Keep connection alive as long as the node is connected

This commit is contained in:
Atlante45 2017-12-12 17:16:07 -08:00
parent d0f088164b
commit 3a45907df0
5 changed files with 57 additions and 97 deletions

View file

@ -11,6 +11,8 @@
#include "Connection.h"
#include <random>
#include <QtCore/QThread>
#include <NumericalConstants.h>
@ -60,6 +62,15 @@ Connection::Connection(Socket* parentSocket, HifiSockAddr destination, std::uniq
_ack2Packet = ControlPacket::create(ControlPacket::ACK2, ACK2_PAYLOAD_BYTES);
_lossReport = ControlPacket::create(ControlPacket::NAK, NAK_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() {
@ -81,9 +92,6 @@ void Connection::stopSendQueue() {
sendQueue->stop();
sendQueue->deleteLater();
// since we're stopping the send queue we should consider our handshake ACK not receieved
_hasReceivedHandshakeACK = false;
// wait on the send queue thread so we know the send queue is gone
sendQueueThread->quit();
sendQueueThread->wait();
@ -101,13 +109,22 @@ void Connection::setMaxBandwidth(int 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
_sendQueue = SendQueue::create(_parentSocket, _destination);
if (!_hasReceivedHandshakeACK) {
// First time creating a send queue for this connection
_sendQueue = SendQueue::create(_parentSocket, _destination, _initialSequenceNumber - 1);
_lastReceivedACK = _sendQueue->getCurrentSequenceNumber();
} else {
// Connection already has a handshake from a previous send queue
_sendQueue = SendQueue::create(_parentSocket, _destination, _lastReceivedACK);
// This connection has already gone through the handshake
// bypass it in the send queue
_sendQueue->handshakeACK();
}
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Created SendQueue for connection to" << _destination;
@ -142,14 +159,6 @@ void Connection::queueInactive() {
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Connection to" << _destination << "has stopped its SendQueue.";
#endif
if (!_hasReceivedHandshake || !_isReceivingData) {
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Connection SendQueue to" << _destination << "stopped and no data is being received - stopping connection.";
#endif
deactivate();
}
}
void Connection::queueTimeout() {
@ -208,19 +217,6 @@ void Connection::sync() {
&& duration_cast<seconds>(sincePacketReceive).count() >= MIN_SECONDS_BEFORE_EXPIRY ) {
// the receive side of this connection is expired
_isReceivingData = false;
// if we don't have a send queue that means the whole connection has expired and we can emit our signal
// otherwise we'll wait for it to also timeout before cleaning up
if (!_sendQueue) {
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Connection to" << _destination << "no longer receiving any data and there is currently no send queue - stopping connection.";
#endif
deactivate();
return;
}
}
// reset the number of light ACKs or non SYN ACKs during this sync interval
@ -242,26 +238,6 @@ void Connection::sync() {
sendTimeoutNAK();
}
}
} else if (!_sendQueue) {
// we haven't received a packet and we're not sending
// this most likely means we were started erroneously
// check the start time for this connection and auto expire it after 5 seconds of not receiving or sending any data
static const int CONNECTION_NOT_USED_EXPIRY_SECONDS = 5;
auto secondsSinceStart = duration_cast<seconds>(p_high_resolution_clock::now() - _connectionStart).count();
if (secondsSinceStart >= CONNECTION_NOT_USED_EXPIRY_SECONDS) {
// it's been CONNECTION_NOT_USED_EXPIRY_SECONDS and nothing has actually happened with this connection
// consider it inactive and emit our inactivity signal
#ifdef UDT_CONNECTION_DEBUG
qCDebug(networking) << "Connection to" << _destination << "did not receive or send any data in last"
<< CONNECTION_NOT_USED_EXPIRY_SECONDS << "seconds - stopping connection.";
#endif
deactivate();
return;
}
}
}
@ -827,13 +803,15 @@ void Connection::processHandshakeACK(ControlPacketPointer controlPacket) {
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(initialSequenceNumber);
getSendQueue().handshakeACK();
// indicate that handshake ACK was received
_hasReceivedHandshakeACK = true;
}
}
}
void Connection::processTimeoutNAK(ControlPacketPointer controlPacket) {
// Override SendQueue's LossList with the timeout NAK list

View file

@ -73,8 +73,6 @@ public:
ConnectionStats::Stats sampleStats() { return _stats.sample(); }
bool isActive() const { return _isActive; }
HifiSockAddr getDestination() const { return _destination; }
void setMaxBandwidth(int maxBandwidth);
@ -83,7 +81,6 @@ public:
signals:
void packetSent();
void connectionInactive(const HifiSockAddr& sockAddr);
void receiverHandshakeRequestComplete(const HifiSockAddr& sockAddr);
private slots:
@ -112,8 +109,6 @@ private:
void resetReceiveState();
void resetRTT();
void deactivate() { _isActive = false; emit connectionInactive(_destination); }
SendQueue& getSendQueue();
SequenceNumber nextACK() const;
void updateRTT(int rtt);
@ -138,9 +133,9 @@ private:
p_high_resolution_clock::time_point _lastReceiveTime; // holds the last time we received anything from sender
bool _isReceivingData { false }; // flag used for expiry of receipt portion of connection
bool _isActive { true }; // flag used for inactivity of connection
SequenceNumber _initialReceiveSequenceNumber; // Randomized by peer SendQueue on creation, identifies connection during re-connect requests
SequenceNumber _initialSequenceNumber; // Randomized on Connection creation, identifies connection during re-connect requests
SequenceNumber _initialReceiveSequenceNumber; // Randomized by peer Connection on creation, identifies connection during re-connect requests
LossList _lossList; // List of all missing packets
SequenceNumber _lastReceivedSequenceNumber; // The largest sequence number received from the peer

View file

@ -12,7 +12,6 @@
#include "SendQueue.h"
#include <algorithm>
#include <random>
#include <thread>
#include <QtCore/QCoreApplication>
@ -62,10 +61,10 @@ private:
Mutex2& _mutex2;
};
std::unique_ptr<SendQueue> SendQueue::create(Socket* socket, HifiSockAddr destination) {
std::unique_ptr<SendQueue> SendQueue::create(Socket* socket, HifiSockAddr destination, SequenceNumber currentSequenceNumber) {
Q_ASSERT_X(socket, "SendQueue::create", "Must be called with a valid Socket*");
auto queue = std::unique_ptr<SendQueue>(new SendQueue(socket, destination));
auto queue = std::unique_ptr<SendQueue>(new SendQueue(socket, destination, currentSequenceNumber));
// Setup queue private thread
QThread* thread = new QThread;
@ -84,20 +83,12 @@ std::unique_ptr<SendQueue> SendQueue::create(Socket* socket, HifiSockAddr destin
return queue;
}
SendQueue::SendQueue(Socket* socket, HifiSockAddr dest) :
SendQueue::SendQueue(Socket* socket, HifiSockAddr dest, SequenceNumber currentSequenceNumber) :
_socket(socket),
_destination(dest)
{
// setup psuedo-random number generation for all instances of SendQueue
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));
// set our member variables from randomized initial number
_currentSequenceNumber = _initialSequenceNumber - 1;
// set our member variables from current sequence number
_currentSequenceNumber = currentSequenceNumber;
_atomicCurrentSequenceNumber = uint32_t(_currentSequenceNumber);
_lastACKSequenceNumber = uint32_t(_currentSequenceNumber) - 1;
@ -114,8 +105,8 @@ void SendQueue::queuePacket(std::unique_ptr<Packet> packet) {
// call notify_one on the condition_variable_any in case the send thread is sleeping waiting for packets
_emptyCondition.notify_one();
if (!this->thread()->isRunning() && _state == State::NotStarted) {
this->thread()->start();
if (!thread()->isRunning() && _state == State::NotStarted) {
thread()->start();
}
}
@ -125,8 +116,8 @@ void SendQueue::queuePacketList(std::unique_ptr<PacketList> packetList) {
// call notify_one on the condition_variable_any in case the send thread is sleeping waiting for packets
_emptyCondition.notify_one();
if (!this->thread()->isRunning() && _state == State::NotStarted) {
this->thread()->start();
if (!thread()->isRunning() && _state == State::NotStarted) {
thread()->start();
}
}
@ -225,8 +216,11 @@ void SendQueue::sendHandshake() {
std::unique_lock<std::mutex> handshakeLock { _handshakeMutex };
if (!_hasReceivedHandshakeACK) {
// we haven't received a handshake ACK from the client, send another now
// if the handshake hasn't been completed, then the initial sequence number
// should be the current sequence number + 1
SequenceNumber initialSequenceNumber = _currentSequenceNumber + 1;
auto handshakePacket = ControlPacket::create(ControlPacket::Handshake, sizeof(SequenceNumber));
handshakePacket->writePrimitive(_initialSequenceNumber);
handshakePacket->writePrimitive(initialSequenceNumber);
_socket->writeBasePacket(*handshakePacket, _destination);
// we wait for the ACK or the re-send interval to expire
@ -235,8 +229,7 @@ void SendQueue::sendHandshake() {
}
}
void SendQueue::handshakeACK(SequenceNumber initialSequenceNumber) {
if (initialSequenceNumber == _initialSequenceNumber) {
void SendQueue::handshakeACK() {
{
std::lock_guard<std::mutex> locker { _handshakeMutex };
_hasReceivedHandshakeACK = true;
@ -247,7 +240,6 @@ void SendQueue::handshakeACK(SequenceNumber initialSequenceNumber) {
// Notify on the handshake ACK condition
_handshakeACKCondition.notify_one();
}
}
SequenceNumber SendQueue::getNextSequenceNumber() {
_atomicCurrentSequenceNumber = (SequenceNumber::Type)++_currentSequenceNumber;

View file

@ -50,7 +50,7 @@ public:
Stopped
};
static std::unique_ptr<SendQueue> create(Socket* socket, HifiSockAddr destination);
static std::unique_ptr<SendQueue> create(Socket* socket, HifiSockAddr destination, SequenceNumber currentSequenceNumber);
virtual ~SendQueue();
@ -76,7 +76,7 @@ public slots:
void nak(SequenceNumber start, SequenceNumber end);
void fastRetransmit(SequenceNumber ack);
void overrideNAKListFromPacket(ControlPacket& packet);
void handshakeACK(SequenceNumber initialSequenceNumber);
void handshakeACK();
signals:
void packetSent(int wireSize, int payloadSize, SequenceNumber seqNum, p_high_resolution_clock::time_point timePoint);
@ -91,7 +91,7 @@ private slots:
void run();
private:
SendQueue(Socket* socket, HifiSockAddr dest);
SendQueue(Socket* socket, HifiSockAddr dest, SequenceNumber currentSequenceNumber);
SendQueue(SendQueue& other) = delete;
SendQueue(SendQueue&& other) = delete;
@ -116,8 +116,6 @@ private:
Socket* _socket { nullptr }; // Socket to send packet on
HifiSockAddr _destination; // Destination addr
SequenceNumber _initialSequenceNumber; // Randomized on SendQueue creation, identifies connection during re-connect requests
std::atomic<uint32_t> _lastACKSequenceNumber { 0 }; // Last ACKed sequence number
SequenceNumber _currentSequenceNumber { 0 }; // Last sequence number sent out

View file

@ -257,9 +257,6 @@ Connection* Socket::findOrCreateConnection(const HifiSockAddr& sockAddr) {
congestionControl->setMaxBandwidth(_maxBandwidth);
auto connection = std::unique_ptr<Connection>(new Connection(this, sockAddr, std::move(congestionControl)));
// we queue the connection to cleanup connection in case it asks for it during its own rate control sync
QObject::connect(connection.get(), &Connection::connectionInactive, this, &Socket::cleanupConnection);
// allow higher-level classes to find out when connections have completed a handshake
QObject::connect(connection.get(), &Connection::receiverHandshakeRequestComplete,
this, &Socket::clientHandshakeRequestComplete);