Beispiel #1
0
        public Buffer update(ushort tickId, IBaseClient client, SuperPacket <PQ> superpacket)
        {
            ++sinceLastPing;
            if (needsPing())
            {
                sinceLastPing = 0;
                superpacket.SetFlag(SuperPacketFlags.Ping);
            }

            // TODO(gpascualg): Lock superpacket
            bool first_packet = true;

            superpacket.prepare();
            if (superpacket.finish(tickId, first_packet))
            {
                Buffer buffer = new Buffer(superpacket.getBuffer());

                // Register time for ping purposes
                ushort packetIdDiff = Overflow.sub(buffer.readUshort(2), timestampsHeadId);
                timestampsHeadPosition = Overflow.mod(Overflow.add(timestampsHeadPosition, packetIdDiff), ResolutionTableSize);
                UnityEngine.Debug.Log($"< SET {buffer.readUshort(2)} AT {timestampsHeadPosition} WITH DIFF {packetIdDiff}");
                timestamps[timestampsHeadPosition] = DateTimeExtensions.now();
                timestampsHeadId = buffer.readUshort(2);

                // Update estimate
                sendKbpsEstimateAcc += buffer.getPosition();
                lastSendSize         = (ushort)buffer.getPosition();

                first_packet = false;

                return(buffer);
            }

            lastSendSize = 0;
            return(null);
        }
Beispiel #2
0
        public void HandleAcks(ushort tickId, SuperPacketReader reader, SuperPacket <PQ> superpacket, IMarshal marshal)
        {
            // Ack packets
            foreach (ushort ack in reader.getAcks())
            {
                // Check if this ack > lastAck
                if (Kaminari.Overflow.ge(ack, processedAckBase))
                {
                    int displace = Kaminari.Overflow.sub(ack, processedAckBase);
                    processedAcks    = processedAcks << displace;
                    processedAckBase = ack;
                }

                // Now, check if the ack has already been processed
                int ackPosition = Overflow.sub(processedAckBase, ack);
                if (ackPosition >= 64)
                {
                    ackPosition      = 0;
                    processedAcks    = 0;
                    processedAckBase = ack;
                }

                // If it is already masked, it means it has already been processed
                ulong ackMask = (ulong)1 << ackPosition;
                if ((processedAcks & ackMask) > 0)
                {
                    continue;
                }
                processedAcks = processedAcks | ackMask;

                // Otherwise, let superpacker handle the ack
                superpacket.Ack(ack);

                // Update lag estimation
                if (Overflow.geq(lastConfirmedTimestampId, ack) && Overflow.sub(timestampsHeadId, lastConfirmedTimestampId) < 100)
                {
                    // TODO(gpascualg): This can be used as a connection quality estimate
                    continue;
                }

                lastConfirmedTimestampId = ack;
                ushort position = Overflow.mod(Overflow.sub(timestampsHeadPosition, Overflow.sub(timestampsHeadId, ack)), ResolutionTableSize);
                ulong  diff     = reader.Timestamp - timestamps[position];
                UnityEngine.Debug.Log($"> ACK {ack} AT {position} +{diff}");
                const float w = 0.99f;
                estimatedRTT = estimatedRTT * w + diff * (1.0f - w);
            }

            // Schedule ack if necessary
            bool is_handshake = reader.HasFlag(SuperPacketFlags.Handshake);

            if (is_handshake || reader.hasData() || reader.isPingPacket())
            {
                superpacket.scheduleAck(reader.id());
            }

            // Handle flags already
            if (is_handshake)
            {
                // Check if there was too much of a difference, in which case, flag handshake again
                // TODO(gpascualg): Remove re-handshake max diff magic number
                if (Overflow.abs_diff(reader.tickId(), tickId) > 10)
                {
                    superpacket.SetFlag(SuperPacketFlags.Handshake);
                }

                // During handshake, we update our tick to match the other side
                ExpectedTickId = reader.tickId();
                LastServerId   = reader.tickId();

                // Reset all variables related to packet parsing
                timestampBlockId = ExpectedTickId;
                timestamp        = DateTimeExtensions.now();
                loopCounter      = 0;

                // Reset marshal
                ResetResolutionTable(reader.tickId());
                marshal.Reset();

                if (!reader.HasFlag(SuperPacketFlags.Ack))
                {
                    superpacket.SetFlag(SuperPacketFlags.Ack);
                    superpacket.SetFlag(SuperPacketFlags.Handshake);
                }
            }
        }