本文整理汇总了C#中OpenSim.Region.ClientStack.LindenUDP.LLUDPClient.BackoffRTO方法的典型用法代码示例。如果您正苦于以下问题:C# LLUDPClient.BackoffRTO方法的具体用法?C# LLUDPClient.BackoffRTO怎么用?C# LLUDPClient.BackoffRTO使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类OpenSim.Region.ClientStack.LindenUDP.LLUDPClient
的用法示例。
在下文中一共展示了LLUDPClient.BackoffRTO方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ResendUnacked
public void ResendUnacked(LLUDPClient udpClient)
{
if (!udpClient.IsConnected)
return;
// Disconnect an agent if no packets are received for some time
if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * ClientTimeOut && !udpClient.IsPaused)
{
m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
ILoginMonitor monitor = (ILoginMonitor)m_scene.RequestModuleInterface<IMonitorModule>().GetMonitor("", MonitorModuleHelper.LoginMonitor);
if (monitor != null)
{
monitor.AddAbnormalClientThreadTermination();
}
RemoveClient(udpClient);
return;
}
// Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
if (expiredPackets != null)
{
//m_log.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
// Exponential backoff of the retransmission timeout
udpClient.BackoffRTO();
for (int i = 0; i < expiredPackets.Count; ++i)
{
if (expiredPackets[i].UnackedMethod != null)
expiredPackets[i].UnackedMethod(expiredPackets[i]);
}
// Resend packets
for (int i = 0; i < expiredPackets.Count; i++)
{
if (expiredPackets[i].UnackedMethod != null)
continue; //If its not null, it has taken care of the packet sending on its own
OutgoingPacket outgoingPacket = expiredPackets[i];
//m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
// outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
// Set the resent flag
outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
// resend in its original category
outgoingPacket.Category = ThrottleOutPacketType.Resend;
// Bump up the resend count on this packet
Interlocked.Increment(ref outgoingPacket.ResendCount);
//Interlocked.Increment(ref Stats.ResentPackets);
// Requeue or resend the packet
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
SendPacketFinal(outgoingPacket);
}
}
}
示例2: ResendUnacked
public void ResendUnacked(LLUDPClient udpClient)
{
if (!udpClient.IsConnected)
return;
// Disconnect an agent if no packets are received for some time
if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * ClientTimeOut && !udpClient.IsPaused)
{
m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
if (m_scene.Stats is OpenSim.Framework.Statistics.SimExtraStatsCollector)
{
OpenSim.Framework.Statistics.SimExtraStatsCollector stats = m_scene.Stats as OpenSim.Framework.Statistics.SimExtraStatsCollector;
stats.AddAbnormalClientThreadTermination();
}
RemoveClient(udpClient);
return;
}
// Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
if (expiredPackets != null)
{
//m_log.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
// Exponential backoff of the retransmission timeout
udpClient.BackoffRTO();
// Resend packets
for (int i = 0; i < expiredPackets.Count; i++)
{
OutgoingPacket outgoingPacket = expiredPackets[i];
//m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
// outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
// Set the resent flag
outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
outgoingPacket.Category = ThrottleOutPacketType.Resend;
// Bump up the resend count on this packet
Interlocked.Increment(ref outgoingPacket.ResendCount);
//Interlocked.Increment(ref Stats.ResentPackets);
// Requeue or resend the packet
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
SendPacketFinal(outgoingPacket);
}
}
}
示例3: ResendUnacked
public void ResendUnacked(LLUDPClient udpClient)
{
if (!udpClient.IsConnected)
return;
// Disconnect an agent if no packets are received for some time
//FIXME: Make 60 an .ini setting
if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * 60)
{
IClientAPI client;
if (m_scene.TryGetClient(udpClient.AgentID, out client))
{
if (client.IsActive) // to prevent duplicate reporting
m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
RemoveClient(client);
}
return;
}
// Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
KeyValuePair<UnackedPacketCollection.ResendReason, List<OutgoingPacket>> expiredPackets
= udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
if (expiredPackets.Key != UnackedPacketCollection.ResendReason.None)
{
//m_log.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
// Exponential backoff of the retransmission timeout
if ((expiredPackets.Key & UnackedPacketCollection.ResendReason.TimeoutExpired) != 0) udpClient.BackoffRTO();
var packetList = expiredPackets.Value;
// Resend packets
for (int i = 0; i < packetList.Count; i++)
{
OutgoingPacket outgoingPacket = packetList[i];
/*m_log.DebugFormat("[LLUDPSERVER]: {0} Resending packet #{1} (attempt {2}), {3}ms have passed",
(expiredPackets.Key & UnackedPacketCollection.ResendReason.FastRetransmit) != 0 ? "(Fast)" : "",
outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
*/
// Set the resent flag
outgoingPacket.Buffer[0] = (byte)(outgoingPacket.Buffer[0] | Helpers.MSG_RESENT);
outgoingPacket.Category = (int) ThrottleOutPacketType.Resend;
// Bump up the resend count on this packet
Interlocked.Increment(ref outgoingPacket.ResendCount);
//Interlocked.Increment(ref Stats.ResentPackets);
// Requeue or resend the packet
if (!udpClient.EnqueueOutgoing(outgoingPacket))
SendPacketFinal(outgoingPacket);
}
/*
if (packetList.Count != 0)
{
m_log.DebugFormat("[LLUDPSERVER]: {0} Resent {1} packet(s) for {2}",
(expiredPackets.Key & UnackedPacketCollection.ResendReason.FastRetransmit) != 0 ? "(Fast)" : "",
packetList.Count, udpClient.AgentID);
}*/
}
}
示例4: HandleUnacked
public void HandleUnacked(LLUDPClient udpClient)
{
if (!udpClient.IsConnected)
return;
// Disconnect an agent if no packets are received for some time
//FIXME: Make 60 an .ini setting
if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * 60)
{
m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
RemoveClient(udpClient);
return;
}
// Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
if (expiredPackets != null)
{
//m_log.Debug("[LLUDPSERVER]: Handling " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
// Exponential backoff of the retransmission timeout
udpClient.BackoffRTO();
for (int i = 0; i < expiredPackets.Count; ++i)
expiredPackets[i].UnackedMethod(expiredPackets[i]);
}
}
示例5: ResendUnacked
public void ResendUnacked(LLUDPClient udpClient)
{
if (!udpClient.IsConnected)
return;
// Disconnect an agent if no packets are received for some time
if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000*ClientTimeOut &&
!udpClient.IsPaused)
{
MainConsole.Instance.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
ILoginMonitor monitor =
(ILoginMonitor)
m_scene.RequestModuleInterface<IMonitorModule>().GetMonitor("", MonitorModuleHelper.LoginMonitor);
if (monitor != null)
monitor.AddAbnormalClientThreadTermination();
RemoveClient(udpClient);
return;
}
// Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
if (expiredPackets != null)
{
//uncomment one line below for added debuging -VS
MainConsole.Instance.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
// Exponential backoff of the retransmission timeout
udpClient.BackoffRTO();
#if (!ISWIN)
foreach (OutgoingPacket t in expiredPackets)
{
if (t.UnackedMethod != null)
{
t.UnackedMethod(t);
}
}
#else
foreach (OutgoingPacket t in expiredPackets.Where(t => t.UnackedMethod != null))
{
t.UnackedMethod(t);
}
#endif
// Resend packets
#if (!ISWIN)
foreach (OutgoingPacket outgoingPacket in expiredPackets)
{
if (outgoingPacket.UnackedMethod == null)
{
//MainConsole.Instance.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
// outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
// Set the resent flag
outgoingPacket.Buffer.Data[0] = (byte) (outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
// resend in its original category
outgoingPacket.Category = ThrottleOutPacketType.Resend;
// Bump up the resend count on this packet
Interlocked.Increment(ref outgoingPacket.ResendCount);
//Interlocked.Increment(ref Stats.ResentPackets);
// Requeue or resend the packet
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
SendPacketFinal(outgoingPacket);
}
}
#else
foreach (OutgoingPacket outgoingPacket in expiredPackets.Where(t => t.UnackedMethod == null))
{
//MainConsole.Instance.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
// outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
// Set the resent flag
outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
// resend in its original category
outgoingPacket.Category = ThrottleOutPacketType.Resend;
// Bump up the resend count on this packet
Interlocked.Increment(ref outgoingPacket.ResendCount);
//Interlocked.Increment(ref Stats.ResentPackets);
// Requeue or resend the packet
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
SendPacketFinal(outgoingPacket);
}
#endif
}
}