public void CreateOutgoingMessage(ArraySegment <byte> payload, bool noMerge, ulong notificationKey)
        {
            if (payload.Count > connection.MTU)
            {
                if (Logging.CurrentLogLevel <= LogLevel.Error)
                {
                    Logging.LogError("Tried to send message that was too large. Use a fragmented channel instead. [Size=" + payload.Count + "] [MaxMessageSize=" + config.MaxFragments + "]");
                }
                return;
            }

            // Allocate the memory
            HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count + 2);

            // Write headers
            memory.Buffer[0] = HeaderPacker.Pack(MessageType.Data);
            memory.Buffer[1] = channelId;

            // Copy the payload
            Buffer.BlockCopy(payload.Array, payload.Offset, memory.Buffer, 2, payload.Count);

            // Allocate pointers
            HeapPointers pointers = memoryManager.AllocHeapPointers(1);

            // Point the first pointer to the memory
            pointers.Pointers[0] = memory;

            // Send the message to the router. Tell the router to dealloc the memory as the channel no longer needs it.
            ChannelRouter.SendMessage(pointers, true, connection, noMerge, memoryManager);
        }
Example #2
0
        public HeapPointers HandleIncomingMessagePoll(ArraySegment <byte> payload)
        {
            // Read the sequence number
            ushort sequence = (ushort)(payload.Array[payload.Offset] | (ushort)(payload.Array[payload.Offset + 1] << 8));

            lock (_receiveLock)
            {
                if (SequencingUtils.Distance(sequence, _incomingLowestAckedSequence, sizeof(ushort)) <= 0 || _incomingAckedSequences.Contains(sequence))
                {
                    // We have already acked this message. Ack again
                    SendAck(sequence);

                    return(null);
                }
                else if (sequence == _incomingLowestAckedSequence + 1)
                {
                    // This is the "next" packet

                    do
                    {
                        // Remove previous
                        _incomingAckedSequences.Remove(_incomingLowestAckedSequence);

                        _incomingLowestAckedSequence++;
                    }while (_incomingAckedSequences.Contains((ushort)(_incomingLowestAckedSequence + 1)));

                    // Ack the new message
                    SendAck(sequence);

                    // Alloc pointers
                    HeapPointers pointers = memoryManager.AllocHeapPointers(1);

                    // Alloc a memory wrapper
                    pointers.Pointers[0] = memoryManager.AllocMemoryWrapper(new ArraySegment <byte>(payload.Array, payload.Offset + 2, payload.Count - 2));

                    return(pointers);
                }
                else if (SequencingUtils.Distance(sequence, _incomingLowestAckedSequence, sizeof(ushort)) > 0 && !_incomingAckedSequences.Contains(sequence))
                {
                    // This is a future packet

                    // Add to sequencer
                    _incomingAckedSequences.Add(sequence);

                    // Ack the new message
                    SendAck(sequence);

                    // Alloc pointers
                    HeapPointers pointers = memoryManager.AllocHeapPointers(1);

                    // Alloc a memory wrapper
                    pointers.Pointers[0] = memoryManager.AllocMemoryWrapper(new ArraySegment <byte>(payload.Array, payload.Offset + 2, payload.Count - 2));

                    return(pointers);
                }

                return(null);
            }
        }
        public void CreateOutgoingMessage(ArraySegment <byte> payload, bool noMerge, ulong notificationKey)
        {
            if (payload.Count > connection.MTU)
            {
                if (Logging.CurrentLogLevel <= LogLevel.Error)
                {
                    Logging.LogError("Tried to send message that was too large. Use a fragmented channel instead. [Size=" + payload.Count + "] [MaxMessageSize=" + config.MaxFragments + "]");
                }
                return;
            }

            lock (_sendLock)
            {
                // Increment the sequence number
                _lastOutgoingSequence++;

                // Allocate the memory
                HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count + 4);

                // Write headers
                memory.Buffer[0] = HeaderPacker.Pack(MessageType.Data);
                memory.Buffer[1] = channelId;

                // Write the sequence
                memory.Buffer[2] = (byte)_lastOutgoingSequence;
                memory.Buffer[3] = (byte)(_lastOutgoingSequence >> 8);

                // Copy the payload
                Buffer.BlockCopy(payload.Array, payload.Offset, memory.Buffer, 4, payload.Count);

                if (_lastOutgoingPacket != null)
                {
                    // Dealloc the last packet
                    _lastOutgoingPacket.Value.DeAlloc(memoryManager);
                }

                // Add the memory to pending
                _lastOutgoingPacket = new PendingOutgoingPacketSequence()
                {
                    Sequence        = _lastOutgoingSequence,
                    Attempts        = 1,
                    LastSent        = NetTime.Now,
                    FirstSent       = NetTime.Now,
                    Memory          = memory,
                    NotificationKey = notificationKey
                };

                // Allocate pointers
                HeapPointers pointers = memoryManager.AllocHeapPointers(1);

                // Point the first pointer to the memory
                pointers.Pointers[0] = memory;

                // Send the message to the router. Tell the router to NOT dealloc the memory as the channel needs it for resend purposes.
                ChannelRouter.SendMessage(pointers, false, connection, noMerge, memoryManager);
            }
        }
Example #4
0
        public HeapPointers CreateOutgoingMessage(ArraySegment <byte> payload, out byte headerSize, out bool dealloc)
        {
            if (payload.Count > connection.MTU)
            {
                if (Logging.CurrentLogLevel <= LogLevel.Error)
                {
                    Logging.LogError("Tried to send message that was too large. Use a fragmented channel instead. [Size=" + payload.Count + "] [MaxMessageSize=" + config.MaxFragments + "]");
                }
                dealloc    = false;
                headerSize = 0;
                return(null);
            }

            lock (_lock)
            {
                // Increment the sequence number
                _lastOutboundSequenceNumber++;

                // Set header size
                headerSize = 4;

                // Allocate the memory
                HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count + 4);

                // Write headers
                memory.Buffer[0] = HeaderPacker.Pack((byte)MessageType.Data, false);
                memory.Buffer[1] = channelId;

                // Write the sequence
                memory.Buffer[2] = (byte)_lastOutboundSequenceNumber;
                memory.Buffer[3] = (byte)(_lastOutboundSequenceNumber >> 8);

                // Copy the payload
                Buffer.BlockCopy(payload.Array, payload.Offset, memory.Buffer, 4, payload.Count);

                // Tell the caller to deallc the memory
                dealloc = true;

                // Allocate pointers
                HeapPointers pointers = memoryManager.AllocHeapPointers(1);

                // Point the first pointer to the memory
                pointers.Pointers[pointers.VirtualOffset] = memory;

                return(pointers);
            }
        }
Example #5
0
        public HeapPointers HandleIncomingMessagePoll(ArraySegment <byte> payload)
        {
            // Read the sequence number
            ushort sequence = (ushort)(payload.Array[payload.Offset] | (ushort)(payload.Array[payload.Offset + 1] << 8));
            // Read the raw fragment data
            ushort encodedFragment = (ushort)(payload.Array[payload.Offset + 2] | (ushort)(payload.Array[payload.Offset + 3] << 8));
            // The fragmentId is the last 15 least significant bits
            ushort fragment = (ushort)(encodedFragment & 32767);
            // IsFinal is the most significant bit
            bool isFinal = (ushort)((encodedFragment & 32768) >> 15) == 1;

            if (fragment >= config.MaxFragments)
            {
                if (Logging.CurrentLogLevel <= LogLevel.Error)
                {
                    Logging.LogError("FragmentId was too large. [FragmentId=" + fragment + "] [Config.MaxFragments=" + config.MaxFragments + "]. The fragment was silently dropped, expect a timeout.");
                }
                return(null);
            }

            lock (_receiveLock)
            {
                // If the sequence is older than the last one we sent to user OR the packet is already acked OR the sequence is alive and its complete OR (the sequence is alive AND the fragments is alloced AND the alloced fragment count is larger than the fragment (I.E, the fragment is actually alloced) AND the fragment is not null AND the fragment is not dead))
                if (SequencingUtils.Distance(sequence, _incomingLowestAckedSequence, sizeof(ushort)) <= 0 ||
                    (_incomingAckedSequences.Contains(sequence)) ||
                    (_receiveSequencer.TryGet(sequence, out PendingIncomingPacketFragmented value) && (value.IsComplete || (value.Fragments.VirtualCount > fragment && value.Fragments.Pointers[value.Fragments.VirtualOffset + fragment] != null))))
                {
                    // We have already acked this message. Ack again

                    SendAckEncoded(sequence, encodedFragment);

                    return(null);
                }
                else
                {
                    // This is a packet after the last. One that is not yet completed

                    if (!_receiveSequencer.CanUpdateOrSet(sequence))
                    {
                        // If we cant update or set, that means the window is full and we are not in the window.

                        if (Logging.CurrentLogLevel <= LogLevel.Warning)
                        {
                            Logging.LogWarning("Incoming packet window is exhausted. Expect delays");
                        }
                        return(null);
                    }

                    if (!_receiveSequencer.TryGet(sequence, out value))
                    {
                        // If this is the first fragment we ever get, index the data.

                        HeapPointers fragmentPointers = memoryManager.AllocHeapPointers((uint)fragment + 1);

                        value = new PendingIncomingPacketFragmented()
                        {
                            Fragments = fragmentPointers,
                            Size      = isFinal ? (ushort?)(fragment + 1) : null
                        };

                        _receiveSequencer.Set(sequence, value);
                    }
                    else
                    {
                        // If the first fragment we got was fragment 1 / 500. The fragments array will only be of size 128. We need to potentially resize it
                        if (value.Fragments.Pointers.Length - value.Fragments.VirtualOffset <= fragment)
                        {
                            // We need to expand the fragments array.

                            // Alloc new array
                            HeapPointers newPointers = memoryManager.AllocHeapPointers((uint)fragment + 1);

                            // Copy old values
                            Array.Copy(value.Fragments.Pointers, newPointers.Pointers, value.Fragments.Pointers.Length);

                            // Return the memory for the old
                            memoryManager.DeAlloc(value.Fragments);

                            // Update the index
                            value = new PendingIncomingPacketFragmented()
                            {
                                Fragments = newPointers,
                                Size      = isFinal ? (ushort?)(fragment + 1) : value.Size
                            };

                            _receiveSequencer.Update(sequence, value);
                        }

                        // We might also have to expand the virtual count
                        if (value.Fragments.VirtualCount <= fragment)
                        {
                            // Update the new virtual count
                            value.Fragments.VirtualCount = (uint)fragment + 1;

                            // Update the struct to set the size if it has changed (TODO: Check if needed)
                            value = new PendingIncomingPacketFragmented()
                            {
                                Fragments = value.Fragments,
                                Size      = isFinal ? (ushort?)(fragment + 1) : value.Size
                            };

                            _receiveSequencer.Update(sequence, value);
                        }
                    }

                    // If the fragment is null OR the fragment is DEAD
                    if (value.Fragments.Pointers[value.Fragments.VirtualOffset + fragment] == null)
                    {
                        // Alloc some memory for the fragment
                        HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count - 4);

                        // Copy the payload
                        Buffer.BlockCopy(payload.Array, payload.Offset + 4, memory.Buffer, 0, payload.Count - 4);

                        // Add fragment to index
                        value.Fragments.Pointers[value.Fragments.VirtualOffset + fragment] = memory;
                    }

                    // Send ack
                    SendAckEncoded(sequence, encodedFragment);

                    // If this sequence just completed. Return the memory
                    if (value.IsComplete)
                    {
                        if (sequence == (ushort)(_incomingLowestAckedSequence + 1))
                        {
                            // This is the next packet.

                            do
                            {
                                // Remove previous
                                _incomingAckedSequences.Remove(_incomingLowestAckedSequence);

                                _incomingLowestAckedSequence++;
                            }while (_incomingAckedSequences.Contains((ushort)(_incomingLowestAckedSequence + 1)));
                        }
                        else
                        {
                            // This is a future one
                            _incomingAckedSequences.Add(sequence);
                        }

                        // Get the total size of all fragments
                        uint totalSize = value.TotalByteSize;

                        // Alloc memory for that large segment
                        HeapMemory memory = memoryManager.AllocHeapMemory(totalSize);

                        // Keep track of where we are, fragments COULD have different sizes.
                        int bufferPosition = 0;

                        if (value.Fragments != null)
                        {
                            // Copy all the parts
                            for (int i = 0; i < value.Fragments.VirtualCount; i++)
                            {
                                // Copy fragment to final buffer
                                Buffer.BlockCopy(((HeapMemory)value.Fragments.Pointers[value.Fragments.VirtualOffset + i]).Buffer, (int)((HeapMemory)value.Fragments.Pointers[value.Fragments.VirtualOffset + i]).VirtualOffset, memory.Buffer, bufferPosition, (int)((HeapMemory)value.Fragments.Pointers[value.Fragments.VirtualOffset + i]).VirtualCount);

                                bufferPosition += (int)((HeapMemory)value.Fragments.Pointers[value.Fragments.VirtualOffset + i]).VirtualCount;
                            }
                        }

                        // Free the memory of all the individual fragments
                        value.DeAlloc(memoryManager);

                        // Kill
                        _receiveSequencer.Remove(sequence);

                        // Alloc pointers
                        HeapPointers pointers = memoryManager.AllocHeapPointers(1);

                        // Alloc a memory wrapper
                        pointers.Pointers[0] = memoryManager.AllocMemoryWrapper(memory);

                        return(pointers);
                    }

                    return(null);
                }
            }
        }
        public HeapPointers HandleIncomingMessagePoll(ArraySegment <byte> payload)
        {
            // Read the sequence number
            ushort sequence = (ushort)(payload.Array[payload.Offset] | (ushort)(payload.Array[payload.Offset + 1] << 8));

            lock (_receiveLock)
            {
                if (SequencingUtils.Distance(sequence, _incomingLowestAckedSequence, sizeof(ushort)) <= 0 || _receiveSequencer.Contains(sequence))
                {
                    // We have already acked this message. Ack again

                    SendAck(sequence);

                    return(null);
                }
                else if (sequence == (ushort)(_incomingLowestAckedSequence + 1))
                {
                    // This is the packet right after

                    _incomingLowestAckedSequence++;

                    // Send ack
                    SendAck(sequence);

                    uint additionalPackets = 0;

                    // Count all the additional sequential packets that are ready
                    for (int i = 1; (_receiveSequencer.TryGet((ushort)(_incomingLowestAckedSequence + i), out PendingIncomingPacket value)); i++)
                    {
                        additionalPackets++;
                    }

                    // Allocate pointers (alloc size 1, we might need more)
                    HeapPointers pointers = memoryManager.AllocHeapPointers(1 + additionalPackets);

                    // Point the first pointer to the memory that is known.
                    pointers.Pointers[0] = memoryManager.AllocMemoryWrapper(new ArraySegment <byte>(payload.Array, payload.Offset + 2, payload.Count - 2));

                    for (int i = 0; _receiveSequencer.TryGet((ushort)(_incomingLowestAckedSequence + 1), out PendingIncomingPacket value); i++)
                    {
                        // Update lowest incoming
                        ++_incomingLowestAckedSequence;

                        // Set the memory
                        pointers.Pointers[1 + i] = memoryManager.AllocMemoryWrapper(value.Memory);

                        // Kill
                        _receiveSequencer.Remove(_incomingLowestAckedSequence);
                    }

                    return(pointers);
                }
                else if (SequencingUtils.Distance(sequence, _incomingLowestAckedSequence, sizeof(ushort)) > 0)
                {
                    // Future packet

                    if (!_receiveSequencer.CanUpdateOrSet(sequence))
                    {
                        // If we cant update or set, that means the window is full and we are not in the window.

                        if (Logging.CurrentLogLevel <= LogLevel.Warning)
                        {
                            Logging.LogWarning("Incoming packet window is exhausted. Expect delays");
                        }
                        return(null);
                    }

                    if (!_receiveSequencer.Contains(sequence))
                    {
                        // Alloc payload plus header memory
                        HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count - 2);

                        // Copy the payload
                        Buffer.BlockCopy(payload.Array, payload.Offset + 2, memory.Buffer, 0, payload.Count - 2);

                        // Add to sequencer
                        _receiveSequencer.Set(sequence, new PendingIncomingPacket()
                        {
                            Memory = memory
                        });

                        // Send ack
                        SendAck(sequence);
                    }
                }

                return(null);
            }
        }
Example #7
0
        public ArraySegment <byte>?HandleIncomingMessagePoll(ArraySegment <byte> payload, out byte headerBytes, out bool hasMore)
        {
            // Read the sequence number
            ushort sequence = (ushort)(payload.Array[payload.Offset] | (ushort)(payload.Array[payload.Offset + 1] << 8));
            // Read the raw fragment data
            ushort encodedFragment = (ushort)(payload.Array[payload.Offset + 2] | (ushort)(payload.Array[payload.Offset + 3] << 8));
            // The fragmentId is the last 15 least significant bits
            ushort fragment = (ushort)(encodedFragment & 32767);
            // IsFinal is the most significant bit
            bool isFinal = (ushort)((encodedFragment & 32768) >> 15) == 1;

            // Set the headerBytes
            headerBytes = 4;

            if (fragment > config.MaxFragments)
            {
                if (Logging.CurrentLogLevel <= LogLevel.Error)
                {
                    Logging.LogError("FragmentId was too large. [FragmentId=" + fragment + "] [Config.MaxFragments=" + config.MaxFragments + "]. The fragment was silently dropped, expect a timeout.");
                }
                hasMore = false;
                return(null);
            }

            lock (_lock)
            {
                if (SequencingUtils.Distance(sequence, _incomingLowestAckedSequence, sizeof(ushort)) <= 0 ||
                    (_receiveSequencer[sequence].Alive && _receiveSequencer[sequence].IsComplete) ||
                    (_receiveSequencer[sequence].Alive && _receiveSequencer[sequence].Fragments != null && _receiveSequencer[sequence].Fragments.VirtualCount > fragment && _receiveSequencer[sequence].Fragments.Pointers[_receiveSequencer[sequence].Fragments.VirtualOffset + fragment] != null && !((HeapMemory)_receiveSequencer[sequence].Fragments.Pointers[_receiveSequencer[sequence].Fragments.VirtualOffset + fragment]).isDead))
                {
                    // We have already acked this message. Ack again

                    connection.IncomingDuplicatePackets++;
                    connection.IncomingDuplicateUserBytes  += (ulong)payload.Count - 2;
                    connection.IncomingDuplicateTotalBytes += (ulong)payload.Count + 2;

                    SendAckEncoded(sequence, encodedFragment);

                    hasMore = false;

                    return(null);
                }
                else
                {
                    // This is a packet after the last. One that is not yet completed

                    PendingIncomingPacket unsafeIncoming = _receiveSequencer.GetUnsafe(sequence, out bool isSafe);

                    if (unsafeIncoming.Alive && !isSafe)
                    {
                        if (Logging.CurrentLogLevel <= LogLevel.Error)
                        {
                            Logging.LogError("Incoming packet window is exhausted. Disconnecting");
                        }

                        connection.Disconnect(false);

                        hasMore = false;
                        return(null);
                    }
                    else if (!_receiveSequencer[sequence].Alive)
                    {
                        // If this is the first fragment we ever get, index the data.

                        // TODO: Alloc more size and just expand later in the pointer array

                        HeapPointers fragmentPointers = memoryManager.AllocHeapPointers((uint)fragment + 1);

                        _receiveSequencer[sequence] = new PendingIncomingPacket()
                        {
                            Alive     = true,
                            Fragments = fragmentPointers,
                            Sequence  = sequence,
                            Size      = isFinal ? (ushort?)(fragment + 1) : null
                        };
                    }
                    else
                    {
                        // If the first fragment we got was fragment 1 / 500. The fragments array will only be of size 128. We need to potentially resize it
                        if (_receiveSequencer[sequence].Fragments.Pointers.Length - _receiveSequencer[sequence].Fragments.VirtualOffset <= fragment)
                        {
                            // We need to expand the fragments array.

                            // Alloc new array
                            HeapPointers newPointers = memoryManager.AllocHeapPointers((uint)fragment + 1);

                            // Copy old values
                            Array.Copy(_receiveSequencer[sequence].Fragments.Pointers, newPointers.Pointers, _receiveSequencer[sequence].Fragments.Pointers.Length);

                            // Return the memory for the old
                            memoryManager.DeAlloc(_receiveSequencer[sequence].Fragments);

                            // Update the index
                            _receiveSequencer[sequence] = new PendingIncomingPacket()
                            {
                                Fragments = newPointers,
                                Alive     = _receiveSequencer[sequence].Alive,
                                Sequence  = _receiveSequencer[sequence].Sequence,
                                Size      = isFinal ? (ushort?)(fragment + 1) : _receiveSequencer[sequence].Size
                            };
                        }

                        // We might also have to expand the virtual count
                        if (_receiveSequencer[sequence].Fragments.VirtualCount <= fragment)
                        {
                            // Update the new virtual count
                            _receiveSequencer[sequence].Fragments.VirtualCount = (uint)fragment + 1;

                            // Update the struct to set the size if it has changed (TODO: Check if needed)
                            _receiveSequencer[sequence] = new PendingIncomingPacket()
                            {
                                Fragments = _receiveSequencer[sequence].Fragments,
                                Alive     = _receiveSequencer[sequence].Alive,
                                Sequence  = _receiveSequencer[sequence].Sequence,
                                Size      = isFinal ? (ushort?)(fragment + 1) : _receiveSequencer[sequence].Size
                            };
                        }
                    }

                    if (_receiveSequencer[sequence].Fragments.Pointers[_receiveSequencer[sequence].Fragments.VirtualOffset + fragment] == null || ((HeapMemory)_receiveSequencer[sequence].Fragments.Pointers[_receiveSequencer[sequence].Fragments.VirtualOffset + fragment]).isDead)
                    {
                        // Alloc some memory for the fragment
                        HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count - 4);

                        // Copy the payload
                        Buffer.BlockCopy(payload.Array, payload.Offset + 4, memory.Buffer, 0, payload.Count - 4);

                        // Add fragment to index
                        _receiveSequencer[sequence].Fragments.Pointers[_receiveSequencer[sequence].Fragments.VirtualOffset + fragment] = memory;
                    }

                    // Send ack
                    SendAckEncoded(sequence, encodedFragment);

                    // Sequenced never returns the original memory. Thus we need to return null and tell the caller to Poll instead.
                    hasMore = _receiveSequencer[_incomingLowestAckedSequence + 1].Alive && _receiveSequencer[_incomingLowestAckedSequence + 1].IsComplete;

                    return(null);
                }
            }
        }
Example #8
0
        public HeapPointers CreateOutgoingMessage(ArraySegment <byte> payload, out byte headerSize, out bool dealloc)
        {
            if (payload.Count > connection.MTU)
            {
                if (Logging.CurrentLogLevel <= LogLevel.Error)
                {
                    Logging.LogError("Tried to send message that was too large. Use a fragmented channel instead. [Size=" + payload.Count + "] [MaxMessageSize=" + config.MaxFragments + "]");
                }
                dealloc    = false;
                headerSize = 0;
                return(null);
            }

            lock (_lock)
            {
                PendingOutgoingPacket unsafeOutgoing = _sendSequencer.GetUnsafe(_lastOutboundSequenceNumber + 1, out bool isSafe);

                if (unsafeOutgoing.Alive && !isSafe)
                {
                    if (Logging.CurrentLogLevel <= LogLevel.Error)
                    {
                        Logging.LogError("Outgoing packet window is exhausted. Disconnecting");
                    }

                    connection.Disconnect(false);

                    dealloc    = false;
                    headerSize = 0;
                    return(null);
                }

                // Increment the sequence number
                _lastOutboundSequenceNumber++;

                // Set header size
                headerSize = 4;

                // Allocate the memory
                HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count + 4);

                // Write headers
                memory.Buffer[0] = HeaderPacker.Pack((byte)MessageType.Data, false);
                memory.Buffer[1] = channelId;

                // Write the sequence
                memory.Buffer[2] = (byte)_lastOutboundSequenceNumber;
                memory.Buffer[3] = (byte)(_lastOutboundSequenceNumber >> 8);

                // Copy the payload
                Buffer.BlockCopy(payload.Array, payload.Offset, memory.Buffer, 4, payload.Count);

                // Add the memory to pending
                _sendSequencer[_lastOutboundSequenceNumber] = new PendingOutgoingPacket()
                {
                    Alive     = true,
                    Sequence  = _lastOutboundSequenceNumber,
                    Attempts  = 1,
                    LastSent  = DateTime.Now,
                    FirstSent = DateTime.Now,
                    Memory    = memory
                };

                // Tell the caller NOT to dealloc the memory, the channel needs it for resend purposes.
                dealloc = false;

                // Allocate pointers
                HeapPointers pointers = memoryManager.AllocHeapPointers(1);

                // Point the first pointer to the memory
                pointers.Pointers[pointers.VirtualOffset] = memory;

                return(pointers);
            }
        }