats.RecvBytes, buffer.DataLength);
Interlocked.Increment(ref 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
uint sequence = (uint)packet.Header.Sequence;
PendingAcks.Enqueue(sequence);
int pendingAckCount = Interlocked.Increment(ref PendingAckCount);
// Send out ACKs if we have a lot of them
if (pendingAckCount >= Client.Settings.MAX_PENDING_ACKS)
SendAcks();
if (packet.Header.Resent)
Interlocked.Increment(ref Stats.ReceivedResends);
}
#endregion Reliable Handling
#region Inbox Insertion
NetworkManager.IncomingPacket incomingPacket;
incomingPacket.Simulator = this;
incomingPacket.Packet = packet;
Network.PacketInbox.Enqueue(incomingPacket);
#endregion Inbox Insertion
}
protected override void PacketSent(UDPPacketBuffer buffer, int bytesSent)
{
// Stats tracking
Interlocked.Add(ref Stats.SentBytes, bytesSent);
Interlocked.Increment(ref Stats.SentPackets);
Client.Network.PacketSent(buffer.Data, bytesSent, this);
}
/// <summary>
/// Sends out pending acknowledgements
/// </summary>
private void SendAcks()
{
uint ack;
if (PendingAcks.Dequeue(out ack))
{
Interlocked.Decrement(ref PendingAckCount);
List<PacketAckPacket.PacketsBlock> blocks = new List<PacketAckPacket.PacketsBlock>();
PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock();
block.ID = ack;
blocks.Add(block);
while (PendingAcks.Dequeue(out ack))
{
Interlocked.Decrement(ref PendingAckCount);
block = new PacketAckPacket.PacketsBlock();
block.ID = ack;
blocks.Add(block);
}
PacketAckPacket packet = new PacketAckPacket();
packet.Header.Reliable = false;
packet.Packets = blocks.ToArray();
SendPacket(packet);
}
}
/// <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}ms have passed",
outgoing.SequenceNumber, now - outgoing.TickCount), Client);
}
// Set the resent flag
outgoing.Buffer.Data[0] = (byte)(outgoing.Buffer.Data[0] | Helpers.MSG_RESENT);
// The TickCount will be set to the current time when the packet
// is actually sent out again
outgoing.TickCount = 0;
Interlocked.Increment(ref outgoing.ResendCount);
Interlocked.Increment(ref Stats.ResentPackets);
SendPacketFinal(outgoing);
}
else
{
Logger.DebugLog(String.Format("Dropping packet #{0} after {1} failed attempts",
outgoing.SequenceNumber, outgoing.ResendCount));
lock (NeedAck) NeedAck.Remove(outgoing.SequenceNumber);
}
}
}
}
}
private void AckTimer_Elapsed(object obj)
{
SendAcks();
ResendUnacked();
}
private void StatsTimer_Elapsed(object obj)
{
long old_in = 0, old_out = 0;
long recv = Stats.RecvBytes;
long sent = Stats.SentBytes;
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(recv);
OutBytes.Enqueue(sent);
if (old_in > 0 && old_out > 0)
{
Stats.IncomingBPS = (int)(recv - old_in) / Client.Settings.STATS_QUEUE_SIZE;
Stats.OutgoingBPS = (int)(sent - 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();
Interlocked.Increment(ref Stats.SentPings);
}
}
}