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13e2d26935
* Update `ReliabilityLayer.h`
375 lines
16 KiB
C++
375 lines
16 KiB
C++
/// \file
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/// \brief \b [Internal] Datagram reliable, ordered, unordered and sequenced sends. Flow control. Message splitting, reassembly, and coalescence.
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///
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/// This file is part of RakNet Copyright 2003 Kevin Jenkins.
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///
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/// Usage of RakNet is subject to the appropriate license agreement.
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/// Creative Commons Licensees are subject to the
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/// license found at
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/// http://creativecommons.org/licenses/by-nc/2.5/
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/// Single application licensees are subject to the license found at
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/// http://www.rakkarsoft.com/SingleApplicationLicense.html
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/// Custom license users are subject to the terms therein.
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/// GPL license users are subject to the GNU General Public
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/// License as published by the Free
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/// Software Foundation; either version 2 of the License, or (at your
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/// option) any later version.
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#ifndef __RELIABILITY_LAYER_H
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#define __RELIABILITY_LAYER_H
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// SAMPSRV
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#define TEA_ENCRYPTOR
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#include "SocketLayer.h"
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#include "MTUSize.h"
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#include "DS_LinkedList.h"
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#include "DS_List.h"
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#include "PacketPriority.h"
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#include "DS_Queue.h"
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#include "BitStream.h"
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#include "InternalPacket.h"
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#include "InternalPacketPool.h"
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#ifdef TEA_ENCRYPTOR
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#include "TEABlockEncryptor.h"
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#else
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#include "DataBlockEncryptor.h"
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#endif
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#include "RakNetStatistics.h"
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#include "SHA1.h"
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#include "DS_OrderedList.h"
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#include "DS_RangeList.h"
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#include "DS_BPlusTree.h"
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class PluginInterface;
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/// Sizeof an UDP header in byte
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#define UDP_HEADER_SIZE 28
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/// Number of ordered streams available. You can use up to 32 ordered streams
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#define NUMBER_OF_ORDERED_STREAMS 32 // 2^5
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#define RESEND_TREE_ORDER 32
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#include "BitStream.h"
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int SplitPacketIndexComp( SplitPacketIndexType const &key, InternalPacket* const &data );
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struct SplitPacketChannel
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{
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RakNetTimeNS lastUpdateTime;
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DataStructures::OrderedList<SplitPacketIndexType, InternalPacket*, SplitPacketIndexComp> splitPacketList;
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};
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int RAK_DLL_EXPORT SplitPacketChannelComp( SplitPacketIdType const &key, SplitPacketChannel* const &data );
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/// Datagram reliable, ordered, unordered and sequenced sends. Flow control. Message splitting, reassembly, and coalescence.
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class ReliabilityLayer
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{
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public:
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/// Constructor
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ReliabilityLayer();
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/// Destructor
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~ReliabilityLayer();
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/// Resets the layer for reuse
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void Reset( bool resetVariables );
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///Sets the encryption key. Doing so will activate secure connections
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/// \param[in] key Byte stream for the encryption key
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void SetEncryptionKey( const unsigned char *key );
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/// Depreciated, from IO Completion ports
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/// \param[in] s The socket
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void SetSocket( SOCKET s );
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/// Returns what was passed to SetSocket
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/// \return The socket
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SOCKET GetSocket( void );
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/// Set the time, in MS, to use before considering ourselves disconnected after not being able to deliver a reliable packet
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/// Default time is 10,000 or 10 seconds in release and 30,000 or 30 seconds in debug.
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/// \param[in] time Time, in MS
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void SetTimeoutTime( RakNetTime time );
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/// Returns the value passed to SetTimeoutTime. or the default if it was never called
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/// \param[out] the value passed to SetTimeoutTime
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RakNetTime GetTimeoutTime(void);
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/// Packets are read directly from the socket layer and skip the reliability layer because unconnected players do not use the reliability layer
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/// This function takes packet data after a player has been confirmed as connected.
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/// \param[in] buffer The socket data
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/// \param[in] length The length of the socket data
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/// \param[in] playerId The player that this data is from
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/// \param[in] messageHandlerList A list of registered plugins
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/// \param[in] MTUSize maximum datagram size
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/// \retval true Success
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/// \retval false Modified packet
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bool HandleSocketReceiveFromConnectedPlayer( const char *buffer, int length, PlayerID playerId, DataStructures::List<PluginInterface*> &messageHandlerList, int MTUSize );
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/// This allocates bytes and writes a user-level message to those bytes.
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/// \param[out] data The message
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/// \return Returns number of BITS put into the buffer
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int Receive( unsigned char**data );
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/// Puts data on the send queue
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/// \param[in] data The data to send
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/// \param[in] numberOfBitsToSend The length of \a data in bits
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/// \param[in] priority The priority level for the send
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/// \param[in] reliability The reliability type for the send
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/// \param[in] orderingChannel 0 to 31. Specifies what channel to use, for relational ordering and sequencing of packets.
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/// \param[in] makeDataCopy If true \a data will be copied. Otherwise, only a pointer will be stored.
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/// \param[in] MTUSize maximum datagram size
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/// \param[in] currentTime Current time, as per RakNet::GetTime()
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/// \return True or false for success or failure.
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bool Send( char *data, int numberOfBitsToSend, PacketPriority priority, PacketReliability reliability, unsigned char orderingChannel, bool makeDataCopy, int MTUSize, RakNetTimeNS currentTime );
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/// Call once per game cycle. Handles internal lists and actually does the send.
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/// \param[in] s the communication end point
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/// \param[in] playerId The Unique Player Identifier who shouldhave sent some packets
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/// \param[in] MTUSize maximum datagram size
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/// \param[in] time current system time
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/// \param[in] messageHandlerList A list of registered plugins
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void Update( SOCKET s, PlayerID playerId, int MTUSize, RakNetTimeNS time, DataStructures::List<PluginInterface*> &messageHandlerList );
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/// If Read returns -1 and this returns true then a modified packetwas detected
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/// \return true when a modified packet is detected
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bool IsCheater( void ) const;
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/// Were you ever unable to deliver a packet despite retries?
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/// \return true means the connection has been lost. Otherwise not.
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bool IsDeadConnection( void ) const;
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/// Causes IsDeadConnection to return true
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void KillConnection(void);
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/// Sets the ping, which is used by the reliability layer to determine how long to wait for resends. Mostly for flow control.
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/// \param[in] The ping time.
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void SetPing( RakNetTime i );
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/// Get Statistics
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/// \return A pointer to a static struct, filled out with current statistical information.
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RakNetStatisticsStruct * const GetStatistics( void );
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///Are we waiting for any data to be sent out or be processed by the player?
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bool IsDataWaiting(void);
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bool AreAcksWaiting(void);
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// Set outgoing lag and packet loss properties
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void ApplyNetworkSimulator( double _maxSendBPS, RakNetTime _minExtraPing, RakNetTime _extraPingVariance );
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/// Returns if you previously called ApplyNetworkSimulator
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/// \return If you previously called ApplyNetworkSimulator
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bool IsNetworkSimulatorActive( void );
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void SetSplitMessageProgressInterval(int interval);
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void SetUnreliableTimeout(RakNetTime timeoutMS);
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private:
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/// Generates a datagram (coalesced packets)
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/// \param[out] output The resulting BitStream
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/// \param[in] Current MTU size
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/// \param[out] reliableDataSent Set to true or false as a return value as to if reliable data was sent.
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/// \param[in] time Current time
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/// \param[in] playerId Who we are sending to
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/// \param[in] messageHandlerList A list of registered plugins
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/// \return The number of messages sent
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unsigned GenerateDatagram( RakNet::BitStream *output, int MTUSize, bool *reliableDataSent, RakNetTimeNS time, PlayerID playerId, DataStructures::List<PluginInterface*> &messageHandlerList );
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/// Send the contents of a bitstream to the socket
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/// \param[in] s The socket used for sending data
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/// \param[in] playerId The address and port to send to
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/// \param[in] bitStream The data to send.
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void SendBitStream( SOCKET s, PlayerID playerId, RakNet::BitStream *bitStream );
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///Parse an internalPacket and create a bitstream to represent this dataReturns number of bits used
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int WriteToBitStreamFromInternalPacket( RakNet::BitStream *bitStream, const InternalPacket *const internalPacket );
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/// Parse a bitstream and create an internal packet to represent this data
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InternalPacket* CreateInternalPacketFromBitStream( RakNet::BitStream *bitStream, RakNetTimeNS time );
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/// Does what the function name says
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unsigned RemovePacketFromResendListAndDeleteOlderReliableSequenced( const MessageNumberType messageNumber, RakNetTimeNS time );
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/// Acknowledge receipt of the packet with the specified messageNumber
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void SendAcknowledgementPacket( const MessageNumberType messageNumber, RakNetTimeNS time );
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/// This will return true if we should not send at this time
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bool IsSendThrottled( int MTUSize );
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/// We lost a packet
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void UpdateWindowFromPacketloss( RakNetTimeNS time );
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/// Increase the window size
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void UpdateWindowFromAck( RakNetTimeNS time );
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/// Parse an internalPacket and figure out how many header bits would be written. Returns that number
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int GetBitStreamHeaderLength( const InternalPacket *const internalPacket );
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/// Get the SHA1 code
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void GetSHA1( unsigned char * const buffer, unsigned int nbytes, char code[ SHA1_LENGTH ] );
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/// Check the SHA1 code
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bool CheckSHA1( char code[ SHA1_LENGTH ], unsigned char * const buffer, unsigned int nbytes );
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/// Search the specified list for sequenced packets on the specified ordering channel, optionally skipping those with splitPacketId, and delete them
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void DeleteSequencedPacketsInList( unsigned char orderingChannel, DataStructures::List<InternalPacket*>&theList, int splitPacketId = -1 );
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/// Search the specified list for sequenced packets with a value less than orderingIndex and delete them
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void DeleteSequencedPacketsInList( unsigned char orderingChannel, DataStructures::Queue<InternalPacket*>&theList );
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/// Returns true if newPacketOrderingIndex is older than the waitingForPacketOrderingIndex
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bool IsOlderOrderedPacket( OrderingIndexType newPacketOrderingIndex, OrderingIndexType waitingForPacketOrderingIndex );
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/// Split the passed packet into chunks under MTU_SIZE bytes (including headers) and save those new chunks
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void SplitPacket( InternalPacket *internalPacket, int MTUSize );
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/// Insert a packet into the split packet list
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void InsertIntoSplitPacketList( InternalPacket * internalPacket, RakNetTimeNS time );
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/// Take all split chunks with the specified splitPacketId and try to reconstruct a packet. If we can, allocate and return it. Otherwise return 0
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InternalPacket * BuildPacketFromSplitPacketList( SplitPacketIdType splitPacketId, RakNetTimeNS time );
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/// Delete any unreliable split packets that have long since expired
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void DeleteOldUnreliableSplitPackets( RakNetTimeNS time );
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/// Creates a copy of the specified internal packet with data copied from the original starting at dataByteOffset for dataByteLength bytes.
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/// Does not copy any split data parameters as that information is always generated does not have any reason to be copied
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InternalPacket * CreateInternalPacketCopy( InternalPacket *original, int dataByteOffset, int dataByteLength, RakNetTimeNS time );
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/// Get the specified ordering list
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DataStructures::LinkedList<InternalPacket*> *GetOrderingListAtOrderingStream( unsigned char orderingChannel );
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/// Add the internal packet to the ordering list in order based on order index
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void AddToOrderingList( InternalPacket * internalPacket );
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/// Inserts a packet into the resend list in order
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void InsertPacketIntoResendList( InternalPacket *internalPacket, RakNetTimeNS time, bool makeCopyOfInternalPacket, bool firstResend );
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/// Memory handling
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void FreeMemory( bool freeAllImmediately );
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/// Memory handling
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void FreeThreadedMemory( void );
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/// Memory handling
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void FreeThreadSafeMemory( void );
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// Initialize the variables
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void InitializeVariables( void );
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/// Given the current time, is this time so old that we should consider it a timeout?
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bool IsExpiredTime(unsigned int input, RakNetTimeNS currentTime) const;
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// Make it so we don't do resends within a minimum threshold of time
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void UpdateNextActionTime(void);
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/// Does this packet number represent a packet that was skipped (out of order?)
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//unsigned int IsReceivedPacketHole(unsigned int input, RakNetTime currentTime) const;
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/// Skip an element in the received packets list
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//unsigned int MakeReceivedPacketHole(unsigned int input) const;
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/// How many elements are waiting to be resent?
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unsigned int GetResendListDataSize(void) const;
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/// Update all memory which is not threadsafe
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void UpdateThreadedMemory(void);
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void CalculateHistogramAckSize(void);
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DataStructures::List<DataStructures::LinkedList<InternalPacket*>*> orderingList;
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DataStructures::Queue<InternalPacket*> outputQueue;
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DataStructures::RangeList<MessageNumberType> acknowlegements;
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RakNetTimeNS nextAckTime;
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int splitMessageProgressInterval;
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RakNetTimeNS unreliableTimeout;
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DataStructures::BPlusTree<MessageNumberType, InternalPacket*, RESEND_TREE_ORDER> resendList;
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DataStructures::Queue<InternalPacket*> resendQueue;
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DataStructures::Queue<InternalPacket*> sendPacketSet[ NUMBER_OF_PRIORITIES ];
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DataStructures::OrderedList<SplitPacketIdType, SplitPacketChannel*, SplitPacketChannelComp> splitPacketChannelList;
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MessageNumberType messageNumber;
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//unsigned int windowSize;
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RakNetTimeNS lastAckTime;
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RakNet::BitStream updateBitStream;
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OrderingIndexType waitingForOrderedPacketWriteIndex[ NUMBER_OF_ORDERED_STREAMS ], waitingForSequencedPacketWriteIndex[ NUMBER_OF_ORDERED_STREAMS ];
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// Used for flow control (changed to regular TCP sliding window)
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// unsigned int maximumWindowSize, bytesSentSinceAck;
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// unsigned int outputWindowFullTime; // under linux if this last variable is on the line above it the delete operator crashes deleting this class!
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// STUFF TO NOT MUTEX HERE (called from non-conflicting threads, or value is not important)
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OrderingIndexType waitingForOrderedPacketReadIndex[ NUMBER_OF_ORDERED_STREAMS ], waitingForSequencedPacketReadIndex[ NUMBER_OF_ORDERED_STREAMS ];
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bool deadConnection, cheater;
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// unsigned int lastPacketSendTime,retransmittedFrames, sentPackets, sentFrames, receivedPacketsCount, bytesSent, bytesReceived,lastPacketReceivedTime;
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RakNetTime ping;
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SplitPacketIdType splitPacketId;
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RakNetTime timeoutTime; // How long to wait in MS before timing someone out
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//int MAX_AVERAGE_PACKETS_PER_SECOND; // Name says it all
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// int RECEIVED_PACKET_LOG_LENGTH, requestedReceivedPacketLogLength; // How big the receivedPackets array is
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// unsigned int *receivedPackets;
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unsigned int blockWindowIncreaseUntilTime;
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RakNetStatisticsStruct statistics;
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/// Memory-efficient receivedPackets algorithm:
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/// receivedPacketsBaseIndex is the packet number we are expecting
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/// Everything under receivedPacketsBaseIndex is a packet we already got
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/// Everything over receivedPacketsBaseIndex is stored in hasReceivedPacketQueue
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/// It stores the time to stop waiting for a particular packet number, where the packet number is receivedPacketsBaseIndex + the index into the queue
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/// If 0, we got got that packet. Otherwise, the time to give up waiting for that packet.
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/// If we get a packet number where (receivedPacketsBaseIndex-packetNumber) is less than half the range of receivedPacketsBaseIndex then it is a duplicate
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/// Otherwise, it is a duplicate packet (and ignore it).
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DataStructures::Queue<RakNetTimeNS> hasReceivedPacketQueue;
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MessageNumberType receivedPacketsBaseIndex;
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bool resetReceivedPackets;
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RakNetTimeNS lastUpdateTime;
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RakNetTimeNS histogramEndTime, histogramStartTime;
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unsigned histogramReceiveMarker;
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int noPacketlossIncreaseCount;
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unsigned histogramPlossCount, histogramAckCount;
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double lowBandwidth, highBandwidth, currentBandwidth; // In bits per second
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double availableBandwidth;
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bool continuousSend;
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#ifdef TEA_ENCRYPTOR
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TEABlockEncryptor encryptor;
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#else
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DataBlockEncryptor encryptor;
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#endif
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unsigned sendPacketCount, receivePacketCount;
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RakNetTimeNS ackTimeIncrement;
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#ifdef __USE_IO_COMPLETION_PORTS
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///\note Windows Port only
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SOCKET readWriteSocket;
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#endif
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///This variable is so that free memory can be called by only the update thread so we don't have to mutex things so much
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bool freeThreadedMemoryOnNextUpdate;
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#ifndef _RELEASE
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struct DataAndTime
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{
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char data[ MAXIMUM_MTU_SIZE ];
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int length;
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RakNetTimeNS sendTime;
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};
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DataStructures::List<DataAndTime*> delayList;
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// Internet simulator
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double maxSendBPS;
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RakNetTime minExtraPing, extraPingVariance;
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#endif
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// This has to be a member because it's not threadsafe when I removed the mutexes
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InternalPacketPool internalPacketPool;
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};
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#endif
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