Files
libremetaverse/libsecondlife/Simulator.cs
2008-04-07 16:55:46 +00:00

958 lines
36 KiB
C#

/*
* Copyright (c) 2007, Second Life Reverse Engineering Team
* 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 Second Life Reverse Engineering Team 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 libsecondlife.Packets;
namespace libsecondlife
{
/// <summary>
///
/// </summary>
public class Simulator : UDPBase, IDisposable
{
#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>
///
/// </summary>
public enum SimAccess : byte
{
/// <summary></summary>
Min = 0,
/// <summary></summary>
Trial = 7,
/// <summary></summary>
PG = 13,
/// <summary></summary>
Mature = 21,
/// <summary></summary>
Down = 254,
/// <summary></summary>
NonExistent = 255
}
#endregion Enums
#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 SecondLife Client;
/// <summary></summary>
public LLUUID ID = LLUUID.Zero;
/// <summary>The capabilities for this simulator</summary>
public Caps Caps = null;
/// <summary></summary>
public ulong Handle;
/// <summary></summary>
public string Name = String.Empty;
/// <summary></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 LLUUID SimOwner = LLUUID.Zero;
/// <summary></summary>
public LLUUID TerrainBase0 = LLUUID.Zero;
/// <summary></summary>
public LLUUID TerrainBase1 = LLUUID.Zero;
/// <summary></summary>
public LLUUID TerrainBase2 = LLUUID.Zero;
/// <summary></summary>
public LLUUID TerrainBase3 = LLUUID.Zero;
/// <summary></summary>
public LLUUID TerrainDetail0 = LLUUID.Zero;
/// <summary></summary>
public LLUUID TerrainDetail1 = LLUUID.Zero;
/// <summary></summary>
public LLUUID TerrainDetail2 = LLUUID.Zero;
/// <summary></summary>
public LLUUID TerrainDetail3 = LLUUID.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 libsecondlife</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>Used to obtain a lock on the sequence number for packets
/// sent to this simulator. Only useful for applications manipulating
/// sequence numbers</summary>
public object SequenceLock = new object();
/// <summary>The current sequence number for packets sent to this
/// simulator. Must be locked with SequenceLock before modifying. Only
/// useful for applications manipulating sequence numbers</summary>
public volatile uint 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 ipEndPoint; } }
/// <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<LLVector3> 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<LLVector3> avatarPositions = new List<LLVector3>();
/// <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 Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
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 IPEndPoint ipEndPoint;
private Timer AckTimer;
private Timer PingTimer;
private Timer StatsTimer;
// simulator <> parcel LocalID Map
private int[,] _ParcelMap = new int[64, 64];
#endregion Internal/Private Members
/// <summary>
///
/// </summary>
/// <param name="client">Reference to the SecondLife client</param>
/// <param name="address">IPEndPoint of the simulator</param>
/// <param name="handle">handle of the simulator</param>
public Simulator(SecondLife client, IPEndPoint address, ulong handle)
: base(address)
{
Client = client;
ipEndPoint = address;
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(new TimerCallback(AckTimer_Elapsed), null, Settings.NETWORK_TICK_INTERVAL,
Settings.NETWORK_TICK_INTERVAL);
// Timer for recording simulator connection statistics
StatsTimer = new Timer(new TimerCallback(StatsTimer_Elapsed), null, 1000, 1000);
// Timer for periodically pinging the simulator
if (Client.Settings.SEND_PINGS)
PingTimer = new Timer(new TimerCallback(PingTimer_Elapsed), null, Settings.PING_INTERVAL,
Settings.PING_INTERVAL);
#endregion Start Timers
Client.Log("Connecting to " + this.ToString(), Helpers.LogLevel.Info);
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))
{
Client.Log("Giving up on waiting for RegionHandshake for " + this.ToString(),
Helpers.LogLevel.Warning);
}
return true;
}
catch (Exception e)
{
Client.Log(e.ToString(), Helpers.LogLevel.Error);
}
return false;
}
public void SetSeedCaps(string seedcaps)
{
if (Caps != null)
{
if (Caps._SeedCapsURI == seedcaps) return;
Client.Log("Unexpected change of seed capability", Helpers.LogLevel.Warning);
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
Client.Log("Setting up a sim without a valid capabilities server!", Helpers.LogLevel.Error);
}
}
/// <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(ipEndPoint, false);
buf.Data = close.ToBytes();
buf.DataLength = buf.Data.Length;
AsyncBeginSend(buf);
}
// Shut the socket communication down
Stop();
}
}
/// <summary>
/// Sends a packet
/// </summary>
/// <param name="packet">Packet to be sent</param>
/// <param name="incrementSequence">Increment sequence number?</param>
public void SendPacket(Packet packet, bool incrementSequence)
{
byte[] buffer;
int bytes;
// Keep track of when this packet was sent out
packet.TickCount = Environment.TickCount;
if (incrementSequence)
{
// Set the sequence number
lock (SequenceLock)
{
if (Sequence > Settings.MAX_SEQUENCE)
Sequence = 1;
else
Sequence++;
packet.Header.Sequence = Sequence;
}
// Scrub any appended ACKs since all of the ACK handling is done here
if (packet.Header.AckList.Length > 0)
packet.Header.AckList = new uint[0];
packet.Header.AppendedAcks = false;
if (packet.Header.Reliable)
{
lock (NeedAck)
{
if (!NeedAck.ContainsKey(packet.Header.Sequence))
NeedAck.Add(packet.Header.Sequence, packet);
else
Client.Log("Attempted to add a duplicate sequence number (" +
packet.Header.Sequence + ") to the NeedAck dictionary for packet type " +
packet.Type.ToString(), Helpers.LogLevel.Warning);
}
// Don't append ACKs to resent packets, in case that's what was causing the
// delivery to fail
if (!packet.Header.Resent)
{
// Append any ACKs that need to be sent out to this packet
lock (PendingAcks)
{
if (PendingAcks.Count > 0 && PendingAcks.Count < Client.Settings.MAX_APPENDED_ACKS &&
packet.Type != PacketType.PacketAck &&
packet.Type != PacketType.LogoutRequest)
{
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;
}
}
}
}
}
// Serialize the packet
buffer = packet.ToBytes();
bytes = buffer.Length;
Stats.SentBytes += (ulong)bytes;
Stats.SentPackets++;
UDPPacketBuffer buf;
// Zerocode if needed
if (packet.Header.Zerocoded)
{
buf = new UDPPacketBuffer(ipEndPoint, true, false);
bytes = Helpers.ZeroEncode(buffer, bytes, buf.Data);
buf.DataLength = bytes;
}
else
{
buf = new UDPPacketBuffer(ipEndPoint, false, false);
buf.Data = buffer;
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 SendPacket(byte[] payload, bool setSequence)
{
try
{
if (setSequence && payload.Length > 3)
{
lock (SequenceLock)
{
payload[1] = (byte)(Sequence >> 16);
payload[2] = (byte)(Sequence >> 8);
payload[3] = (byte)(Sequence % 256);
Sequence++;
}
}
Stats.SentBytes += (ulong)payload.Length;
Stats.SentPackets++;
UDPPacketBuffer buf = new UDPPacketBuffer(ipEndPoint, false);
buf.Data = payload;
buf.DataLength = payload.Length;
AsyncBeginSend(buf);
}
catch (SocketException)
{
Client.Log("Tried to send a " + payload.Length +
" byte payload on a closed socket, shutting down " + this.ToString(),
Helpers.LogLevel.Info);
Network.DisconnectSim(this, false);
return;
}
catch (Exception e)
{
Client.Log(e.ToString(), Helpers.LogLevel.Error);
}
}
/// <summary>
/// Send a prepared <code>UDPPacketBuffer</code> object as a packet
/// </summary>
/// <param name="buffer">The prepared packet structure to be sent out</param>
public void SendPacket(UDPPacketBuffer buffer)
{
try { AsyncBeginSend(buffer); }
catch (Exception e) { Client.Log(e.ToString(), Helpers.LogLevel.Error); }
}
/// <summary>
///
/// </summary>
public void SendPing()
{
StartPingCheckPacket ping = new StartPingCheckPacket();
ping.PingID.PingID = Stats.LastPingID++;
ping.PingID.OldestUnacked = 0; // FIXME
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, ipEndPoint);
else
return String.Format("({0})", ipEndPoint);
}
/// <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 (ipEndPoint.Equals(sim.ipEndPoint));
}
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.ipEndPoint.Equals(rhs.ipEndPoint);
}
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 (!ipEndPoint.Address.Equals(((IPEndPoint)buffer.RemoteEndPoint).Address))
{
Client.Log("Received " + buffer.DataLength + " bytes of data from unrecognized source " +
((IPEndPoint)buffer.RemoteEndPoint).ToString(), Helpers.LogLevel.Warning);
return;
}
// Update the disconnect flag so this sim doesn't time out
DisconnectCandidate = false;
#region Packet Decoding
int packetEnd = buffer.DataLength - 1;
packet = Packet.BuildPacket(buffer.Data, ref packetEnd, buffer.ZeroData);
// Fail-safe check
if (packet == null)
{
Client.Log("Couldn't build a message from the incoming data", Helpers.LogLevel.Warning);
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)
{
Client.Log("Too many ACKs queued up!", Helpers.LogLevel.Error);
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()
{
int now = Environment.TickCount;
lock (NeedAck)
{
foreach (Packet packet in NeedAck.Values)
{
if (now - packet.TickCount > Client.Settings.RESEND_TIMEOUT)
{
try
{
if (Client.Settings.LOG_RESENDS)
Client.DebugLog(String.Format("Resending packet #{0} ({1}), {2}ms have passed",
packet.Header.Sequence, packet.GetType(), now - packet.TickCount));
packet.Header.Resent = true;
packet.TickCount = now;
++Stats.ResentPackets;
SendPacket(packet, false);
}
catch (Exception ex)
{
Client.DebugLog("Exception trying to resend packet: " + ex.ToString());
}
}
}
}
}
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++;
}
}
}