Esempio n. 1
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)
                {
                    // Set the new sequence
                    _incomingLowestAckedSequence = sequence;

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

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

                    return(pointers);
                }

                /* else
                 *      Logging.LogInfo("Dropped packet in UnreliableOrdered channel..."); */

                return(null);
            }
        }
Esempio n. 2
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        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 (_incomingAckedPackets.Contains(sequence))
                {
                    // We have already received this message. Ignore it.
                    return(null);
                }

                // Add to sequencer
                _incomingAckedPackets.Set(sequence, true);

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

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

                return(pointers);
            }
        }
Esempio n. 3
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        internal static void SendMessage(ArraySegment <byte> payload, Connection connection, byte channelId, bool noDelay, MemoryManager memoryManager)
        {
            if (channelId < 0 || channelId >= connection.Channels.Length)
            {
                throw new ArgumentOutOfRangeException(nameof(channelId), channelId, "ChannelId was out of range");
            }

            IChannel channel = connection.Channels[channelId];

            lock (_memoryPointerLock)
            {
                HeapPointers memoryPointers = channel.CreateOutgoingMessage(payload, out byte headerSize, out bool dealloc);

                if (memoryPointers != null)
                {
                    for (int i = 0; i < memoryPointers.VirtualCount; i++)
                    {
                        connection.SendRaw(new ArraySegment <byte>(((HeapMemory)memoryPointers.Pointers[i]).Buffer, (int)((HeapMemory)memoryPointers.Pointers[i]).VirtualOffset, (int)((HeapMemory)memoryPointers.Pointers[i]).VirtualCount), noDelay, headerSize);
                    }
                }

                if (dealloc)
                {
                    // DeAlloc the memory again. This is done for unreliable channels that dont need the message after the initial send.
                    for (int i = 0; i < memoryPointers.VirtualCount; i++)
                    {
                        memoryManager.DeAlloc(((HeapMemory)memoryPointers.Pointers[i]));
                    }
                }

                // Dealloc the array always.
                memoryManager.DeAlloc(memoryPointers);
            }
        }
        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);
        }
        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)
                {
                    // We have already acked this message. Ack again

                    SendAck(sequence);

                    return(null);
                }
                else
                {
                    // This is a future packet

                    // Add to sequencer
                    _incomingLowestAckedSequence = sequence;

                    // Send ack
                    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);
                }
            }
        }
Esempio n. 6
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);
            }
        }
        public HeapPointers HandleIncomingMessagePoll(ArraySegment <byte> payload)
        {
            // Alloc pointers
            HeapPointers pointers = memoryManager.AllocHeapPointers(1);

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

            return(pointers);
        }
Esempio n. 9
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        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);
            }
        }
        public void DeAlloc(MemoryManager memoryManager)
        {
            if (IsAlloced)
            {
                for (int i = 0; i < Fragments.VirtualCount; i++)
                {
                    if (Fragments.Pointers[Fragments.VirtualOffset + i] != null)
                    {
                        memoryManager.DeAlloc((HeapMemory)Fragments.Pointers[Fragments.VirtualOffset + i]);
                        Fragments.Pointers[Fragments.VirtualOffset + i] = null;
                    }
                }

                memoryManager.DeAlloc(Fragments);
                Fragments = null;
            }
        }
Esempio n. 11
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        public HeapPointers HandleIncomingMessagePoll(ArraySegment <byte> payload)
        {
            // -> Sorting happens in the ConcurrentCircularQueue when messages are Enqueued

            //

            // Read the sequence number
            ushort sequence = (ushort)(payload.Array[payload.Offset] | (ushort)(payload.Array[payload.Offset + 1] << 8));

            lock (_receiveLock)
            {
                if (_incomingAckedPackets.Contains(sequence))
                {
                    // We have already received this message. Ignore it.
                    return(null);
                }

                /* if (SequencingUtils.Distance(sequence, _incomingLowestAckedSequence, sizeof(ushort)) <= 0)
                 * {
                 *      if (SequencingUtils.Distance(sequence, _lastPollSequence, sizeof(ushort)) > 0)
                 *      {
                 *              Logging.LogInfo("Skipping dropping packet since it's newer than _lastPollSequence (" + _lastPollSequence + ") | _incomingLowestAckedSequence: " + _incomingLowestAckedSequence + " | currentSequence: " + sequence);
                 *      }
                 * } */

                if (SequencingUtils.Distance(sequence, _lastPollSequence, sizeof(ushort)) > 0)
                // ! We're using _lastPollSequence instead of _incomingLowestAckedSequence to not drop old packets if we're still waiting for them to be polled by the game/MLAPI, which can still be sorted properly
                {
                    // Set the new sequence
                    _incomingLowestAckedSequence = sequence;
                    _incomingAckedPackets.Set(sequence, true);

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

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

                    return(pointers);
                }

                return(null);
            }
        }
Esempio n. 12
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        internal void HandleHeartbeat(ArraySegment <byte> payload)
        {
            _stateLock.EnterReadLock();

            try
            {
                if (State == ConnectionState.Connected)
                {
                    HeapPointers pointers = HeartbeatChannel.HandleIncomingMessagePoll(payload);

                    if (pointers != null)
                    {
                        MemoryWrapper wrapper = (MemoryWrapper)pointers.Pointers[0];

                        if (wrapper != null)
                        {
                            if (wrapper.AllocatedMemory != null)
                            {
                                LastMessageIn = NetTime.Now;

                                // Dealloc the memory
                                MemoryManager.DeAlloc(wrapper.AllocatedMemory);
                            }

                            if (wrapper.DirectMemory != null)
                            {
                                LastMessageIn = NetTime.Now;
                            }

                            // Dealloc the wrapper
                            MemoryManager.DeAlloc(wrapper);
                        }

                        // Dealloc the pointers
                        MemoryManager.DeAlloc(pointers);
                    }
                }
            }
            finally
            {
                _stateLock.ExitReadLock();
            }
        }
Esempio n. 13
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        internal static void SendMessage(HeapPointers pointers, bool dealloc, Connection connection, bool noMerge, MemoryManager memoryManager)
        {
            for (int i = 0; i < pointers.VirtualCount; i++)
            {
                connection.SendInternal(new ArraySegment <byte>(((HeapMemory)pointers.Pointers[i]).Buffer, (int)((HeapMemory)pointers.Pointers[i]).VirtualOffset, (int)((HeapMemory)pointers.Pointers[i]).VirtualCount), noMerge);
            }

            if (dealloc)
            {
                // DeAlloc the memory again. This is done for unreliable channels that dont need the message after the initial send.
                for (int i = 0; i < pointers.VirtualCount; i++)
                {
                    memoryManager.DeAlloc(((HeapMemory)pointers.Pointers[i]));
                }
            }

            // Dealloc the array always.
            memoryManager.DeAlloc(pointers);
        }
Esempio n. 14
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        public void DeAlloc(MemoryManager memoryManager)
        {
            if (IsAlloced)
            {
                for (int i = 0; i < Fragments.VirtualCount; i++)
                {
                    if (Fragments.Pointers[Fragments.VirtualOffset + i] != null)
                    {
                        PendingOutgoingFragment fragment = (PendingOutgoingFragment)Fragments.Pointers[Fragments.VirtualOffset + i];

                        // Dealloc the fragment
                        fragment.DeAlloc(memoryManager);
                        Fragments.Pointers[Fragments.VirtualOffset + i] = null;
                    }
                }

                // Dealloc the pointers
                memoryManager.DeAlloc(Fragments);
                Fragments = null;
            }
        }
Esempio n. 15
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        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);
            }
        }
Esempio n. 16
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        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);
                }
            }
        }
Esempio n. 17
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        private void CreateOutgoingMessageInternal(ArraySegment <byte> payload, bool noMerge, ulong notificationKey)
        {
            // Calculate the amount of fragments required
            int fragmentsRequired = (payload.Count + (connection.MTU - 1)) / connection.MTU;

            if (fragmentsRequired >= config.MaxFragments)
            {
                if (Logging.CurrentLogLevel <= LogLevel.Error)
                {
                    Logging.LogError("Tried to create message that was too large. [Size=" + payload.Count + "] [FragmentsRequired=" + fragmentsRequired + "] [Config.MaxFragments=" + config.MaxFragments + "]");
                }
                return;
            }

            if (!_sendSequencer.CanSet((ushort)(_lastOutgoingSequence + 1)))
            {
                if (Logging.CurrentLogLevel <= LogLevel.Warning)
                {
                    Logging.LogWarning("Outgoing packet window is exhausted. Expect delays");
                }

                // Alloc memory
                HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count);

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

                // Enqueue it
                _pendingSends.Enqueue(new PendingSend()
                {
                    Memory          = memory,
                    NoMerge         = noMerge,
                    NotificationKey = notificationKey
                });
            }
            else
            {
                // Increment the sequence number
                _lastOutgoingSequence++;

                // Alloc array
                HeapPointers memoryParts = memoryManager.AllocHeapPointers((uint)fragmentsRequired);

                int position = 0;

                for (ushort i = 0; i < fragmentsRequired; i++)
                {
                    // Calculate message size
                    int messageSize = Math.Min(connection.MTU, payload.Count - position);

                    // Allocate memory for each fragment
                    memoryParts.Pointers[memoryParts.VirtualOffset + i] = memoryManager.AllocHeapMemory((uint)(messageSize + 6));

                    // Write headers
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[0] = HeaderPacker.Pack(MessageType.Data);
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[1] = channelId;

                    // Write the sequence
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[2] = (byte)_lastOutgoingSequence;
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[3] = (byte)(_lastOutgoingSequence >> 8);

                    // Write the fragment
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[4] = (byte)(i & 32767);
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[5] = (byte)(((i & 32767) >> 8) | (byte)(i == fragmentsRequired - 1 ? 128 : 0));

                    // Write the payload
                    Buffer.BlockCopy(payload.Array, payload.Offset + position, ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer, 6, messageSize);

                    // Increase the position
                    position += messageSize;
                }

                // Alloc outgoing fragment structs
                HeapPointers outgoingFragments = memoryManager.AllocHeapPointers((uint)fragmentsRequired);

                for (int i = 0; i < fragmentsRequired; i++)
                {
                    // Add the memory to the outgoing sequencer array
                    outgoingFragments.Pointers[outgoingFragments.VirtualOffset + i] = new PendingOutgoingFragment()
                    {
                        Attempts  = 1,
                        LastSent  = NetTime.Now,
                        FirstSent = NetTime.Now,
                        Memory    = ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i])
                    };
                }

                // Add the memory to the outgoing sequencer
                _sendSequencer.Set(_lastOutgoingSequence, new PendingOutgoingPacketFragmented()
                {
                    Fragments       = outgoingFragments,
                    NotificationKey = notificationKey
                });

                // Send the message to the router. Tell the router to NOT dealloc the memory as the channel needs it for resend purposes.
                ChannelRouter.SendMessage(memoryParts, false, connection, noMerge, memoryManager);
            }
        }
Esempio n. 18
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        public void TestOutOfPacketOrderMultiFragment()
        {
            Configuration.SocketConfig config = new Configuration.SocketConfig()
            {
                MinimumMTU = 1050
            };

            MemoryManager memoryManager = new MemoryManager(config);

            Connection clientsConnectionToServer = Connection.Stub(config, memoryManager);
            Connection serversConnectionToClient = Connection.Stub(config, memoryManager);

            ReliableSequencedFragmentedChannel clientChannel = new ReliableSequencedFragmentedChannel(0, clientsConnectionToServer, config, memoryManager);
            ReliableSequencedFragmentedChannel serverChannel = new ReliableSequencedFragmentedChannel(0, serversConnectionToClient, config, memoryManager);

            // Create 3 payloads
            byte[] message1 = BufferHelper.GetRandomBuffer(1024 * 5, 0);
            byte[] message2 = BufferHelper.GetRandomBuffer(1024 * 8, 1);
            byte[] message3 = BufferHelper.GetRandomBuffer(1024 * 6, 2);

            // Sequence all payloads as outgoing
            HeapPointers message1Memory = clientChannel.CreateOutgoingMessage(new ArraySegment <byte>(message1, 0, 1024 * 5), out _, out bool dealloc);
            HeapPointers message2Memory = clientChannel.CreateOutgoingMessage(new ArraySegment <byte>(message2, 0, 1024 * 8), out _, out dealloc);
            HeapPointers message3Memory = clientChannel.CreateOutgoingMessage(new ArraySegment <byte>(message3, 0, 1024 * 6), out _, out dealloc);

            int message1MemoryLength = (int)message1Memory.VirtualCount;
            int message2MemoryLength = (int)message2Memory.VirtualCount;
            int message3MemoryLength = (int)message3Memory.VirtualCount;

            // Consume 1st payload
            bool[] hasMore1s = new bool[message1MemoryLength];
            ArraySegment <byte>?[] payload1s = new ArraySegment <byte>?[message1MemoryLength];

            for (int i = 0; i < message1MemoryLength; i++)
            {
                payload1s[i] = serverChannel.HandleIncomingMessagePoll(new ArraySegment <byte>(((HeapMemory)message1Memory.Pointers[i]).Buffer, (int)((HeapMemory)message1Memory.Pointers[i]).VirtualOffset + 2, (int)((HeapMemory)message1Memory.Pointers[i]).VirtualCount - 2), out _, out bool hasMore1);
                hasMore1s[i] = hasMore1;
            }
            // Consume 3rd payload
            bool[] hasMore3s = new bool[message3MemoryLength];
            ArraySegment <byte>?[] payload3s = new ArraySegment <byte>?[message3MemoryLength];

            for (int i = 0; i < message3MemoryLength; i++)
            {
                payload3s[i] = serverChannel.HandleIncomingMessagePoll(new ArraySegment <byte>(((HeapMemory)message3Memory.Pointers[i]).Buffer, (int)((HeapMemory)message3Memory.Pointers[i]).VirtualOffset + 2, (int)((HeapMemory)message3Memory.Pointers[i]).VirtualCount - 2), out _, out bool hasMore3);
                hasMore3s[i] = hasMore3;
            }
            // Consume 2nd payload
            bool[] hasMore2s = new bool[message2MemoryLength];
            ArraySegment <byte>?[] payload2s = new ArraySegment <byte>?[message2MemoryLength];

            for (int i = 0; i < message2MemoryLength; i++)
            {
                payload2s[i] = serverChannel.HandleIncomingMessagePoll(new ArraySegment <byte>(((HeapMemory)message2Memory.Pointers[i]).Buffer, (int)((HeapMemory)message2Memory.Pointers[i]).VirtualOffset + 2, (int)((HeapMemory)message2Memory.Pointers[i]).VirtualCount - 2), out _, out bool hasMore2);
                hasMore2s[i] = hasMore2;
            }


            for (int i = 0; i < payload1s.Length; i++)
            {
                Assert.Null(payload1s[i]);
            }

            for (int i = 0; i < payload3s.Length; i++)
            {
                Assert.Null(payload3s[i]);
            }

            for (int i = 0; i < payload2s.Length; i++)
            {
                Assert.Null(payload2s[i]);
            }

            // TODO: Assert HasMore states

            HeapMemory poll1 = serverChannel.HandlePoll();
            HeapMemory poll2 = serverChannel.HandlePoll();
            HeapMemory poll3 = serverChannel.HandlePoll();

            Assert.NotNull(poll1);
            Assert.NotNull(poll2);
            Assert.NotNull(poll3);

            {
                Assert.That(BufferHelper.ValidateBufferSizeAndIdentity(poll1, 0, 1024 * 5));
            }

            {
                Assert.That(BufferHelper.ValidateBufferSizeAndIdentity(poll2, 1, 1024 * 8));
            }

            {
                Assert.That(BufferHelper.ValidateBufferSizeAndIdentity(poll3, 2, 1024 * 6));
            }
        }
Esempio n. 19
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        internal static void HandleIncomingMessage(ArraySegment <byte> payload, Connection connection, SocketConfig config, MemoryManager memoryManager)
        {
            // This is where all data packets arrive after passing the connection handling.

            byte channelId = payload.Array[payload.Offset];

            if (channelId < 0 || channelId >= connection.Channels.Length)
            {
                // ChannelId out of range
                if (Logging.CurrentLogLevel <= LogLevel.Warning)
                {
                    Logging.LogWarning("Got message on channel out of range. [ChannelId=" + channelId + "]");
                }
                return;
            }

            IChannel channel = connection.Channels[channelId];

            if (channel != null)
            {
                HeapPointers incomingPointers = channel.HandleIncomingMessagePoll(new ArraySegment <byte>(payload.Array, payload.Offset + 1, payload.Count - 1));

                if (incomingPointers != null)
                {
                    ushort sequence = (ushort)(payload.Array[payload.Offset] | (ushort)(payload.Array[payload.Offset + 1] << 8));                     // TODO: This is already calculated inside HandleIncomingMessagePoll, we could just get it from there instead of doing this again...

                    // There is new packets
                    for (int i = 0; i < incomingPointers.VirtualCount; i++)
                    {
                        MemoryWrapper wrapper = (MemoryWrapper)incomingPointers.Pointers[i];

                        HeapMemory memory = null;

                        if (wrapper.AllocatedMemory != null)
                        {
                            memory = wrapper.AllocatedMemory;
                        }

                        if (wrapper.DirectMemory != null)
                        {
                            // Alloc memory
                            memory = memoryManager.AllocHeapMemory((uint)wrapper.DirectMemory.Value.Count);

                            // Copy payload to borrowed memory
                            Buffer.BlockCopy(wrapper.DirectMemory.Value.Array, wrapper.DirectMemory.Value.Offset, memory.Buffer, 0, wrapper.DirectMemory.Value.Count);
                        }

                        if (memory != null)
                        {
                            // Send to userspace
                            connection.Socket.PublishEvent(new NetworkEvent()
                            {
                                Connection        = connection,
                                Socket            = connection.Socket,
                                Type              = NetworkEventType.Data,
                                AllowUserRecycle  = true,
                                Data              = new ArraySegment <byte>(memory.Buffer, (int)memory.VirtualOffset, (int)memory.VirtualCount),
                                InternalMemory    = memory,
                                SocketReceiveTime = NetTime.Now,
                                ChannelId         = channelId,
                                Sequence          = sequence,
                                MemoryManager     = memoryManager,
                                EndPoint          = connection.EndPoint
                            });
                        }

                        // Dealloc the wrapper
                        memoryManager.DeAlloc(wrapper);
                    }

                    // Dealloc the pointers
                    memoryManager.DeAlloc(incomingPointers);
                }
            }
            else
            {
                if (Logging.CurrentLogLevel <= LogLevel.Warning)
                {
                    Logging.LogWarning("Receive message failed because the channel is not assigned");
                }
            }
        }
Esempio n. 20
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        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);
                }
            }
        }
Esempio n. 21
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        private void CreateOutgoingMessageInternal(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;
            }

            if (!_sendSequencer.CanSet((ushort)(_lastOutgoingSequence + 1)))
            {
                if (Logging.CurrentLogLevel <= LogLevel.Warning)
                {
                    Logging.LogWarning("Outgoing packet window is exhausted. Expect delays");
                }

                // Alloc memory
                HeapMemory memory = memoryManager.AllocHeapMemory((uint)payload.Count);

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

                // Enqueue it
                _pendingSends.Enqueue(new PendingSend()
                {
                    Memory          = memory,
                    NoMerge         = noMerge,
                    NotificationKey = notificationKey
                });
            }
            else
            {
                // 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);

                // Add the memory to pending
                _sendSequencer.Set(_lastOutgoingSequence, new PendingOutgoingPacket()
                {
                    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);
            }
        }
Esempio n. 22
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        public HeapPointers CreateOutgoingMessage(ArraySegment <byte> payload, out byte headerSize, out bool dealloc)
        {
            // Calculate the amount of fragments required
            int fragmentsRequired = (payload.Count + (connection.MTU - 1)) / connection.MTU;

            if (fragmentsRequired > config.MaxFragments)
            {
                if (Logging.CurrentLogLevel <= LogLevel.Error)
                {
                    Logging.LogError("Tried to create message that was too large. [Size=" + payload.Count + "] [FragmentsRequired=" + fragmentsRequired + "] [Config.MaxFragments=" + 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 = 6;

                // Alloc array
                HeapPointers memoryParts = memoryManager.AllocHeapPointers((uint)fragmentsRequired);

                int position = 0;

                for (ushort i = 0; i < fragmentsRequired; i++)
                {
                    // Calculate message size
                    int messageSize = Math.Min(connection.MTU, payload.Count - position);

                    // Allocate memory for each fragment
                    memoryParts.Pointers[memoryParts.VirtualOffset + i] = memoryManager.AllocHeapMemory((uint)(messageSize + 6));

                    // Write headers
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[0] = HeaderPacker.Pack((byte)MessageType.Data, false);
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[1] = channelId;

                    // Write the sequence
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[2] = (byte)_lastOutboundSequenceNumber;
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[3] = (byte)(_lastOutboundSequenceNumber >> 8);

                    // Write the fragment
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[4] = (byte)(i & 32767);
                    ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer[5] = (byte)(((i & 32767) >> 8) | (byte)(i == fragmentsRequired - 1 ? 128 : 0));

                    // Write the payload
                    Buffer.BlockCopy(payload.Array, payload.Offset + position, ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i]).Buffer, 6, messageSize);

                    // Increase the position
                    position += messageSize;
                }

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

                // Alloc outgoing fragment structs
                HeapPointers outgoingFragments = memoryManager.AllocHeapPointers((uint)fragmentsRequired);

                for (int i = 0; i < fragmentsRequired; i++)
                {
                    // Add the memory to the outgoing sequencer array
                    outgoingFragments.Pointers[outgoingFragments.VirtualOffset + i] = new PendingOutgoingFragment()
                    {
                        Alive     = true,
                        Attempts  = 1,
                        LastSent  = DateTime.Now,
                        FirstSent = DateTime.Now,
                        Sequence  = _lastOutboundSequenceNumber,
                        Memory    = ((HeapMemory)memoryParts.Pointers[memoryParts.VirtualOffset + i])
                    };
                }

                // Add the memory to the outgoing sequencer
                _sendSequencer[_lastOutboundSequenceNumber] = new PendingOutgoingPacket()
                {
                    Alive     = true,
                    Fragments = outgoingFragments
                };

                return(memoryParts);
            }
        }
        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);
            }
        }