Merge branch 'master' into httptests

This commit is contained in:
UbitUmarov
2016-12-14 13:35:53 +00:00
33 changed files with 231 additions and 111 deletions

View File

@@ -2704,7 +2704,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(packet, ThrottleOutPacketType.Task);
}
public void SendAvatarProperties(UUID avatarID, string aboutText, string bornOn, Byte[] charterMember,
public void SendAvatarProperties(UUID avatarID, string aboutText, string bornOn, Byte[] membershipType,
string flAbout, uint flags, UUID flImageID, UUID imageID, string profileURL,
UUID partnerID)
{
@@ -2716,7 +2716,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
else
avatarReply.PropertiesData.AboutText = Utils.EmptyBytes;
avatarReply.PropertiesData.BornOn = Util.StringToBytes256(bornOn);
avatarReply.PropertiesData.CharterMember = charterMember;
avatarReply.PropertiesData.CharterMember = membershipType;
if (flAbout != null)
avatarReply.PropertiesData.FLAboutText = Util.StringToBytes256(flAbout);
else

View File

@@ -81,7 +81,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
uint port = (uint)scene.RegionInfo.InternalEndPoint.Port;
IPAddress listenIP = scene.RegionInfo.InternalEndPoint.Address;
Initialise(listenIP, ref port, scene.RegionInfo.ProxyOffset, scene.RegionInfo.m_allow_alternate_ports, m_Config, scene.AuthenticateHandler);
Initialise(listenIP, ref port, scene.RegionInfo.ProxyOffset, m_Config, scene.AuthenticateHandler);
scene.RegionInfo.InternalEndPoint.Port = (int)port;
AddScene(scene);
@@ -98,9 +98,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
#endregion
public virtual void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
public virtual void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, IConfigSource configSource, AgentCircuitManager circuitManager)
{
m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager);
m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, configSource, circuitManager);
}
public virtual void AddScene(IScene scene)
@@ -430,12 +430,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public JobEngine OqrEngine { get; protected set; }
public LLUDPServer(
IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port,
IPAddress listenIP, ref uint port, int proxyPortOffsetParm,
IConfigSource configSource, AgentCircuitManager circuitManager)
: base(listenIP, (int)port)
{
#region Environment.TickCount Measurement
// Update the port with the one we actually got
port = (uint)Port;
// Measure the resolution of Environment.TickCount
TickCountResolution = 0f;
for (int i = 0; i < 10; i++)

View File

@@ -107,6 +107,11 @@ namespace OpenMetaverse
/// </summary>
public float AverageReceiveTicksForLastSamplePeriod { get; private set; }
public int Port
{
get { return m_udpPort; }
}
#region PacketDropDebugging
/// <summary>
/// For debugging purposes only... random number generator for dropping
@@ -217,10 +222,6 @@ namespace OpenMetaverse
SocketType.Dgram,
ProtocolType.Udp);
// OpenSim may need this but in AVN, this messes up automated
// sim restarts badly
//m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false);
try
{
if (m_udpSocket.Ttl < 128)
@@ -248,13 +249,22 @@ namespace OpenMetaverse
// we never want two regions to listen on the same port as they cannot demultiplex each other's messages,
// leading to a confusing bug.
// By default, Windows does not allow two sockets to bind to the same port.
m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false);
//
// Unfortunately, this also causes a crashed sim to leave the socket in a state
// where it appears to be in use but is really just hung from the old process
// crashing rather than closing it. While this protects agains misconfiguration,
// allowing crashed sims to be started up again right away, rather than having to
// wait 2 minutes for the socket to clear is more valuable. Commented 12/13/2016
// m_udpSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, false);
if (recvBufferSize != 0)
m_udpSocket.ReceiveBufferSize = recvBufferSize;
m_udpSocket.Bind(ipep);
if (m_udpPort == 0)
m_udpPort = ((IPEndPoint)m_udpSocket.LocalEndPoint).Port;
IsRunningInbound = true;
// kick off an async receive. The Start() method will return, the