Exemple #1
0
    IEnumerator GenerationRoutine()
    {
        float randomStartDelay = Random.Range(0f, .25f);

        yield return(new WaitForSeconds(randomStartDelay));

        float generationTime = MulticastManager.getInstanceOf().interestGenerationRate;
        int   interestMax    = MulticastManager.getInstanceOf().interestGenerationCount;
        int   count          = 0;

        StartCoroutine(ListenRoutine());
        while (count < interestMax)
        {
            for (int i = 0; i < interest_window; i++)
            {
                Packet            message = new Packet("/test/interest/" + count, Time.time, this.gameObject, Packet.PacketType.Interest);
                DuplicateMapEntry entry   = new DuplicateMapEntry
                {
                    count   = 0,
                    wasSent = false,
                    sentBeforeDuplicates = false,
                    entryTime            = Time.time
                };
                duplicateMap.Add(message.name, entry);
                suppressMap.Add(message.name, false);
                if (checkQueue(message))
                {
                    logMessage("Found in queue:" + message.name);
                    interestsSuppressed += 1;
                    duplicateMap[message.name].count += 1;
                }
                else if (dataRecv.Contains(message.name))
                {
                    logMessage("Data for " + name + " already recv");
                    interestsSuppressed += 1;
                }
                else
                {
                    if (m_supress > 0)
                    {
                        StartCoroutine(SuppressionRoutine(message));
                    }
                    else
                    {
                        logMessage(Time.time + ":" + message.sender.name + " expresses interest " + message.name);
                        sendInterest(message);
                        duplicateMap[message.name].count  += 1;
                        duplicateMap[message.name].wasSent = true;
                        duplicateMap[message.name].sentBeforeDuplicates = true;
                    }
                }

                count         += 1;
                latestSequence = count;
            }

            yield return(new WaitForSeconds(generationTime));
        }
    }
    IEnumerator WaitForRound()
    {
        int round = MulticastManager.getInstanceOf().currentRound;

        int[] rounds = new int[MulticastManager.getInstanceOf().interestGenerationCount];
        int   i      = 0;

        while (round < MulticastManager.getInstanceOf().interestGenerationCount)
        {
            yield return(new WaitForSeconds(MulticastManager.getInstanceOf().interestGenerationRate));

            interestsRound = currentCount;
            if (interestsRound == 1)
            {
                roundsWithAWinner += 1;
            }
            rounds[i++]  = interestsRound;
            currentCount = 0;
            round       += 1;
        }
    }
Exemple #3
0
 private void Awake()
 {
     instance = this;
 }
Exemple #4
0
    /**
     * This routine kick starts our node to start sending blocks of interests.
     *
     */
    IEnumerator GenerationRoutine()
    {
        //Wait for a random amount of time so nodes don't all start at the same time.
        float randomStartDelay = Random.Range(0f, .25f);

        yield return(new WaitForSeconds(randomStartDelay));

        float generationTime = MulticastManager.getInstanceOf().interestGenerationRate;
        int   interestMax    = MulticastManager.getInstanceOf().interestGenerationCount;
        int   interestCount  = 0;

        StartCoroutine(DecisionEvent());  //Schedule the Decision Event
        while (interestCount < interestMax)
        {
            for (int i = 0; i < interest_window; i++)
            {
                //Create an interest and create a strategy info object for it
                Packet            message = new Packet("/test/interest/" + interestCount, Time.time, this.gameObject, Packet.PacketType.Interest);
                StrategyInfoEntry entry   = new StrategyInfoEntry
                {
                    duplicates           = 0,
                    sentTime             = -1f,
                    sentBeforeDuplicates = false,
                    entryTime            = Time.time
                };
                StrategyInfo.Add(message.name, entry);

                //Look ahead case.  Did we see this interest in the past?
                if (checkQueue(message))
                {
                    logMessage("Found in queue:" + message.name);
                    interestsSuppressed += 1;
                    StrategyInfo[message.name].sentTime      = Time.time;
                    StrategyInfo[message.name].isFinished    = true;
                    StrategyInfo[message.name].wasSuppressed = true;
                }
                //See if the interest reply is already cached
                else if (dataRecv.Contains(message.name))
                {
                    logMessage("Data for " + name + " already recv");
                    interestsSuppressed += 1;
                    StrategyInfo[message.name].sentTime      = Time.time;
                    StrategyInfo[message.name].isFinished    = true;
                    StrategyInfo[message.name].wasSuppressed = true;
                }
                else
                {
                    if (m_supress > 0)
                    {
                        //Schedule the suppression event
                        StartCoroutine(SuppressionEvent(message));
                    }
                    else
                    {
                        //Send this interest immediately.
                        logMessage(Time.time + ":" + message.sender.name + " expresses interest " + message.name);
                        sendInterest(message);
                        StrategyInfo[message.name].duplicates          += 1;
                        StrategyInfo[message.name].sentTime             = Time.time;
                        StrategyInfo[message.name].sentBeforeDuplicates = true;
                        StrategyInfo[message.name].isFinished           = true;
                    }
                }

                interestCount += 1;
            }

            //Wait some amount of time before sending the next block of interests.
            yield return(new WaitForSeconds(generationTime));
        }

        //Print delay statistics now that this node is finished
        List <float> delays = new List <float>();

        foreach (string key in StrategyInfo.Keys)
        {
            float interestDelay = StrategyInfo[key].sentTime - StrategyInfo[key].entryTime;
            if (StrategyInfo[key].sentTime == -1f)
            {
                interestDelay = 0f;  //interest was suppressed.  Treat as no delay in the interest.
            }
            delays.Add(interestDelay);
        }
        string delayString = "";

        foreach (float delay in delays)
        {
            delayString += ("," + delay);
        }
        print(gameObject.name + ":" + delayString);
    }