overte-HifiExperiments/libraries/networking/src/udt/Connection.cpp

478 lines
17 KiB
C++

//
// Connection.cpp
// libraries/networking/src/udt
//
// Created by Clement on 7/27/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "Connection.h"
#include <random>
#include <QtCore/QThread>
#include <NumericalConstants.h>
#include "../HifiSockAddr.h"
#include "../NetworkLogging.h"
#include "CongestionControl.h"
#include "ControlPacket.h"
#include "Packet.h"
#include "PacketList.h"
#include "Socket.h"
#include <Trace.h>
using namespace udt;
using namespace std::chrono;
Connection::Connection(Socket* parentSocket, HifiSockAddr destination, std::unique_ptr<CongestionControl> congestionControl) :
_parentSocket(parentSocket),
_destination(destination),
_congestionControl(move(congestionControl))
{
Q_ASSERT_X(parentSocket, "Connection::Connection", "Must be called with a valid Socket*");
Q_ASSERT_X(_congestionControl, "Connection::Connection", "Must be called with a valid CongestionControl object");
_congestionControl->init();
// Setup packets
static const int ACK_PACKET_PAYLOAD_BYTES = sizeof(SequenceNumber);
static const int HANDSHAKE_ACK_PAYLOAD_BYTES = sizeof(SequenceNumber);
_ackPacket = ControlPacket::create(ControlPacket::ACK, ACK_PACKET_PAYLOAD_BYTES);
_handshakeACK = ControlPacket::create(ControlPacket::HandshakeACK, HANDSHAKE_ACK_PAYLOAD_BYTES);
// setup psuedo-random number generation shared by all connections
static std::random_device rd;
static std::mt19937 generator(rd());
static std::uniform_int_distribution<> distribution(0, SequenceNumber::MAX);
// randomize the intial sequence number
_initialSequenceNumber = SequenceNumber(distribution(generator));
}
Connection::~Connection() {
stopSendQueue();
// Fail any pending received messages
for (auto& pendingMessage : _pendingReceivedMessages) {
_parentSocket->messageFailed(this, pendingMessage.first);
}
}
void Connection::stopSendQueue() {
if (auto sendQueue = _sendQueue.release()) {
// grab the send queue thread so we can wait on it
QThread* sendQueueThread = sendQueue->thread();
// tell the send queue to stop and be deleted
sendQueue->stop();
_lastMessageNumber = sendQueue->getCurrentMessageNumber();
sendQueue->deleteLater();
// wait on the send queue thread so we know the send queue is gone
sendQueueThread->quit();
sendQueueThread->wait();
}
}
void Connection::setMaxBandwidth(int maxBandwidth) {
_congestionControl->setMaxBandwidth(maxBandwidth);
}
SendQueue& Connection::getSendQueue() {
if (!_sendQueue) {
// we may have a sequence number from the previous inactive queue - re-use that so that the
// receiver is getting the sequence numbers it expects (given that the connection must still be active)
// Lasily create send queue
if (!_hasReceivedHandshakeACK) {
// First time creating a send queue for this connection
_sendQueue = SendQueue::create(_parentSocket, _destination, _initialSequenceNumber - 1, _lastMessageNumber, _hasReceivedHandshakeACK);
_lastReceivedACK = _sendQueue->getCurrentSequenceNumber();
} else {
// Connection already has a handshake from a previous send queue
_sendQueue = SendQueue::create(_parentSocket, _destination, _lastReceivedACK, _lastMessageNumber, _hasReceivedHandshakeACK);
}
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Created SendQueue for connection to" << _destination;
#endif
QObject::connect(_sendQueue.get(), &SendQueue::packetSent, this, &Connection::packetSent);
QObject::connect(_sendQueue.get(), &SendQueue::packetSent, this, &Connection::recordSentPackets);
QObject::connect(_sendQueue.get(), &SendQueue::packetRetransmitted, this, &Connection::recordRetransmission);
QObject::connect(_sendQueue.get(), &SendQueue::queueInactive, this, &Connection::queueInactive);
QObject::connect(_sendQueue.get(), &SendQueue::timeout, this, &Connection::queueTimeout);
// set defaults on the send queue from our congestion control object and estimatedTimeout()
_sendQueue->setPacketSendPeriod(_congestionControl->_packetSendPeriod);
_sendQueue->setEstimatedTimeout(_congestionControl->estimatedTimeout());
_sendQueue->setFlowWindowSize(_congestionControl->_congestionWindowSize);
// give the randomized sequence number to the congestion control object
_congestionControl->setInitialSendSequenceNumber(_sendQueue->getCurrentSequenceNumber());
}
return *_sendQueue;
}
void Connection::queueInactive() {
// tell our current send queue to go down and reset our ptr to it to null
stopSendQueue();
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Connection to" << _destination << "has stopped its SendQueue.";
#endif
}
void Connection::queueTimeout() {
updateCongestionControlAndSendQueue([this] {
_congestionControl->onTimeout();
});
}
void Connection::sendReliablePacket(std::unique_ptr<Packet> packet) {
Q_ASSERT_X(packet->isReliable(), "Connection::send", "Trying to send an unreliable packet reliably.");
getSendQueue().queuePacket(std::move(packet));
}
void Connection::sendReliablePacketList(std::unique_ptr<PacketList> packetList) {
Q_ASSERT_X(packetList->isReliable(), "Connection::send", "Trying to send an unreliable packet reliably.");
getSendQueue().queuePacketList(std::move(packetList));
}
void Connection::queueReceivedMessagePacket(std::unique_ptr<Packet> packet) {
Q_ASSERT(packet->isPartOfMessage());
auto messageNumber = packet->getMessageNumber();
auto& pendingMessage = _pendingReceivedMessages[messageNumber];
pendingMessage.enqueuePacket(std::move(packet));
bool processedLastOrOnly = false;
while (pendingMessage.hasAvailablePackets()) {
auto packet = pendingMessage.removeNextPacket();
auto packetPosition = packet->getPacketPosition();
_parentSocket->messageReceived(std::move(packet));
// if this was the last or only packet, then we can remove the pending message from our hash
if (packetPosition == Packet::PacketPosition::LAST ||
packetPosition == Packet::PacketPosition::ONLY) {
processedLastOrOnly = true;
}
}
if (processedLastOrOnly) {
_pendingReceivedMessages.erase(messageNumber);
}
}
void Connection::sync() {
}
void Connection::recordSentPackets(int wireSize, int payloadSize,
SequenceNumber seqNum, p_high_resolution_clock::time_point timePoint) {
_stats.recordSentPackets(payloadSize, wireSize);
_congestionControl->onPacketSent(wireSize, seqNum, timePoint);
}
void Connection::recordRetransmission(int wireSize, SequenceNumber seqNum, p_high_resolution_clock::time_point timePoint) {
_stats.record(ConnectionStats::Stats::Retransmission);
_congestionControl->onPacketReSent(wireSize, seqNum, timePoint);
}
void Connection::sendACK() {
SequenceNumber nextACKNumber = nextACK();
// we have received new packets since the last sent ACK
// or our congestion control dictates that we always send ACKs
_ackPacket->reset(); // We need to reset it every time.
// pack in the ACK number
_ackPacket->writePrimitive(nextACKNumber);
// have the socket send off our packet
_parentSocket->writeBasePacket(*_ackPacket, _destination);
_stats.record(ConnectionStats::Stats::SentACK);
}
SequenceNumber Connection::nextACK() const {
if (_lossList.getLength() > 0) {
return _lossList.getFirstSequenceNumber() - 1;
} else {
return _lastReceivedSequenceNumber;
}
}
void Connection::sendHandshakeRequest() {
auto handshakeRequestPacket = ControlPacket::create(ControlPacket::HandshakeRequest, 0);
_parentSocket->writeBasePacket(*handshakeRequestPacket, _destination);
_didRequestHandshake = true;
}
bool Connection::processReceivedSequenceNumber(SequenceNumber sequenceNumber, int packetSize, int payloadSize) {
if (!_hasReceivedHandshake) {
// Refuse to process any packets until we've received the handshake
// Send handshake request to re-request a handshake
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Received packet before receiving handshake, sending HandshakeRequest";
#endif
sendHandshakeRequest();
return false;
}
// mark our last receive time as now (to push the potential expiry farther)
_lastReceiveTime = p_high_resolution_clock::now();
// If this is not the next sequence number, report loss
if (sequenceNumber > _lastReceivedSequenceNumber + 1) {
if (_lastReceivedSequenceNumber + 1 == sequenceNumber - 1) {
_lossList.append(_lastReceivedSequenceNumber + 1);
} else {
_lossList.append(_lastReceivedSequenceNumber + 1, sequenceNumber - 1);
}
}
bool wasDuplicate = false;
if (sequenceNumber > _lastReceivedSequenceNumber) {
// Update largest recieved sequence number
_lastReceivedSequenceNumber = sequenceNumber;
} else {
// Otherwise, it could be a resend, try and remove it from the loss list
wasDuplicate = !_lossList.remove(sequenceNumber);
}
// using a congestion control that ACKs every packet (like TCP Vegas)
sendACK();
if (wasDuplicate) {
_stats.record(ConnectionStats::Stats::Duplicate);
} else {
_stats.recordReceivedPackets(payloadSize, packetSize);
}
return !wasDuplicate;
}
void Connection::processControl(ControlPacketPointer controlPacket) {
// Simple dispatch to control packets processing methods based on their type.
// Processing of control packets (other than Handshake / Handshake ACK)
// is not performed if the handshake has not been completed.
switch (controlPacket->getType()) {
case ControlPacket::ACK:
if (_hasReceivedHandshakeACK) {
processACK(move(controlPacket));
}
break;
case ControlPacket::Handshake:
processHandshake(move(controlPacket));
break;
case ControlPacket::HandshakeACK:
processHandshakeACK(move(controlPacket));
break;
case ControlPacket::HandshakeRequest:
if (_hasReceivedHandshakeACK) {
// We're already in a state where we've received a handshake ack, so we are likely in a state
// where the other end expired our connection. Let's reset.
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Got HandshakeRequest from" << _destination << ", stopping SendQueue";
#endif
_hasReceivedHandshakeACK = false;
stopSendQueue();
}
break;
}
}
void Connection::processACK(ControlPacketPointer controlPacket) {
// read the ACKed sequence number
SequenceNumber ack;
controlPacket->readPrimitive(&ack);
// update the total count of received ACKs
_stats.record(ConnectionStats::Stats::ReceivedACK);
// validate that this isn't a BS ACK
if (ack > getSendQueue().getCurrentSequenceNumber()) {
// in UDT they specifically break the connection here - do we want to do anything?
Q_ASSERT_X(false, "Connection::processACK", "ACK recieved higher than largest sent sequence number");
return;
}
if (ack < _lastReceivedACK) {
// this is an out of order ACK, bail
return;
}
if (ack > _lastReceivedACK) {
// this is not a repeated ACK, so update our member and tell the send queue
_lastReceivedACK = ack;
// ACK the send queue so it knows what was received
getSendQueue().ack(ack);
}
// give this ACK to the congestion control and update the send queue parameters
updateCongestionControlAndSendQueue([this, ack, &controlPacket] {
if (_congestionControl->onACK(ack, controlPacket->getReceiveTime())) {
// the congestion control has told us it needs a fast re-transmit of ack + 1, add that now
_sendQueue->fastRetransmit(ack + 1);
}
});
_stats.record(ConnectionStats::Stats::ProcessedACK);
}
void Connection::processHandshake(ControlPacketPointer controlPacket) {
SequenceNumber initialSequenceNumber;
controlPacket->readPrimitive(&initialSequenceNumber);
if (!_hasReceivedHandshake || initialSequenceNumber != _initialReceiveSequenceNumber) {
// server sent us a handshake - we need to assume this means state should be reset
// as long as we haven't received a handshake yet or we have and we've received some data
#ifdef UDT_CONNECTION_DEBUG
if (initialSequenceNumber != _initialReceiveSequenceNumber) {
qCDebug(networking) << "Resetting receive state, received a new initial sequence number in handshake";
}
#endif
resetReceiveState();
_initialReceiveSequenceNumber = initialSequenceNumber;
_lastReceivedSequenceNumber = initialSequenceNumber - 1;
}
_handshakeACK->reset();
_handshakeACK->writePrimitive(initialSequenceNumber);
_parentSocket->writeBasePacket(*_handshakeACK, _destination);
// indicate that handshake has been received
_hasReceivedHandshake = true;
if (_didRequestHandshake) {
emit receiverHandshakeRequestComplete(_destination);
_didRequestHandshake = false;
}
}
void Connection::processHandshakeACK(ControlPacketPointer controlPacket) {
// if we've decided to clean up the send queue then this handshake ACK should be ignored, it's useless
if (_sendQueue) {
SequenceNumber initialSequenceNumber;
controlPacket->readPrimitive(&initialSequenceNumber);
if (initialSequenceNumber == _initialSequenceNumber) {
// hand off this handshake ACK to the send queue so it knows it can start sending
getSendQueue().handshakeACK();
// indicate that handshake ACK was received
_hasReceivedHandshakeACK = true;
}
}
}
void Connection::resetReceiveState() {
// reset all SequenceNumber member variables back to default
SequenceNumber defaultSequenceNumber;
_lastReceivedSequenceNumber = defaultSequenceNumber;
// clear the loss list
_lossList.clear();
// clear sync variables
_connectionStart = p_high_resolution_clock::now();
// clear any pending received messages
for (auto& pendingMessage : _pendingReceivedMessages) {
_parentSocket->messageFailed(this, pendingMessage.first);
}
_pendingReceivedMessages.clear();
}
void Connection::updateCongestionControlAndSendQueue(std::function<void ()> congestionCallback) {
// update the last sent sequence number in congestion control
_congestionControl->setSendCurrentSequenceNumber(getSendQueue().getCurrentSequenceNumber());
// fire congestion control callback
congestionCallback();
auto& sendQueue = getSendQueue();
// now that we've updated the congestion control, update the packet send period and flow window size
sendQueue.setPacketSendPeriod(_congestionControl->_packetSendPeriod);
sendQueue.setEstimatedTimeout(_congestionControl->estimatedTimeout());
sendQueue.setFlowWindowSize(_congestionControl->_congestionWindowSize);
// record connection stats
_stats.recordPacketSendPeriod(_congestionControl->_packetSendPeriod);
_stats.recordCongestionWindowSize(_congestionControl->_congestionWindowSize);
}
void PendingReceivedMessage::enqueuePacket(std::unique_ptr<Packet> packet) {
Q_ASSERT_X(packet->isPartOfMessage(),
"PendingReceivedMessage::enqueuePacket",
"called with a packet that is not part of a message");
if (packet->getPacketPosition() == Packet::PacketPosition::LAST ||
packet->getPacketPosition() == Packet::PacketPosition::ONLY) {
_hasLastPacket = true;
_numPackets = packet->getMessagePartNumber() + 1;
}
// Insert into the packets list in sorted order. Because we generally expect to receive packets in order, begin
// searching from the end of the list.
auto messagePartNumber = packet->getMessagePartNumber();
auto it = std::find_if(_packets.rbegin(), _packets.rend(),
[&](const std::unique_ptr<Packet>& value) { return messagePartNumber >= value->getMessagePartNumber(); });
if (it != _packets.rend() && ((*it)->getMessagePartNumber() == messagePartNumber)) {
qCDebug(networking) << "PendingReceivedMessage::enqueuePacket: This is a duplicate packet";
return;
}
_packets.insert(it.base(), std::move(packet));
}
bool PendingReceivedMessage::hasAvailablePackets() const {
return _packets.size() > 0
&& _nextPartNumber == _packets.front()->getMessagePartNumber();
}
std::unique_ptr<Packet> PendingReceivedMessage::removeNextPacket() {
if (hasAvailablePackets()) {
_nextPartNumber++;
auto p = std::move(_packets.front());
_packets.pop_front();
return p;
}
return std::unique_ptr<Packet>();
}