// Will hold the buffers until they are sent public static void ScheduleSend(LaneSetup setup, DateTime now, ToSend[] tosend, uint count) { for (uint i = 0; i < count; i++) { Lane lane = tosend[i].Lane; if (!tosend[i].Reliable) { uint target = (uint)lane.Out.Length; if (lane.OutCount == lane.Out.Length) { for (uint k = 0; k < lane.Out.Length; k++) { if (lane.Out[k].Source == null) { target = k; break; } } } else { target = lane.OutCount++; } if (target == lane.Out.Length) { // Dropped continue; } if (tosend[i].CanKeepData) { lane.Out[target].Source = tosend[i].Data; } else { lane.Out[target].Source = setup.Factory.GetBuffer(tosend[i].Data.bytesize); Bitstream.Insert(lane.Out[target].Source, tosend[i].Data); Bitstream.SyncByte(lane.Out[target].Source); lane.Out[target].Source.Flip(); } lane.Out[target].Source.userdata = 1; // refcount lane.Out[target].Begin = 0; lane.Out[target].End = tosend[i].Data.bytesize; lane.Out[target].IsFinalPiece = true; lane.Out[target].SendTime = now; lane.Out[target].InitialSendTime = now; lane.Out[target].SendCount = 0; lane.Out[target].SeqId = ++lane.OutgoingSeqUnreliable; lane.Out[target].Reliable = false; } else { uint segmentSize = setup.MaxPacketSize - 32 - setup.ReservedHeaderBytes; uint numSegments = (uint)(((tosend[i].Data.bytesize - tosend[i].Data.bytepos) + segmentSize - 1) / segmentSize); uint[] outSlots = new uint[256]; if (numSegments == 0 || numSegments > outSlots.Length) { continue; } uint write = 0; for (uint k = 0; k < lane.OutCount; k++) { if (lane.Out[k].Source == null) { outSlots[write++] = k; if (write == numSegments) { break; } } } uint left = numSegments - write; if ((lane.Out.Length - lane.OutCount) < left) { // no room. continue; } for (uint k = 0; k < left; k++) { outSlots[write++] = lane.OutCount++; } Bitstream.Buffer source = tosend[i].Data; if (!tosend[i].CanKeepData) { source = setup.Factory.GetBuffer(tosend[i].Data.bytesize); Bitstream.Insert(source, tosend[i].Data); source.Flip(); } source.userdata = 0; uint RangeBegin = 0; for (uint k = 0; k < numSegments; k++) { uint bytesLeft = source.bytesize - RangeBegin; if (bytesLeft == 0) { Console.WriteLine("ERROR: bytesLeft=0!"); continue; } uint toWrite = bytesLeft < segmentSize ? bytesLeft : segmentSize; uint slot = outSlots[k]; source.userdata++; lane.Out[slot].Source = source; lane.Out[slot].Begin = RangeBegin; lane.Out[slot].End = RangeBegin + toWrite; lane.Out[slot].IsFinalPiece = k == (numSegments - 1); lane.Out[slot].SendTime = now; lane.Out[slot].InitialSendTime = now; lane.Out[slot].SendCount = 0; lane.Out[slot].Reliable = true; lane.Out[slot].SeqId = ++lane.OutgoingSeqReliable; RangeBegin = RangeBegin + toWrite; } } } }
// Return if there is more to come. public static bool ProcessLanesIncoming(LaneSetup setup, Lane[] lanes, Done[] output, out uint numOut) { numOut = 0; // Check the progress if we can pick another one. for (int i = 0; i < lanes.Length; i++) { Lane lane = lanes[i]; while (lane.DoneTail != lane.DoneHead) { uint t = lane.DoneTail % (uint)lane.Done.Length; output[numOut] = lane.Done[t]; lane.DoneTail = lane.DoneTail + 1; if (++numOut == output.Length) { return(true); } } if (lane.ProgressHead == lane.ProgressTail) { continue; } uint numProgress = (uint)lane.Progress.Length; // Clear out any seqId=0 (these are empty slots). while (lane.ProgressHead != lane.ProgressTail && lane.Progress[lane.ProgressTail % numProgress].SeqId == 0) { lane.ProgressTail++; } // And from the head too... while (lane.ProgressHead != lane.ProgressTail && lane.Progress[(numProgress + lane.ProgressHead - 1) % numProgress].SeqId == 0) { lane.ProgressHead--; } if (lane.ProgressHead == lane.ProgressTail) { continue; } // Sort them by seq. There shouldn't be so many here. Maybe do something more clever if the count grows big. uint count = lane.ProgressHead - lane.ProgressTail; while (count > 1) { bool swapped = false; for (uint j = 0; j < (count - 1); j++) { uint idx0 = (lane.ProgressTail + j) % numProgress; uint idx1 = (lane.ProgressTail + j + 1) % numProgress; if (lane.Progress[idx0].SeqId > lane.Progress[idx1].SeqId) { InProgress tmp = lane.Progress[idx0]; lane.Progress[idx0] = lane.Progress[idx1]; lane.Progress[idx1] = tmp; swapped = true; } } if (!swapped) { break; } } // Guaranteed to have them sorted in order now. uint head = lane.ProgressTail; uint next = lanes[i].ReliableSeq + 1; uint[] aggregateIdx = new uint[128]; uint aggregateCount = 0; uint tail = lane.ProgressTail; while (tail != lane.ProgressHead) { uint idx = tail % numProgress; if (lane.Progress[idx].SeqId != next) { break; } if (lane.Progress[idx].IsFinalPiece) { if (aggregateCount == 0) { output[numOut].ArrivalTime = lane.Progress[idx].ArrivalTime; output[numOut].CompletionTime = lane.Progress[idx].ArrivalTime; output[numOut].Reliable = true; output[numOut].SeqId = lane.Progress[idx].SeqId; output[numOut].Data = lane.Progress[idx].Data; output[numOut].Lane = lane; lane.Progress[idx].SeqId = 0; lane.ReliableSeq = next; tail = tail + 1; next = next + 1; if (++numOut == output.Length) { return(true); } } else { // There is always one room because check belowe makes sure of that. aggregateIdx[aggregateCount++] = idx; uint bits = 0; for (int k = 0; k < aggregateCount; k++) { uint ki = aggregateIdx[k]; bits = bits + lane.Progress[ki].Data.BitsLeft(); } Bitstream.Buffer total = setup.Factory.GetBuffer(bits / 8 + 16); for (int k = 0; k < aggregateCount; k++) { uint ki = aggregateIdx[k]; Bitstream.Insert(total, lane.Progress[ki].Data); lane.Progress[ki].SeqId = 0; } total.Flip(); output[numOut].ArrivalTime = lane.Progress[aggregateIdx[0]].ArrivalTime; output[numOut].CompletionTime = lane.Progress[idx].ArrivalTime; output[numOut].Reliable = true; output[numOut].SeqId = lane.Progress[idx].SeqId; output[numOut].Data = total; output[numOut].Lane = lane; lane.ReliableSeq = next; tail = tail + 1; next = next + 1; aggregateCount = 0; if (++numOut == output.Length) { return(true); } } } else { aggregateIdx[aggregateCount] = idx; next = next + 1; tail = tail + 1; if (++aggregateCount >= (aggregateIdx.Length - 1)) { // THis should never happen. Console.WriteLine("ERROR: Progress buffer reset because aggregateIdx overflowed."); lane.ProgressHead = 0; lane.ProgressTail = 0; break; } } } } return(false); }
// This will start reading from the buffers and modify the incoming array. public static void HandleIncomingPackets(LaneSetup setup, Incoming[] packets, uint packetsCount) { // Zero pass make own buffers. for (uint i = 0; i < packetsCount; i++) { if (!packets[i].CanKeepData) { Bitstream.Buffer tmp = packets[i].Packet; Bitstream.Buffer copy = setup.Factory.GetBuffer((uint)tmp.buf.Length); Bitstream.Insert(copy, tmp); copy.Flip(); packets[i].Packet = copy; } } // First pass extract. for (uint i = 0; i < packetsCount; i++) { Bitstream.Buffer tmp = packets[i].Packet; Lane lane = packets[i].Lane; lane.Stats.RecvCount++; lane.Stats.RecvBytes += tmp.BitsLeft() / 8; bool reliable = Bitstream.ReadBits(tmp, 1) == 1; uint seq = Bitstream.ReadCompressedUint(tmp); packets[i].Internal.Seq = seq; packets[i].Internal.IsReliable = reliable; if (seq == 0) { lane.Stats.RecvAckOnly++; } if (reliable) { packets[i].Internal.IsFinalPiece = Bitstream.ReadBits(tmp, 1) == 1; if (!packets[i].Internal.IsFinalPiece) { lane.Stats.RecvNonFinal++; } if (seq != 0) { if (lane.AckCount < lane.Acks.Length) { lane.Acks[lane.AckCount++] = seq; } } while (true) { uint seqAck = Bitstream.ReadCompressedUint(tmp); if (seqAck != 0) { for (int j = 0; j != lane.OutCount; j++) { if (lane.Out[j].SeqId == seqAck) { double msLag = (packets[i].ArrivalTime - lane.Out[j].InitialSendTime).TotalMilliseconds; if (msLag > 0) { uint ms = (uint)msLag; if (ms < lane.LagMsMin || lane.LagMsMin == 0) { if (ms >= setup.MinResendTimeMs) { lane.LagMsMin = ms; lane.ResendMs = 2 * ms; } } } if (lane.Out[j].Source != null) { if (--lane.Out[j].Source.userdata == 0) { setup.Factory.ReturnBuffer(lane.Out[j].Source); } lane.Out[j].Source = null; } } } continue; } break; } } else { packets[i].Internal.IsFinalPiece = true; } Bitstream.SyncByte(tmp); } // Unreliable packets, these are placed in the out queue after reading out the sequence and mode. for (int i = 0; i < packets.Length; i++) { if (packets[i].Internal.IsReliable || packets[i].Internal.Seq == 0) { continue; } Lane lane = packets[i].Lane; if (lane.DoneHead - lane.DoneTail != lane.Done.Length) { uint head = lane.DoneHead % (uint)lane.Done.Length; lane.Done[head].Data = packets[i].Packet; lane.Done[head].Reliable = false; lane.Done[head].SeqId = packets[i].Internal.Seq; lane.Done[head].ArrivalTime = packets[i].ArrivalTime; lane.Done[head].CompletionTime = packets[i].ArrivalTime; lane.Done[head].Lane = lane; lane.DoneHead = lane.DoneHead + 1; } } // Handle reliable. These go straight for (int i = 0; i < packets.Length; i++) { if (!packets[i].Internal.IsReliable || packets[i].Internal.Seq == 0) { continue; } Lane lane = packets[i].Lane; if (packets[i].Internal.Seq <= lane.ReliableSeq) { lane.Stats.RecvDupes++; continue; } // If packet arrives a second time, ignore. uint numProgress = (uint)lane.Progress.Length; bool hadit = false; for (uint p = lane.ProgressTail; p != lane.ProgressHead; p++) { uint idx = p % numProgress; if (lane.Progress[idx].SeqId == packets[i].Internal.Seq) { hadit = true; break; } } if (hadit) { // Already got the packet for this sequence id. lane.Stats.RecvDupes++; continue; } if (lane.ProgressHead - lane.ProgressTail != lane.Progress.Length) { uint head = lane.ProgressHead % (uint)lane.Progress.Length; lane.Progress[head].Data = packets[i].Packet; lane.Progress[head].IsFinalPiece = packets[i].Internal.IsFinalPiece; lane.Progress[head].ArrivalTime = packets[i].ArrivalTime; lane.Progress[head].SeqId = packets[i].Internal.Seq; lane.ProgressHead = lane.ProgressHead + 1; } } }