Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory - All libraries are in the Libraries directory - MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?) - NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred - Removed Content/effects.mgfx as it didn't seem to be used anywhere - Removed some references to Subsurface directory - Renamed Launcher2 to Launcher
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using System;
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using System.Threading;
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namespace Lidgren.Network
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{
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/// <summary>
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/// Sender part of Selective repeat ARQ for a particular NetChannel
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/// </summary>
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internal sealed class NetReliableSenderChannel : NetSenderChannelBase
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{
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private NetConnection m_connection;
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private int m_windowStart;
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private int m_windowSize;
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private int m_sendStart;
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private bool m_anyStoredResends;
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private NetBitVector m_receivedAcks;
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internal NetStoredReliableMessage[] m_storedMessages;
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internal double m_resendDelay;
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internal override int WindowSize { get { return m_windowSize; } }
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internal override bool NeedToSendMessages()
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{
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return base.NeedToSendMessages() || m_anyStoredResends;
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}
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internal NetReliableSenderChannel(NetConnection connection, int windowSize)
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{
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m_connection = connection;
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m_windowSize = windowSize;
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m_windowStart = 0;
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m_sendStart = 0;
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m_anyStoredResends = false;
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m_receivedAcks = new NetBitVector(NetConstants.NumSequenceNumbers);
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m_storedMessages = new NetStoredReliableMessage[m_windowSize];
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m_queuedSends = new NetQueue<NetOutgoingMessage>(8);
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m_resendDelay = m_connection.GetResendDelay();
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}
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internal override int GetAllowedSends()
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{
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int retval = m_windowSize - ((m_sendStart + NetConstants.NumSequenceNumbers) - m_windowStart) % NetConstants.NumSequenceNumbers;
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NetException.Assert(retval >= 0 && retval <= m_windowSize);
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return retval;
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}
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internal override void Reset()
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{
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m_receivedAcks.Clear();
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for (int i = 0; i < m_storedMessages.Length; i++)
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m_storedMessages[i].Reset();
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m_anyStoredResends = false;
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m_queuedSends.Clear();
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m_windowStart = 0;
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m_sendStart = 0;
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}
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internal override NetSendResult Enqueue(NetOutgoingMessage message)
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{
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m_queuedSends.Enqueue(message);
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m_connection.m_peer.m_needFlushSendQueue = true; // a race condition to this variable will simply result in a single superflous call to FlushSendQueue()
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if (m_queuedSends.Count <= GetAllowedSends())
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return NetSendResult.Sent;
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return NetSendResult.Queued;
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}
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// call this regularely
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internal override void SendQueuedMessages(double now)
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{
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//
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// resends
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//
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m_anyStoredResends = false;
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for (int i = 0; i < m_storedMessages.Length; i++)
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{
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var storedMsg = m_storedMessages[i];
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NetOutgoingMessage om = storedMsg.Message;
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if (om == null)
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continue;
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m_anyStoredResends = true;
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double t = storedMsg.LastSent;
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if (t > 0 && (now - t) > m_resendDelay)
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{
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// deduce sequence number
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/*
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int startSlot = m_windowStart % m_windowSize;
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int seqNr = m_windowStart;
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while (startSlot != i)
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{
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startSlot--;
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if (startSlot < 0)
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startSlot = m_windowSize - 1;
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seqNr--;
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}
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*/
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//m_connection.m_peer.LogVerbose("Resending due to delay #" + m_storedMessages[i].SequenceNumber + " " + om.ToString());
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m_connection.m_statistics.MessageResent(MessageResendReason.Delay);
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Interlocked.Increment(ref om.m_recyclingCount); // increment this since it's being decremented in QueueSendMessage
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m_connection.QueueSendMessage(om, storedMsg.SequenceNumber);
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m_storedMessages[i].LastSent = now;
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m_storedMessages[i].NumSent++;
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}
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}
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int num = GetAllowedSends();
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if (num < 1)
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return;
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// queued sends
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while (num > 0 && m_queuedSends.Count > 0)
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{
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NetOutgoingMessage om;
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if (m_queuedSends.TryDequeue(out om))
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ExecuteSend(now, om);
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num--;
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NetException.Assert(num == GetAllowedSends());
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}
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}
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private void ExecuteSend(double now, NetOutgoingMessage message)
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{
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int seqNr = m_sendStart;
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m_sendStart = (m_sendStart + 1) % NetConstants.NumSequenceNumbers;
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// must increment recycle count here, since it's decremented in QueueSendMessage and we want to keep it for the future in case or resends
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// we will decrement once more in DestoreMessage for final recycling
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Interlocked.Increment(ref message.m_recyclingCount);
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m_connection.QueueSendMessage(message, seqNr);
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int storeIndex = seqNr % m_windowSize;
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NetException.Assert(m_storedMessages[storeIndex].Message == null);
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m_storedMessages[storeIndex].NumSent++;
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m_storedMessages[storeIndex].Message = message;
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m_storedMessages[storeIndex].LastSent = now;
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m_storedMessages[storeIndex].SequenceNumber = seqNr;
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m_anyStoredResends = true;
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return;
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}
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private void DestoreMessage(double now, int storeIndex, out bool resetTimeout)
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{
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// reset timeout if we receive ack within kThreshold of sending it
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const double kThreshold = 2.0;
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var srm = m_storedMessages[storeIndex];
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resetTimeout = (srm.NumSent == 1) && (now - srm.LastSent < kThreshold);
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var storedMessage = srm.Message;
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// on each destore; reduce recyclingcount so that when all instances are destored, the outgoing message can be recycled
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Interlocked.Decrement(ref storedMessage.m_recyclingCount);
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#if DEBUG
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if (storedMessage == null)
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throw new NetException("m_storedMessages[" + storeIndex + "].Message is null; sent " + m_storedMessages[storeIndex].NumSent + " times, last time " + (NetTime.Now - m_storedMessages[storeIndex].LastSent) + " seconds ago");
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#else
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if (storedMessage != null)
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{
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#endif
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if (storedMessage.m_recyclingCount <= 0)
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m_connection.m_peer.Recycle(storedMessage);
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#if !DEBUG
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}
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#endif
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m_storedMessages[storeIndex] = new NetStoredReliableMessage();
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}
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// remoteWindowStart is remote expected sequence number; everything below this has arrived properly
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// seqNr is the actual nr received
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internal override void ReceiveAcknowledge(double now, int seqNr)
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{
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// late (dupe), on time or early ack?
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int relate = NetUtility.RelativeSequenceNumber(seqNr, m_windowStart);
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if (relate < 0)
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{
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//m_connection.m_peer.LogDebug("Received late/dupe ack for #" + seqNr);
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return; // late/duplicate ack
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}
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if (relate == 0)
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{
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//m_connection.m_peer.LogDebug("Received right-on-time ack for #" + seqNr);
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// ack arrived right on time
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NetException.Assert(seqNr == m_windowStart);
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bool resetTimeout;
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m_receivedAcks[m_windowStart] = false;
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DestoreMessage(now, m_windowStart % m_windowSize, out resetTimeout);
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m_windowStart = (m_windowStart + 1) % NetConstants.NumSequenceNumbers;
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// advance window if we already have early acks
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while (m_receivedAcks.Get(m_windowStart))
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{
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//m_connection.m_peer.LogDebug("Using early ack for #" + m_windowStart + "...");
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m_receivedAcks[m_windowStart] = false;
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bool rt;
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DestoreMessage(now, m_windowStart % m_windowSize, out rt);
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resetTimeout |= rt;
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NetException.Assert(m_storedMessages[m_windowStart % m_windowSize].Message == null); // should already be destored
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m_windowStart = (m_windowStart + 1) % NetConstants.NumSequenceNumbers;
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//m_connection.m_peer.LogDebug("Advancing window to #" + m_windowStart);
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}
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if (resetTimeout)
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m_connection.ResetTimeout(now);
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return;
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}
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//
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// early ack... (if it has been sent!)
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//
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// If it has been sent either the m_windowStart message was lost
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// ... or the ack for that message was lost
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//
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//m_connection.m_peer.LogDebug("Received early ack for #" + seqNr);
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int sendRelate = NetUtility.RelativeSequenceNumber(seqNr, m_sendStart);
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if (sendRelate <= 0)
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{
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// yes, we've sent this message - it's an early (but valid) ack
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if (m_receivedAcks[seqNr])
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{
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// we've already destored/been acked for this message
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}
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else
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{
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m_receivedAcks[seqNr] = true;
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}
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}
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else if (sendRelate > 0)
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{
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// uh... we haven't sent this message yet? Weird, dupe or error...
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NetException.Assert(false, "Got ack for message not yet sent?");
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return;
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}
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// Ok, lets resend all missing acks
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int rnr = seqNr;
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do
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{
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rnr--;
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if (rnr < 0)
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rnr = NetConstants.NumSequenceNumbers - 1;
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if (m_receivedAcks[rnr])
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{
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// m_connection.m_peer.LogDebug("Not resending #" + rnr + " (since we got ack)");
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}
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else
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{
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int slot = rnr % m_windowSize;
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NetException.Assert(m_storedMessages[slot].Message != null);
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if (m_storedMessages[slot].NumSent == 1)
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{
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// just sent once; resend immediately since we found gap in ack sequence
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NetOutgoingMessage rmsg = m_storedMessages[slot].Message;
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//m_connection.m_peer.LogVerbose("Resending #" + rnr + " (" + rmsg + ")");
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if (now - m_storedMessages[slot].LastSent < (m_resendDelay * 0.35))
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{
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// already resent recently
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}
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else
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{
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m_storedMessages[slot].LastSent = now;
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m_storedMessages[slot].NumSent++;
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m_connection.m_statistics.MessageResent(MessageResendReason.HoleInSequence);
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Interlocked.Increment(ref rmsg.m_recyclingCount); // increment this since it's being decremented in QueueSendMessage
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m_connection.QueueSendMessage(rmsg, rnr);
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}
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}
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}
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} while (rnr != m_windowStart);
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}
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}
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}
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