windows-nt/Source/XPSP1/NT/multimedia/directx/dplay/dnet/protocol/send.cpp

623 lines
18 KiB
C++
Raw Permalink Normal View History

2020-09-26 03:20:57 -05:00
/*==========================================================================
*
* Copyright (C) 1999 Microsoft Corporation. All Rights Reserved.
*
* File: Send.cpp
* Content: This file contains code which implements the front end of the
* SendData API. It also contains code to Get and Release Message
* Descriptors (MSD) with the FPM package.
*
* History:
* Date By Reason
* ==== == ======
* 11/06/98 ejs Created
* 07/01/2000 masonb Assumed Ownership
*
****************************************************************************/
#include "dnproti.h"
/*
** Direct Net Protocol -- Send Data
**
** Data is always address to a PlayerID, which is represented internally
** by an End Point Descriptor (EPD).
**
** Data can be sent reliably or unreliably using the same API with the appropriate
** class of service flag set.
**
** Sends are never delivered directly to the SP because there will always be
** a possibility that the thread might block. So to guarentee immediate return
** we will always queue the packet and submit it on our dedicated sending thread.
*/
#if (DN_SENDFLAGS_SET_USER_FLAG - PACKET_COMMAND_USER_1)
This will not compile. Flags must be equal
#endif
#if (DN_SENDFLAGS_SET_USER_FLAG_TWO - PACKET_COMMAND_USER_2)
This will not compile. Flags must be equal
#endif
// locals
VOID SendDatagram(PMSD, PEPD);
VOID SendReliable(PMSD, PEPD);
#undef DPF_MODNAME
#define DPF_MODNAME "PROTOCOL"
/*
** Send Data
**
** This routine will initiate a data transfer with the specified endpoint. It will
** normally start the operation and then return immediately, returning a handle used to
** indicate completion of the operation at a later time.
*/
#undef DPF_MODNAME
#define DPF_MODNAME "DNPSendData"
HRESULT
DNPSendData( PProtocolData pPData,
HANDLE hDestination,
UINT uiBufferCount,
PBUFFERDESC pBufferDesc,
UINT uiTimeout,
ULONG ulFlags,
PVOID pvContext, // User context returned upon completion
PHANDLE phHandle) // Returned completion handle
{
PEPD pEPD;
PMSD pMSD;
PFMD pFMD;
UINT i;
UINT Length = 0;
PSPD pSPD;
ULONG ulFrameFlags;
BYTE bCommand;
// Following variables are used for mapping buffers to frames
PBUFFERDESC FromBuffer, ToBuffer;
UINT TotalRemain, FromRemain, ToRemain, size;
PCHAR FromPtr;
#ifdef DEBUG
INT FromBufferCount;
#endif
// End of variables for mapping frames
DPFX(DPFPREP,DPF_CALLIN_LVL, "Parameters: pPData[%p], hDestination[%x], uiBufferCount[%x], pBufferDesc[%p], uiTimeout[%x], ulFlags[%x], pvContext[%p], phHandle[%p]", pPData, hDestination, uiBufferCount, pBufferDesc, uiTimeout, ulFlags, pvContext, phHandle);
// Unified Send Processing -- Do this for all classes of service
// We will do all of the work to build up the frames and create the send command before we check
// the state of the EPD, that way we don't have to have complicated code to handle an endpoint that
// goes away between the top and bottom of this function and we don't have to hold the EPDLock while
// we do all of the buffer manipulation.
pEPD = (PEPD) hDestination;
ASSERT_EPD(pEPD);
// Bump reference count on this baby
if(!LOCK_EPD(pEPD, "LOCK (SEND)"))
{
// This would only happen if the Core had this pointer around from earlier. If this were the first
// time this pointer was used, the Core would not have heard about it yet because Connect is not
// complete. Hitting this assert indicates a bug in the Core.
ASSERT(0);
DPFX(DPFPREP,0, "(%p) Rejecting Send on unreferenced EPD, returning DPNERR_INVALIDENDPOINT", pEPD);
return DPNERR_INVALIDENDPOINT;
}
// Count the bytes in all user buffers
for(i=0; i < uiBufferCount; i++)
{
Length += pBufferDesc[i].dwBufferSize;
}
ASSERT(Length != 0);
// Allocate and fill out a Message Descriptor for this operation
if( (pMSD = static_cast<PMSD>( MSDPool->Get(MSDPool) )) == NULL)
{
DPFX(DPFPREP,0, "Failed to allocate MSD, returning DPNERR_OUTOFMEMORY");
Lock(&pEPD->EPLock);
RELEASE_EPD(pEPD, "UNLOCK (SEND)");
return DPNERR_OUTOFMEMORY;
}
// Copy SendData parameters into the Message Descriptor
pMSD->ulSendFlags = ulFlags; // Store the actual flags passed into the API call
pMSD->Context = pvContext;
pMSD->iMsgLength = Length;
pMSD->uiFrameCount = (Length + pEPD->uiUserFrameLength - 1) / pEPD->uiUserFrameLength; // round up
DPFX(DPFPREP, DPF_FRAMECNT_LVL, "Initialize Frame count, pMSD[%p], framecount[%u]", pMSD, pMSD->uiFrameCount);
if(ulFlags & DN_SENDFLAGS_RELIABLE)
{
pMSD->CommandID = COMMAND_ID_SEND_RELIABLE;
ulFrameFlags = FFLAGS_RELIABLE;
bCommand = PACKET_COMMAND_DATA | PACKET_COMMAND_RELIABLE;
}
else
{
pMSD->CommandID = COMMAND_ID_SEND_DATAGRAM;
ulFrameFlags = 0;
bCommand = PACKET_COMMAND_DATA;
}
if(!(ulFlags & DN_SENDFLAGS_NON_SEQUENTIAL))
{
bCommand |= PACKET_COMMAND_SEQUENTIAL;
}
bCommand |= (ulFlags & (DN_SENDFLAGS_SET_USER_FLAG | DN_SENDFLAGS_SET_USER_FLAG_TWO)); // preserve user flag values
// Map user buffers directly into frame's buffer descriptors
//
// We will loop through each required frame, filling out buffer descriptors
// from those provided as parameters. Frames may span user buffers or vica-versa...
TotalRemain = Length;
#ifdef DEBUG
FromBufferCount = uiBufferCount - 1; // sanity check
#endif
FromBuffer = pBufferDesc;
FromRemain = FromBuffer->dwBufferSize;
FromPtr = reinterpret_cast<PCHAR>( (FromBuffer++)->pBufferData ); // note post-increment to next descriptor
for(i=0; i<pMSD->uiFrameCount; i++)
{
ASSERT(TotalRemain > 0);
// Grab a new frame
if( (pFMD = static_cast<PFMD>( FMDPool->Get(FMDPool) )) == NULL)
{
// MSD_Release will clean up any previous frames if this isn't the first.
Lock(&pMSD->CommandLock);
RELEASE_MSD(pMSD, "Base Ref"); // MSD Release operation will also free frames
Lock(&pEPD->EPLock);
RELEASE_EPD(pEPD, "UNLOCK (SEND)");
DPFX(DPFPREP,0, "Failed to allocate FMD, returning DPNERR_OUTOFMEMORY");
return DPNERR_OUTOFMEMORY;
}
pFMD->pMSD = pMSD; // Link frame back to message
pFMD->pEPD = pEPD;
pFMD->CommandID = pMSD->CommandID;
pFMD->bPacketFlags = bCommand; // save packet flags for each frame
pFMD->blMSDLinkage.InsertBefore( &pMSD->blFrameList);
ToRemain = pEPD->uiUserFrameLength;
ToBuffer = pFMD->rgBufferList; // Address first user buffer desc
pFMD->uiFrameLength = pEPD->uiUserFrameLength; // Assume we fill frame- only need to change size of last one
pFMD->ulFFlags = ulFrameFlags; // Set control flags for frame (Sequential, Reliable)
// Until this frame is full
while((ToRemain != 0) && (TotalRemain != 0))
{
size = MIN(FromRemain, ToRemain); // choose smaller of framesize or buffersize
FromRemain -= size;
ToRemain -= size;
TotalRemain -= size;
ToBuffer->dwBufferSize = size; // Fill in the next frame descriptor
(ToBuffer++)->pBufferData = reinterpret_cast<BYTE*>( FromPtr ); // note post-increment
pFMD->SendDataBlock.dwBufferCount++; // Count buffers as we add them
// Get next user buffer
if((FromRemain == 0) && (TotalRemain != 0))
{
FromRemain = FromBuffer->dwBufferSize;
FromPtr = reinterpret_cast<PCHAR>( (FromBuffer++)->pBufferData ); // note post-increment to next descriptor
#ifdef DEBUG
FromBufferCount--; // Keep this code honest...
ASSERT(FromBufferCount >= 0);
#endif
}
else
{ // Either filled this frame, or have mapped the whole send
FromPtr += size; // advance ptr to start next frame (if any)
pFMD->uiFrameLength = pEPD->uiUserFrameLength - ToRemain; // wont be full at end of message
}
} // While (frame not full)
} // For (each frame in message)
pFMD->ulFFlags |= FFLAGS_END_OF_MESSAGE; // Mark last frame with EOM
pFMD->bPacketFlags |= PACKET_COMMAND_END_MSG; // Set EOM in frame
ASSERT(FromBufferCount == 0);
ASSERT(TotalRemain == 0);
Lock(&pMSD->CommandLock);
Lock(&pEPD->EPLock);
// Don't allow sends if we are not connected or if a disconnect has been initiated
if( ((pEPD->ulEPFlags & (EPFLAGS_END_POINT_IN_USE | EPFLAGS_STATE_CONNECTED)) !=
(EPFLAGS_END_POINT_IN_USE | EPFLAGS_STATE_CONNECTED))
|| (pEPD->ulEPFlags & EPFLAGS_SENT_DISCONNECT))
{
RELEASE_EPD(pEPD, "UNLOCK (SEND)"); // Releases EPLock
pMSD->uiFrameCount = 0;
// MSD_Release will clean up all of the frames
RELEASE_MSD(pMSD, "Base Ref"); // MSD Release operation will also free frames
DPFX(DPFPREP,0, "(%p) Rejecting Send on invalid EPD, returning DPNERR_INVALIDENDPOINT", pEPD);
return DPNERR_INVALIDENDPOINT;
}
pSPD = pEPD->pSPD;
ASSERT_SPD(pSPD);
pMSD->pSPD = pSPD;
pMSD->pEPD = pEPD;
// hang the message off a global command queue
#ifdef DEBUG
Lock(&pSPD->SPLock);
pMSD->blSPLinkage.InsertBefore( &pSPD->blMessageList);
pMSD->ulMsgFlags1 |= MFLAGS_ONE_ON_GLOBAL_LIST;
Unlock(&pSPD->SPLock);
#endif
*phHandle = pMSD; // We will use the MSD as our handle.
// Enqueue the message before setting the timeout
EnqueueMessage(pMSD, pEPD);
Unlock(&pEPD->EPLock);
if(uiTimeout != 0)
{
LOCK_MSD(pMSD, "Send Timeout Timer"); // Add reference for timer
DPFX(DPFPREP,7, "(%p) Setting Timeout Send Timer", pEPD);
SetMyTimer(uiTimeout, 100, TimeoutSend, pMSD, &pMSD->TimeoutTimer, &pMSD->TimeoutTimerUnique);
}
Unlock(&pMSD->CommandLock);
return DPNERR_PENDING;
}
/*
** Enqueue Message
**
** Add complete MSD to the appropriate send queue, and kick start sending process if necessary.
**
** ** This routine is called and returns with EPD->EPLOCK held **
*/
#undef DPF_MODNAME
#define DPF_MODNAME "EnqueueMessage"
VOID
EnqueueMessage(PMSD pMSD, PEPD pEPD)
{
// Place Message in appriopriate priority queue. Datagrams get enqueued twice (!). They get put in the Master
// queue where they are processed FIFO with all messages of the same priority. Datagrams also get placed in a priority
// specific queue of only datagrams which is drawn from when the reliable stream is blocked.
AssertCriticalSectionIsTakenByThisThread(&pEPD->EPLock, TRUE);
if(pMSD->ulSendFlags & DN_SENDFLAGS_HIGH_PRIORITY)
{
DPFX(DPFPREP,7, "(%p) Placing message on High Priority Q", pEPD);
pMSD->blQLinkage.InsertBefore( &pEPD->blHighPriSendQ);
pEPD->uiMsgSentHigh++;
}
else if (pMSD->ulSendFlags & DN_SENDFLAGS_LOW_PRIORITY)
{
DPFX(DPFPREP,7, "(%p) Placing message on Low Priority Q", pEPD);
pMSD->blQLinkage.InsertBefore( &pEPD->blLowPriSendQ);
pEPD->uiMsgSentLow++;
}
else
{
DPFX(DPFPREP,7, "(%p) Placing message on Normal Priority Q", pEPD);
pMSD->blQLinkage.InsertBefore( &pEPD->blNormPriSendQ);
pEPD->uiMsgSentNorm++;
}
#ifdef DEBUG
pMSD->ulMsgFlags2 |= MFLAGS_TWO_ENQUEUED;
#endif
pEPD->uiQueuedMessageCount++;
pEPD->ulEPFlags |= EPFLAGS_SDATA_READY; // Note that there is *something* in one or more queues
// If the session is not currently in the send pipeline then we will want to insert it here as long as the
// the stream is not blocked.
if(((pEPD->ulEPFlags & EPFLAGS_IN_PIPELINE)==0) && (pEPD->ulEPFlags & EPFLAGS_STREAM_UNBLOCKED))
{
ASSERT(pEPD->SendTimer == NULL);
DPFX(DPFPREP,7, "(%p) Send On Idle Link -- Returning to pipeline", pEPD);
pEPD->ulEPFlags |= EPFLAGS_IN_PIPELINE;
LOCK_EPD(pEPD, "LOCK (pipeline)"); // Add Ref for pipeline Q
// We dont call send on users thread, but we dont have a dedicated send thread either. Use a thread
// from the timer-worker pool to submit the sends to SP
DPFX(DPFPREP,7, "(%p) Scheduling Send Thread", pEPD);
ScheduleTimerThread(ScheduledSend, pEPD, &pEPD->SendTimer, &pEPD->SendTimerUnique);
}
else if ((pEPD->ulEPFlags & EPFLAGS_IN_PIPELINE)==0)
{
DPFX(DPFPREP,7, "(%p) Declining to re-enter pipeline on blocked stream", pEPD);
}
else
{
DPFX(DPFPREP,7, "(%p) Already in pipeline", pEPD);
}
}
#undef DPF_MODNAME
#define DPF_MODNAME "TimeoutSend"
VOID CALLBACK
TimeoutSend(PVOID uID, UINT uMsg, PVOID dwUser)
{
PMSD pMSD = (PMSD) dwUser;
PEPD pEPD = pMSD->pEPD;
DPFX(DPFPREP,7, "(%p) Timeout Send pMSD=%p, RefCnt=%d", pEPD, pMSD, pMSD->lRefCnt);
Lock(&pMSD->CommandLock);
if((pMSD->TimeoutTimer != uID)||(pMSD->TimeoutTimerUnique != uMsg))
{
DPFX(DPFPREP,7, "(%p) Ignoring late send timeout timer, pMSD[%p]", pEPD, pMSD);
RELEASE_MSD(pMSD, "Timeout Timer"); // releases EPLock
return;
}
pMSD->TimeoutTimer = NULL;
if(pMSD->ulMsgFlags1 & (MFLAGS_ONE_CANCELLED | MFLAGS_ONE_TIMEDOUT))
{
DPFX(DPFPREP,7, "(%p) Timed out send has completed already pMSD=%p", pEPD, pMSD);
RELEASE_MSD(pMSD, "Send Timout Timer"); // Releases CommandLock
return;
}
pMSD->ulMsgFlags1 |= MFLAGS_ONE_TIMEDOUT;
DPFX(DPFPREP,7, "(%p) Calling DoCancel to cancel pMSD=%p", pEPD, pMSD);
if(DoCancel(pMSD, DPNERR_TIMEDOUT) == DPN_OK) // Releases CommandLock
{
ASSERT_EPD(pEPD);
if(pMSD->ulSendFlags & DN_SENDFLAGS_HIGH_PRIORITY)
{
pEPD->uiMsgTOHigh++;
}
else if(pMSD->ulSendFlags & DN_SENDFLAGS_LOW_PRIORITY)
{
pEPD->uiMsgTOLow++;
}
else
{
pEPD->uiMsgTONorm++;
}
}
else
{
DPFX(DPFPREP,7, "(%p) DoCancel did not succeed pMSD=%p", pEPD, pMSD);
}
Lock(&pMSD->CommandLock);
RELEASE_MSD(pMSD, "Send Timout Timer"); // Release Ref for timer
}
/***********************
========SPACER==========
************************/
/*
** MSD Pool support routines
**
** These are the functions called by Fixed Pool Manager as it handles MSDs.
*/
#define pELEMENT ((PMSD) pElement)
#undef DPF_MODNAME
#define DPF_MODNAME "MSD_Allocate"
BOOL MSD_Allocate(PVOID pElement)
{
DPFX(DPFPREP,7, "(%p) Allocating new MSD", pELEMENT);
ZeroMemory(pELEMENT, sizeof(messagedesc));
if (DNInitializeCriticalSection(&pELEMENT->CommandLock) == FALSE)
{
DPFX(DPFPREP,0, "Failed to initialize MSD CS");
return FALSE;
}
DebugSetCriticalSectionRecursionCount(&pELEMENT->CommandLock,0);
pELEMENT->blFrameList.Initialize();
pELEMENT->blQLinkage.Initialize();
pELEMENT->blSPLinkage.Initialize();
pELEMENT->Sign = MSD_SIGN;
pELEMENT->lRefCnt = -1;
// NOTE: pELEMENT->pEPD NULL'd by ZeroMemory above
return TRUE;
}
// Get is called each time an MSD is used
#undef DPF_MODNAME
#define DPF_MODNAME "MSD_Get"
VOID MSD_Get(PVOID pElement)
{
DPFX(DPFPREP,DPF_REFCNT_FINAL_LVL, "CREATING MSD %p", pELEMENT);
// NOTE: First sizeof(PVOID) bytes will have been overwritten by the pool code,
// we must set them to acceptable values.
pELEMENT->CommandID = COMMAND_ID_NONE;
pELEMENT->ulMsgFlags1 = MFLAGS_ONE_IN_USE; // Dont need InUse flag since we have RefCnt
pELEMENT->lRefCnt = 0; // One initial reference
pELEMENT->hCommand = 0;
ASSERT_MSD(pELEMENT);
}
/*
** MSD Release
**
** This is called with the CommandLock held. The Lock should not be
** freed until the INUSE flag is cleared. This is to synchronize with
** last minute Cancel threads waiting on lock.
**
** When freeing a message desc we will free all frame descriptors
** attached to it first.
*/
#undef DPF_MODNAME
#define DPF_MODNAME "MSD_Release"
VOID MSD_Release(PVOID pElement)
{
CBilink *pLink;
PFMD pFMD;
ASSERT_MSD(pELEMENT);
AssertCriticalSectionIsTakenByThisThread(&pELEMENT->CommandLock, TRUE);
DPFX(DPFPREP,DPF_REFCNT_FINAL_LVL, "RELEASING MSD %p", pELEMENT);
ASSERT(pELEMENT->ulMsgFlags1 & MFLAGS_ONE_IN_USE);
ASSERT(pELEMENT->lRefCnt == -1);
ASSERT((pELEMENT->ulMsgFlags1 & MFLAGS_ONE_ON_GLOBAL_LIST)==0);
while( (pLink = pELEMENT->blFrameList.GetNext()) != &pELEMENT->blFrameList)
{
pLink->RemoveFromList(); // remove from bilink
pFMD = CONTAINING_RECORD(pLink, FMD, blMSDLinkage);
ASSERT_FMD(pFMD);
RELEASE_FMD(pFMD, "MSD Frame List"); // If this is still submitted it will be referenced and wont be released here.
}
ASSERT(pELEMENT->blFrameList.IsEmpty());
ASSERT(pELEMENT->blQLinkage.IsEmpty());
ASSERT(pELEMENT->blSPLinkage.IsEmpty());
ASSERT(pELEMENT->uiFrameCount == 0);
pELEMENT->ulMsgFlags1 = 0;
pELEMENT->ulMsgFlags2 = 0;
ASSERT(pELEMENT->pEPD == NULL); // This should have gotten cleaned up before here.
Unlock(&pELEMENT->CommandLock);
}
#undef DPF_MODNAME
#define DPF_MODNAME "MSD_Free"
VOID MSD_Free(PVOID pElement)
{
DNDeleteCriticalSection(&pELEMENT->CommandLock);
}
#undef pELEMENT
/*
** FMD Pool support routines
*/
#define pELEMENT ((PFMD) pElement)
#undef DPF_MODNAME
#define DPF_MODNAME "FMD_Allocate"
BOOL FMD_Allocate(PVOID pElement)
{
DPFX(DPFPREP,7, "(%p) Allocating new FMD", pELEMENT);
pELEMENT->Sign = FMD_SIGN;
pELEMENT->ulFFlags = 0;
pELEMENT->lRefCnt = 0;
pELEMENT->blMSDLinkage.Initialize();
pELEMENT->blQLinkage.Initialize();
pELEMENT->blWindowLinkage.Initialize();
return TRUE;
}
// Get is called each time an MSD is used
//
// Probably dont need to do this everytime, but some random SP might
// munch the parameters someday and that could be bad if I dont...
#undef DPF_MODNAME
#define DPF_MODNAME "FMD_Get"
VOID FMD_Get(PVOID pElement)
{
DPFX(DPFPREP,DPF_REFCNT_FINAL_LVL, "CREATING FMD %p", pELEMENT);
// NOTE: First sizeof(PVOID) bytes will have been overwritten by the pool code,
// we must set them to acceptable values.
pELEMENT->CommandID = 0;
pELEMENT->lpImmediatePointer = (LPVOID) pELEMENT->ImmediateData;
pELEMENT->SendDataBlock.pBuffers = (PBUFFERDESC) &pELEMENT->uiImmediateLength;
pELEMENT->SendDataBlock.dwBufferCount = 1; // always count one buffer for immediate data
pELEMENT->SendDataBlock.dwFlags = 0;
pELEMENT->SendDataBlock.pvContext = pElement;
pELEMENT->SendDataBlock.hCommand = 0;
pELEMENT->ulFFlags = 0;
pELEMENT->bSubmitted = FALSE;
pELEMENT->bPacketFlags = 0;
pELEMENT->lRefCnt = 1; // Assign first reference
ASSERT_FMD(pELEMENT);
}
#undef DPF_MODNAME
#define DPF_MODNAME "FMD_Release"
VOID FMD_Release(PVOID pElement)
{
DPFX(DPFPREP,DPF_REFCNT_FINAL_LVL, "RELEASING FMD %p", pELEMENT);
ASSERT_FMD(pELEMENT);
ASSERT(pELEMENT->lRefCnt == 0);
ASSERT(pELEMENT->bSubmitted == FALSE);
pELEMENT->pMSD = NULL;
ASSERT(pELEMENT->blMSDLinkage.IsEmpty());
ASSERT(pELEMENT->blQLinkage.IsEmpty());
ASSERT(pELEMENT->blWindowLinkage.IsEmpty());
}
#undef DPF_MODNAME
#define DPF_MODNAME "FMD_Free"
VOID FMD_Free(PVOID pElement)
{
}
#undef pELEMENT