Esempio n. 1
0
        private void AckHandler(IncomingCommand command)
        {
            uint currentRoundTripTime = command.TimestampOfReceive - command.AckReceivedSentTime;

            // Find a channel that the command came, and remove a sent command.
            UdpChannel channel = _channels[command.Channel];
            OutgoingCommand reliableCommand = channel.ReliableSendQueue.ReceiveAck(command);

            //if reliableCommand is null, current command is already received.
            if (reliableCommand == null)
                return;

            if (reliableCommand.CommandType == CommandType.SNTP)
            {
                ProcessSntp(command, currentRoundTripTime);
            }

            _roundTripTime.Update((int)currentRoundTripTime);

            if (_allowStatistics)
            {
                _statistics.UpdateRoundTripTime(_roundTripTime);
                _statistics.ReceiveAck(command.TimestampOfReceive);
            }
        }
        internal void EnqueueOutgoingCommand(OutgoingCommand command)
        {
            UdpChannel udpChannel = _channels[command.Channel];

            lock (udpChannel)
            {
                SendQueueBase queue = command.IsReliable ? (SendQueueBase)udpChannel.ReliableSendQueue : udpChannel.UnreliableSendQueue;
                queue.EnqueueOutgoingCommand(command);
            }
        }
        private void EnqueueSentCommand(OutgoingCommand command, uint currentSendingTime)
        {
            UdpChannel channel = _channels[command.Channel];

            channel.ReliableSendQueue.EnqueueSentCommand(command, currentSendingTime, _roundTripTime.NewRoundTripTime(), (uint)DisconnectTimeout);

            if (_allowStatistics && command.SendAttempts > 1)
            {
                _statistics.ResendCommand();
            }
        }
Esempio n. 4
0
        private void SendAck()
        {
            do
            {
                lock (_udpBuffer)
                {
                    Array.Clear(_udpBuffer, 0, _udpBuffer.Length);

                    _udpBufferIndex = MtuHeaderLength;

                    uint currentTime = EnvironmentTimer.GetTickCount();

                    int commandCountToSend = SerializeAck(currentTime);

                    if (!EnqueueResendingCommands(currentTime)) return;

                    //Ping 전송이 필요한지 판단하여 송신
                    if (_udpSocket.State == SocketState.Connected &&
                        currentTime - _timestampOfLastReliableSend > PingInterval)
                    {
                        OutgoingCommand command = new OutgoingCommand(CommandType.Ping, 0);
                        EnqueueOutgoingCommand(command);

                        // Ping이 Reliable command이기 때문에, Reliable command들을 Serialize 한다.
                        for (int i = 0; i < _channels.Count; i++)
                        {
                            commandCountToSend += SerializeQueue(_channels[i].ReliableSendQueue, currentTime);
                        }

                        _timestampOfLastReliableSend = currentTime;
                    }

                    SendBuffer(commandCountToSend, currentTime);
                }
            } while (RemainingAckCommands() > 0);
        }
 public static void Erase(this List <OutgoingCommand> commands, OutgoingCommand command)
 {
     command.Dispose();
     commands.Remove(command);
 }