Esempio n. 1
0
 public void CacheKeyTest() {
   CacheKey test1 = new CacheKey("hello", "this", "is", "a", "test");
   CacheKey test2 = new CacheKey("hello", "this", "is", "a", "test");
   CacheKey test3 = new CacheKey("hello", "this", "is", "not", "a", "test");
   CacheKey test4 = new CacheKey("hello", "this", "is", "a different", "test");
   Assert.AreEqual(test1.GetHashCode(), test2.GetHashCode(), "CacheKey Hashcode equality");
   Assert.AreEqual(test1, test2, "CacheKey equality");
   Assert.IsFalse(test1.Equals(test3), "CacheKey non-equality");
   Assert.IsFalse(test2.Equals(test3), "CacheKey non-equality");
   Assert.IsFalse(test1.Equals(test4), "CacheKey non-equality");
   Assert.IsFalse(test2.Equals(test4), "CacheKey non-equality");
   Assert.IsFalse(test3.Equals(test4), "CacheKey non-equality");
 }
Esempio n. 2
0
    /**
     * Route the packet p which came from edge e, and set
     * deliverlocally to true if this packet should be delivered
     * to the local node.
     *
     * The routing algorithm can be summarized:
     * <ol>
     * <li>If Hops <= 1, route closest to the dest, other than previous, else:</li>
     * <li>If the closest is closer than the previous, route to closest, else:</li>
     * <li>stop</li>
     * </ol>
     * 
     * Local delivery is done anytime there is either no next hop,
     * or the next hop is further from the destination than we are.
     * 
     * @return the number of edges we send the packet to
     */
    public int Route(Edge prev_e, AHPacket p, out bool deliverlocally)
    {
#if AHROUTER_DEBUG
      bool debug = false;
      if (p.PayloadType == AHPacket.Protocol.ReqRep) {
	Console.Error.WriteLine("{0}: We have a ReqRep packet to route at: {1}", _local, System.DateTime.Now);
	//ReqrepManager.DebugPacket(_local,  p, prev_e);
	debug = true;
      } else if (p.PayloadType == AHPacket.Protocol.IP) {
	Console.Error.WriteLine("{0}: We have a IP to route at: {1}", _local, System.DateTime.Now);
	debug = true;
      } else if (p.PayloadType == AHPacket.Protocol.Forwarding) {
	Console.Error.WriteLine("{0}: We have a Forwarding to route at: {1}", _local, System.DateTime.Now);
	debug = true;
      } else if (p.PayloadType == AHPacket.Protocol.Tunneling) {
	Console.Error.WriteLine("{0}: We have a Tunnel to route at: {1}", _local, System.DateTime.Now);
	debug = true;
      }
#endif
      Connection next_con = null;  //the next connection to send the packet to
      deliverlocally = false;
      
      AHAddress dest = (AHAddress)p.Destination;
      /*
       * The following cases don't require us to consult the Connection table
       */
      short hops = p.Hops;
      short ttl = p.Ttl;
      if( hops > ttl ) {
        //This should never have gotten here:
        Console.Error.WriteLine(
             "Bad Packet from: {0}, hops({1}) > ttl({2})", prev_e, hops, ttl);
	return 0;
      }
      else if ( _local.Equals(dest) ) {
        //This packet is for us!  Woo hoo!
	//There is no option that does not mean deliver in this case
	deliverlocally = true;
	//We can stop routing now, no one is closer than us.
#if AHROUTER_DEBUG
	if (debug) {
	  Console.Error.WriteLine("Delloc: {0}\n from: {1}\n delloc: {2}",
				   p,prev_e,deliverlocally);
	  Console.Error.WriteLine("{0}: We are the destination, WOW!", _local);
	}
#endif
	return 0;
      }
      else if( hops == ttl ) {
        //We are the last to route the packet.
	if( p.HasOption( AHPacket.AHOptions.Last ) ) {
          /*
           * No need to check any routing tables.  We get it
           */
	  deliverlocally = true;
#if AHROUTER_DEBUG
	  if (debug) Console.Error.WriteLine("{0}: TTL expired. Still deliverlocally (option Last).", _local);
#endif
	  return 0;
	}
	else {
          //We only deliver it if we are the nearest.
          //We check this below.
	}
      }
      CacheKey k = new CacheKey(dest, prev_e, p.Options );
      //We've already checked hops == ttl, so we can ignore them for now
      CachedRoute cr = null;
      lock( _sync ) {
        //This looks like a Hashtable, but it's a Cache,
        //and we can't read from it without locking it
        cr = (CachedRoute)_route_cache[ k ];
      }
      if( cr != null ) {
        //Awesome, we already know the path to this node.
        //This cuts down on latency
        next_con = cr.Route;
        deliverlocally = cr.DeliverLocally;
#if AHROUTER_DEBUG
	if (debug) 
	{
	  if (next_con != null) {
	    Console.Error.WriteLine("{0}: We found a cached route. local delivery: {1}, next_con: {2}.",
				     _local, deliverlocally, next_con.Address);
	  } else {
	    Console.Error.WriteLine("{0}: We found a cached route. local delivery: {1}, next_con = null.",
				     _local, deliverlocally);
	  }
	}
#endif
      }
      else {
      /*
       * else we know hops < ttl, we can route:
       * We now need to check the ConnectionTable
       */
	next_con = _tab.GetConnection(ConnectionType.Leaf, dest);
	if( next_con == null ) {
    ConnectionList structs = _tab.GetConnections(ConnectionType.Structured);
          /*
	   * We do not have a leaf connection to use, now we must
	   * find a Structured connection over which to route the packet
	   */
#if AHROUTER_DEBUG
	  if (debug) Console.Error.WriteLine("{0}: We do not have a leaf connection.", _local);
#endif
          int dest_idx = structs.IndexOf(dest);
          if( dest_idx >= 0 ) {
            //We actually have a connection to this node:
#if AHROUTER_DEBUG
	    if (debug) Console.Error.WriteLine("{0}: We have a structured connection to destination.", _local);
#endif
            next_con = structs[dest_idx];
          }
          else if( structs.Count == 0 ) {
            //We don't have any structured connections.  I guess we are the closest:
            deliverlocally = true;
            next_con = null;
          }
          else {
            //dest_idx is not in the table:

#if AHROUTER_DEBUG
	    if (debug) Console.Error.WriteLine("{0}: We do not have a structured connection to destination.", 
				     _local);
#endif
            dest_idx = ~dest_idx;
            /*
             * Here are the right and left neighbors of the destination
             * left is increasing, right is decreasing.
             * Remember the ConnectionTable wraps around, so no need to worry
             * about the size of index
             */
            int left_idx = dest_idx;
            Connection left_n = structs[left_idx];
#if AHROUTER_DEBUG
	    if (debug && left_n != null) Console.Error.WriteLine("{0}: key left connection: {1}.",
						_local, left_n.Address);
#endif
	    
            int right_idx = dest_idx - 1;
            Connection right_n = structs[right_idx];
#if AHROUTER_DEBUG
	    if (debug && right_n != null) Console.Error.WriteLine("{0}: key right connection: {1}.",
	                                                         _local, right_n.Address);
#endif
		     
            //We check the a couple of connections:
            BigInteger l_dist = dest.DistanceTo((AHAddress)left_n.Address).abs();
            BigInteger r_dist = dest.DistanceTo((AHAddress)right_n.Address).abs();
            Connection closest_con;
            Connection other_con;
            BigInteger closest_dist;
            BigInteger other_dist;
            if( l_dist < r_dist ) {
              closest_con = left_n;
              other_con = right_n;
              closest_dist = l_dist;
              other_dist = r_dist;
#if AHROUTER_DEBUG
	      if (debug)  Console.Error.WriteLine("{0}: Going the left way (since it is closer).", _local);
#endif
            }
            else {
              closest_con = right_n;
              other_con = left_n;
              closest_dist = r_dist;
              other_dist = l_dist;
#if AHROUTER_DEBUG
	      if (debug) Console.Error.WriteLine("{0}: Going the right way (since it is closer).", _local);
#endif
            }
            /**
             * Here we consider the various routing modes
             */
            if( p.HasOption( AHPacket.AHOptions.Greedy ) ) {
#if AHROUTER_DEBUG
	      if (debug) Console.Error.WriteLine("{0}: Greedy routing mode.", _local);
#endif
              /*
               * We pass it ONLY IF we can get it closer than we are.
               */
              BigInteger our_dist = dest.DistanceTo(_local).abs();
              if( closest_dist < our_dist ) {
                if( closest_con.Edge != prev_e ) {
#if AHROUTER_DEBUG
		  if (debug)  Console.Error.WriteLine("{0}: Greedy. Closest distance is lesser than our distance.", 
					   _local);
#endif
	          next_con = closest_con;
                }
                else {
#if AHROUTER_DEBUG
		  if (debug)  Console.Error.WriteLine("Got wrong greedy packet from: {0}", prev_e);
#endif

                  //This should never happen, a buggy client must have given
                  //us a packet they shouldn't have:
                  Console.Error.WriteLine("Got wrong greedy packet from: {0}", prev_e);
                  next_con = null;
                }
	        deliverlocally = false;
	      }
	      else {
                //We keep it.
#if AHROUTER_DEBUG
		if (debug)  Console.Error.WriteLine("{0}: Closest distance not lesser than us. Lets keep it.", 
					 _local);
#endif
                next_con = null;
	        deliverlocally = true;
	      }
	    }
            else {
#if AHROUTER_DEBUG
	      if (debug)  Console.Error.WriteLine("{0}: Annealing routing mode.", _local);
#endif
              //All the other routing modes use the Annealing rule
              
#if AHROUTER_DEBUG
	      if (debug) {
		if (_our_left_n != null) {
		  Console.Error.WriteLine("{0}: our left connection: {1}", _local, _our_left_n.Address);
		} else {
		  Console.Error.WriteLine("{0}: our left connection: null");
		}
		try {
		  Console.Error.WriteLine("{0}: Testing == between: {1} and {2}, equality: {3}", 
					   _local, left_n.Address, _our_left_n.Address, 
					   (left_n == _our_left_n));
		  Console.Error.WriteLine("{0}: Operand 1, hashcode: {1}, tostring(): {2}",
					   _local, left_n.GetHashCode(), left_n);
		  Console.Error.WriteLine("{0}: Operand 2, hashcode: {1}, tostring(): {2}",
					   _local, _our_left_n.GetHashCode(), _our_left_n);
		  Console.Error.WriteLine("{0}: Hashcode equality: {1}", _local, (left_n.GetHashCode() == _our_left_n.GetHashCode()));
		} catch(System.Exception e) {
		  Console.Error.WriteLine("{0}: excption in debugging code!", _local); 
		}
	      }
#endif
	      
              if( left_n == _our_left_n ) {
#if AHROUTER_DEBUG
		if (debug)  Console.Error.WriteLine("{0}: I am adjacent to the destination (matching neighbors)", _local);
#endif
                /*
                 * We share a common left neighbor, so we should deliver locally
                 * This is the only case where we should deliver locally,
                 * otherwise there is at least one node on either side of the
                 * target, so one of them should probably get the packet.
                 */
                deliverlocally = true;
#if AHROUTER_DEBUG
		if (debug) Console.Error.WriteLine("{0}: Local delivery for sure. Who else gets it.", _local);
#endif
                //The next step should be the node on the "other side"
                if( _local.IsLeftOf( dest ) ) {
                  next_con = right_n;
#if AHROUTER_DEBUG
		  if (debug) {
		    if (next_con != null) {
		      Console.Error.WriteLine("{0}: Adjacent, also give to the guy on right: {1}", _local, next_con.Address);
		    } else {
		      Console.Error.WriteLine("{0}: Adjacent, also give to the guy on right: null", _local);
		    }
		  }
#endif
                }
                else {
                  next_con = left_n;
#if AHROUTER_DEBUG
		  if (debug) {
		    if (next_con != null) {
		      Console.Error.WriteLine("{0}: Adjacent, also give to the guy on left: {1}", _local, next_con.Address);	 
		    } else {
		      Console.Error.WriteLine("{0}: Adjacent, also give to the guy on left: null", _local);	 
		    }
		  }
#endif
                }
                if( prev_e == next_con.Edge ) {
                  //Don't send it back the way it came
#if AHROUTER_DEBUG
		  if (debug) Console.Error.WriteLine("{0}: Adjacent, dont send it back", _local);
#endif
                  next_con = null;
                }
              }
              else if ( hops == 0 ) {
                /*
                 * This is the case that we sent the packet, and we are not
                 * a neighbor of the packet (the previous case)
                 * So, the closest_con must be good since we are the source
                 */
                next_con = closest_con;
              }
              else if (hops <= _MAX_UPHILL_HOPS ) {
                /*
                 * We will allow the packet to go uphill (get further from the source)
                 * at first, but this has to stop in order to prevent loops
                 *
                 * This may help the network form in the massive join case, or under
                 * heavy churn. @todo analyze approaches for improving stabilization
                 * in massively disordered cases.
                 */
                if( closest_con.Edge != prev_e ) {
                  //Awesome.  This is an easy case...
                  next_con = closest_con;
                }
                else {
                  /*
                   * Look at the two next closest and choose the minimum distance of
                   * the three
                   */
                  int sc_idx = -1;
                  if( closest_con == right_n ) {
                    //move one over
                    sc_idx = right_idx - 1;
                  }
                  else {
                    //Must be the left:
                    sc_idx = left_idx + 1;
                  }
                  Connection second_closest = structs[sc_idx];
                  BigInteger second_dist =
                                 dest.DistanceTo( (AHAddress)second_closest.Address).abs();
                  if( second_dist < other_dist ) {
                    other_con = second_closest;
                  }
                  if( other_con.Edge != prev_e ) {
                    //If we only have one neighbor,
                    //other and closest might be the same
                    next_con = other_con;
                  }
                  else {
                    //We just can't win...
                    next_con = null;
                  }
                }
              }
              else {
                /*
                 * This is the case where we are not a neighbor of the destination
                 * according to our table, and the packet has taken at least 2 hops.
                 */
                deliverlocally = false;
                if( ( closest_con.Edge == prev_e ) 
                    && ( other_con.Edge != prev_e ) ) {
                  closest_dist = other_dist;
                  closest_con = other_con;
                }
                Connection prev = _tab.GetConnection(prev_e);
                if( prev != null ) {
                  BigInteger prev_dist = dest.DistanceTo( (AHAddress)prev.Address ).abs();
                  if( closest_dist >= prev_dist ) {
                    //Don't send it if you can't get it closer than it was before
                    next_con = null;
                  }
                  else {
                    next_con = closest_con;
                  }
                }
                else {
                  //This is the case that we don't have a connection
                  //on the Edge the packet came from, this shouldn't happen,
                  //but it is not a disaster.
                  next_con = closest_con;
                }
              }//End of non-neareast neighbor case
            }//End of Annealing case
          }//End of the case where we had to find a near route
	}
	else {
          //We can route directly to the destination.
	}
       /*
        * We update the route cache with the most recent Edge to send to
        * that destination.
        */
       lock(_sync ) {
         _route_cache[k] = new CachedRoute(next_con, deliverlocally);
       }
      }//End of cache check   
      //Here are the other modes:
      if( p.HasOption( AHPacket.AHOptions.Last ) ) {
        if( next_con == null ) {
          deliverlocally = true;
        }
        else {
          deliverlocally = false;
        }
      }
      else if( p.HasOption( AHPacket.AHOptions.Path ) ) {
        deliverlocally = true;
      }
      else if( p.HasOption( AHPacket.AHOptions.Exact ) ) {
        if( _local.Equals(dest) ) {
          deliverlocally = true;
          next_con = null;
        }
        else {
          deliverlocally = false;
        }
      }

      /*
       * Now we have next_con if we can send it somewhere closer.
       */
      try {
	if( next_con != null && (hops < ttl) ) {
          //We can send it on
          next_con.Edge.Send( p.IncrementHops() );
#if AHROUTER_DEBUG
	  if (debug) {
	    Console.Error.WriteLine("Sending {0}\n from: {1} to: {2}\n delloc: {3}",
				     p,prev_e,next_con,deliverlocally);
	  }
#endif
	  return 1;
	}
	else {
#if AHROUTER_DEBUG
	  if (debug) {
	    Console.Error.WriteLine("Not sending {0}\n from: {1}\n delloc: {2}",
				     p,prev_e,deliverlocally);
	  }
#endif
          return 0;
	}
      }
      catch(EdgeException x) {
        if( !x.IsTransient ) {
          /*
          Console.Error.WriteLine(x);
          Console.Error.WriteLine("{0}: Edge exception encountered while sending from: {1} to: {3}, delloc: {2}",
				 _local,prev_e,deliverlocally, next_con);
          */
          /*
           * This is a permanent error
           * This edge gave us problems, let's try again after we've closed
           * that bad edge.
           *
           * Make sure the cache is flushed and we reset out nearest left
           * neighbor
           */
          next_con.Edge.Close();
          ConnectionTableChangeHandler(null, null);
          return this.Route(prev_e, p, out deliverlocally);
        } else {
          /**
           * In the case of a transient problem, we just drop the
           * packet.
           * @todo should we send some error message, or retry later?
           */
          return 0;
        }
      }
    }
Esempio n. 3
0
    public static TransportAddress CreateInstance(TransportAddress.TAType t,
                            System.Net.IPAddress host, int port) {
      Cache ta_cache = Interlocked.Exchange<Cache>(ref _ta_cache, null);
      if( ta_cache != null ) {
        TransportAddress ta = null;
        try {
          CacheKey key = new CacheKey(host, port, t);
          ta = (TransportAddress) ta_cache[key];
	        if( ta == null ) {
            ta = new IPTransportAddress(t, host, port);
            ta_cache[key] = ta; 
           }
        }
        finally {
          Interlocked.Exchange<Cache>(ref _ta_cache, ta_cache);
        }
        return ta;
      }
      else {
        return new IPTransportAddress(t, host, port);
      }
    }