C# Class OpenSim.Region.ClientStack.LindenUDP.LLUDPClient

Tracks state for a client UDP connection and provides client-specific methods
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Public Properties

Property Type Description
AgentID UUID
BytesSinceLastACK int
CircuitCode uint
CurrentPingSequence byte
CurrentSequence int
IsConnected bool
IsPaused bool
NeedAcks UnackedPacketCollection
PacketArchive OpenSim.Region.ClientStack.LindenUDP.IncomingPacketHistoryCollection
PacketsReceived int
PacketsSent int
PendingAcks OpenSim.Framework.LocklessQueue
RTO int
RTTVAR float
RemoteEndPoint System.Net.IPEndPoint
SRTT float
TickLastPacketReceived int
UnackedBytes int

Public Methods

Method Description
BackoffRTO ( ) : void

Exponential backoff of the retransmission timeout, per section 5.5 of RFC 2988

DequeueOutgoing ( ) : bool

Loops through all of the packet queues for this client and tries to send an outgoing packet from each, obeying the throttling bucket limits

This function is only called from a synchronous loop in the UDPServer so we don't need to bother making this thread safe

EnqueueOutgoing ( OpenSim.Region.ClientStack.LindenUDP.OutgoingPacket packet ) : bool
GetClientInfo ( ) : ClientInfo

Gets information about this client connection

GetStats ( ) : string
GetThrottlesPacked ( ) : byte[]
LLUDPClient ( LLUDPServer server, OpenSim.Region.ClientStack.LindenUDP.ThrottleRates rates, OpenSim.Region.ClientStack.LindenUDP.TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO ) : System

Default constructor

SendPacketStats ( ) : void
SetClientInfo ( ClientInfo info ) : void

Modifies the UDP throttles

SetThrottles ( byte throttleData ) : void
Shutdown ( ) : void

Shuts down this client connection

UpdateRoundTrip ( float r ) : void

Called when an ACK packet is received and a round-trip time for a packet is calculated. This is used to calculate the smoothed round-trip time, round trip time variance, and finally the retransmission timeout

Private Methods

Method Description
BeginFireQueueEmpty ( ThrottleOutPacketTypeFlags categories ) : void

Does an early check to see if this queue empty callback is already running, then asynchronously firing the event

CategoryToFlag ( int i ) : ThrottleOutPacketTypeFlags

Converts a ThrottleOutPacketType integer to a flag value

FireQueueEmpty ( object o ) : void

Fires the OnQueueEmpty callback and sets the minimum time that it can be called again

Method Details

BackoffRTO() public method

Exponential backoff of the retransmission timeout, per section 5.5 of RFC 2988
public BackoffRTO ( ) : void
return void

DequeueOutgoing() public method

Loops through all of the packet queues for this client and tries to send an outgoing packet from each, obeying the throttling bucket limits
This function is only called from a synchronous loop in the UDPServer so we don't need to bother making this thread safe
public DequeueOutgoing ( ) : bool
return bool

EnqueueOutgoing() public method

public EnqueueOutgoing ( OpenSim.Region.ClientStack.LindenUDP.OutgoingPacket packet ) : bool
packet OpenSim.Region.ClientStack.LindenUDP.OutgoingPacket
return bool

GetClientInfo() public method

Gets information about this client connection
public GetClientInfo ( ) : ClientInfo
return OpenSim.Framework.ClientInfo

GetStats() public method

public GetStats ( ) : string
return string

GetThrottlesPacked() public method

public GetThrottlesPacked ( ) : byte[]
return byte[]

LLUDPClient() public method

Default constructor
public LLUDPClient ( LLUDPServer server, OpenSim.Region.ClientStack.LindenUDP.ThrottleRates rates, OpenSim.Region.ClientStack.LindenUDP.TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO ) : System
server LLUDPServer Reference to the UDP server this client is connected to
rates OpenSim.Region.ClientStack.LindenUDP.ThrottleRates Default throttling rates and maximum throttle limits
parentThrottle OpenSim.Region.ClientStack.LindenUDP.TokenBucket Parent HTB (hierarchical token bucket) /// that the child throttles will be governed by
circuitCode uint Circuit code for this connection
agentID UUID AgentID for the connected agent
remoteEndPoint System.Net.IPEndPoint Remote endpoint for this connection
defaultRTO int
maxRTO int
return System

SendPacketStats() public method

public SendPacketStats ( ) : void
return void

SetClientInfo() public method

Modifies the UDP throttles
public SetClientInfo ( ClientInfo info ) : void
info OpenSim.Framework.ClientInfo New throttling values
return void

SetThrottles() public method

public SetThrottles ( byte throttleData ) : void
throttleData byte
return void

Shutdown() public method

Shuts down this client connection
public Shutdown ( ) : void
return void

UpdateRoundTrip() public method

Called when an ACK packet is received and a round-trip time for a packet is calculated. This is used to calculate the smoothed round-trip time, round trip time variance, and finally the retransmission timeout
public UpdateRoundTrip ( float r ) : void
r float Round-trip time of a single packet and its /// acknowledgement
return void

Property Details

AgentID public_oe property

AgentID for this client
public UUID AgentID
return UUID

BytesSinceLastACK public_oe property

Number of bytes received since the last acknowledgement was sent out. This is used to loosely follow the TCP delayed ACK algorithm in RFC 1122 (4.2.3.2)
public int BytesSinceLastACK
return int

CircuitCode public_oe property

Circuit code that this client is connected on
public uint CircuitCode
return uint

CurrentPingSequence public_oe property

Current ping sequence number
public byte CurrentPingSequence
return byte

CurrentSequence public_oe property

Current packet sequence number
public int CurrentSequence
return int

IsConnected public_oe property

True when this connection is alive, otherwise false
public bool IsConnected
return bool

IsPaused public_oe property

True when this connection is paused, otherwise false
public bool IsPaused
return bool

NeedAcks public_oe property

Packets we have sent that need to be ACKed by the client
public UnackedPacketCollection,OpenSim.Region.ClientStack.LindenUDP NeedAcks
return UnackedPacketCollection

PacketArchive public_oe property

Sequence numbers of packets we've received (for duplicate checking)
public IncomingPacketHistoryCollection,OpenSim.Region.ClientStack.LindenUDP PacketArchive
return OpenSim.Region.ClientStack.LindenUDP.IncomingPacketHistoryCollection

PacketsReceived public_oe property

Number of packets received from this client
public int PacketsReceived
return int

PacketsSent public_oe property

Number of packets sent to this client
public int PacketsSent
return int

PendingAcks public_oe property

ACKs that are queued up, waiting to be sent to the client
public LocklessQueue,OpenSim.Framework PendingAcks
return OpenSim.Framework.LocklessQueue

RTO public_oe property

Retransmission timeout. Packets that have not been acknowledged in this number of milliseconds or longer will be resent
Calculated from SRTT and RTTVAR using the guidelines in RFC 2988
public int RTO
return int

RTTVAR public_oe property

Round-trip time variance. Measures the consistency of round-trip times
public float RTTVAR
return float

RemoteEndPoint public_oe property

The remote address of the connected client
public IPEndPoint,System.Net RemoteEndPoint
return System.Net.IPEndPoint

SRTT public_oe property

Smoothed round-trip time. A smoothed average of the round-trip time for sending a reliable packet to the client and receiving an ACK
public float SRTT
return float

TickLastPacketReceived public_oe property

Environment.TickCount when the last packet was received for this client
public int TickLastPacketReceived
return int

UnackedBytes public_oe property

Total byte count of unacked packets sent to this client
public int UnackedBytes
return int