ZeroEncode() public static method

Encode a byte array with zerocoding. Used to compress packets marked with the zerocoded flag. Any zeroes in the array are compressed down to a single zero byte followed by a count of how many zeroes to expand out. A single zero becomes 0x00 0x01, two zeroes becomes 0x00 0x02, three zeroes becomes 0x00 0x03, etc. The first four bytes are copied directly to the output buffer.
public static ZeroEncode ( byte src, int srclen, byte dest ) : int
src byte The byte array to encode
srclen int The length of the byte array to encode
dest byte The output byte array to encode to
return int
Ejemplo n.º 1
0
        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

            #region Stats Tracking
            if (Client.Settings.TRACK_UTILIZATION)
            {
                Client.Stats.Update(type.ToString(), OpenMetaverse.Stats.Type.Packet, dataLength, 0);
            }
            #endregion
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Sends a packet directly to the simulator without queuing
        /// </summary>
        /// <param name="packet">Packet to be sent</param>
        /// <param name="setSequence">True to set the sequence number, false to
        /// leave it as is</param>
        public void SendPacketUnqueued(Packet packet, bool setSequence)
        {
            byte[] buffer;
            int    bytes;

            // Set sequence implies that this is not a resent packet
            if (setSequence)
            {
                // Reset to zero if we've hit the upper sequence number limit
                Interlocked.CompareExchange(ref Sequence, 0, Settings.MAX_SEQUENCE);
                // Increment and fetch the current sequence number
                packet.Header.Sequence = (uint)Interlocked.Increment(ref Sequence);

                if (packet.Header.Reliable)
                {
                    // Wrap this packet in a struct to track timeouts and resends
                    NetworkManager.OutgoingPacket outgoing = new NetworkManager.OutgoingPacket(this, packet, true);
                    // Keep track of when this packet was first sent out (right now)
                    outgoing.TickCount = Environment.TickCount;

                    // Add this packet to the list of ACK responses we are waiting on from the server
                    lock (NeedAck)
                    {
                        NeedAck[packet.Header.Sequence] = outgoing;
                    }

                    if (packet.Header.Resent)
                    {
                        // This packet has already been sent out once, strip any appended ACKs
                        // off it and reinsert them into the outgoing ACK queue under the
                        // assumption that this packet will continually be rejected from the
                        // server or that the appended ACKs are possibly making the delivery fail
                        if (packet.Header.AckList.Length > 0)
                        {
                            Logger.DebugLog(String.Format("Purging ACKs from packet #{0} ({1}) which will be resent.",
                                                          packet.Header.Sequence, packet.GetType()));

                            lock (PendingAcks)
                            {
                                foreach (uint sequence in packet.Header.AckList)
                                {
                                    if (!PendingAcks.ContainsKey(sequence))
                                    {
                                        PendingAcks[sequence] = sequence;
                                    }
                                }
                            }

                            packet.Header.AppendedAcks = false;
                            packet.Header.AckList      = new uint[0];
                        }

                        // Update the sent time for this packet
                        SetResentTime(packet.Header.Sequence);
                    }
                    else
                    {
                        // This packet is not a resend, check if the conditions are favorable
                        // to ACK appending
                        if (packet.Type != PacketType.PacketAck &&
                            packet.Type != PacketType.LogoutRequest)
                        {
                            lock (PendingAcks)
                            {
                                if (PendingAcks.Count > 0 &&
                                    PendingAcks.Count < Client.Settings.MAX_APPENDED_ACKS)
                                {
                                    // Append all of the queued up outgoing ACKs to this packet
                                    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;
                                }
                            }
                        }
                    }
                }
                else if (packet.Header.AckList.Length > 0)
                {
                    // Sanity check for ACKS appended on an unreliable packet, this is bad form
                    Logger.Log("Sending appended ACKs on an unreliable packet", Helpers.LogLevel.Warning);
                }
            }

            // Serialize the packet
            buffer           = packet.ToBytes();
            bytes            = buffer.Length;
            Stats.SentBytes += (ulong)bytes;
            ++Stats.SentPackets;

            UDPPacketBuffer buf = new UDPPacketBuffer(ipEndPoint);

            // Zerocode if needed
            if (packet.Header.Zerocoded)
            {
                bytes = Helpers.ZeroEncode(buffer, bytes, buf.Data);
            }
            else
            {
                Buffer.BlockCopy(buffer, 0, buf.Data, 0, bytes);
            }

            buf.DataLength = bytes;

            AsyncBeginSend(buf);
        }