mirror of
https://github.com/opensim/opensim.git
synced 2026-08-04 16:22:50 +08:00
* Rewrote ClientManager to remove Lindenisms from OpenSim core, improve performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close() * Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients * Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
This commit is contained in:
@@ -403,39 +403,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Client Methods
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/// <summary>
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/// Close down the client view. This *must* be the last method called, since the last #
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/// statement of CloseCleanup() aborts the thread.
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/// Shut down the client view
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/// </summary>
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/// <param name="shutdownCircuit"></param>
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public void Close(bool shutdownCircuit)
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public void Close()
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{
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m_log.DebugFormat(
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"[CLIENT]: Close has been called with shutdownCircuit = {0} for {1} attached to scene {2}",
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shutdownCircuit, Name, m_scene.RegionInfo.RegionName);
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"[CLIENT]: Close has been called for {0} attached to scene {1}",
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Name, m_scene.RegionInfo.RegionName);
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// Remove ourselves from the scene
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m_scene.ClientManager.Remove(m_agentId, m_udpClient.RemoteEndPoint);
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if (m_imageManager != null)
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{
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m_imageManager.Close();
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m_imageManager = null;
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}
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if (m_udpServer != null)
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{
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m_udpServer.Flush();
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}
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// raise an event on the packet server to Shutdown the circuit
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// Now, if we raise the event then the packet server will call this method itself, so don't try cleanup
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// here otherwise we'll end up calling it twice.
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// FIXME: In truth, I might be wrong but this whole business of calling this method twice (with different args) looks
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// horribly tangly. Hopefully it should be possible to greatly simplify it.
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if (shutdownCircuit)
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{
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if (OnConnectionClosed != null)
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OnConnectionClosed(this);
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}
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else
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{
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CloseCleanup(shutdownCircuit);
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}
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if (OnConnectionClosed != null)
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OnConnectionClosed(this);
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CloseCleanup();
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}
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private void CloseCleanup(bool shutdownCircuit)
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private void CloseCleanup()
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{
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m_scene.RemoveClient(AgentId);
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@@ -459,43 +455,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (m_primFullUpdateTimer)
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m_primFullUpdateTimer.Stop();
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// This is just to give the client a reasonable chance of
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// flushing out all it's packets. There should probably
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// be a better mechanism here
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// We can't reach into other scenes and close the connection
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// We need to do this over grid communications
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//m_scene.CloseAllAgents(CircuitCode);
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// If we're not shutting down the circuit, then this is the last time we'll go here.
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// If we are shutting down the circuit, the UDP Server will come back here with
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// ShutDownCircuit = false
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if (!(shutdownCircuit))
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{
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GC.Collect();
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m_imageManager = null;
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// Sends a KillPacket object, with which, the
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// blockingqueue dequeues and sees it's a killpacket
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// and terminates within the context of the client thread.
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// This ensures that it's done from within the context
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// of the client thread regardless of where Close() is called.
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KillEndDone();
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}
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IsActive = false;
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m_avatarTerseUpdateTimer.Close();
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m_primTerseUpdateTimer.Close();
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m_primFullUpdateTimer.Close();
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m_avatarTerseUpdateTimer.Dispose();
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m_primTerseUpdateTimer.Dispose();
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m_primFullUpdateTimer.Dispose();
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//m_udpServer.OnPacketStats -= PopulateStats;
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// Disable UDP handling for this client
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m_udpClient.Shutdown();
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// wait for thread stoped
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// m_clientThread.Join();
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// delete circuit code
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//m_networkServer.CloseClient(this);
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}
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public void Kick(string message)
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@@ -10225,7 +10196,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void KillEndDone()
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{
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m_udpClient.Shutdown();
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}
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#region IClientCore
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@@ -10268,15 +10238,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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Kick(reason);
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Thread.Sleep(1000);
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Close(true);
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Close();
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}
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public void Disconnect()
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{
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Close(true);
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Close();
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}
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#endregion
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public void RefreshGroupMembership()
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@@ -181,7 +181,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public void Shutdown()
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{
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// TODO: Do we need to invalidate the circuit?
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IsConnected = false;
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}
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@@ -1,137 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using OpenSim.Framework;
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using OpenMetaverse;
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using BclExtras.Collections;
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using ReaderWriterLockImpl = OpenMetaverse.ReaderWriterLockSlim;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// A thread safe mapping from endpoints to client references
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/// </summary>
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public sealed class UDPClientCollection
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{
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#region IComparers
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private sealed class IPEndPointComparer : IComparer<IPEndPoint>
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{
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public int Compare(IPEndPoint x, IPEndPoint y)
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{
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int result = x.Address.Address.CompareTo(y.Address.Address);
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if (result == 0) result = x.Port.CompareTo(y.Port);
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return result;
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}
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}
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#endregion IComparers
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/// <summary>An immutable dictionary mapping from <seealso cref="IPEndPoint"/>
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/// to <seealso cref="LLUDPClient"/> references</summary>
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private ImmutableMap<IPEndPoint, LLUDPClient> m_dict;
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/// <summary>Immutability grants thread safety for concurrent reads and
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/// read-writes, but not concurrent writes</summary>
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private object m_writeLock = new object();
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/// <summary>Number of clients in the collection</summary>
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public int Count { get { return m_dict.Count; } }
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/// <summary>
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/// Default constructor
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/// </summary>
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public UDPClientCollection()
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{
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m_dict = new ImmutableMap<IPEndPoint, LLUDPClient>(new IPEndPointComparer());
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}
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/// <summary>
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/// Add a client reference to the collection
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/// </summary>
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/// <param name="key">Remote endpoint of the client</param>
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/// <param name="value">Reference to the client object</param>
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public void Add(IPEndPoint key, LLUDPClient value)
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{
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lock (m_writeLock)
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m_dict = m_dict.Add(key, value);
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}
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/// <summary>
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/// Remove a client from the collection
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/// </summary>
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/// <param name="key">Remote endpoint of the client</param>
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public void Remove(IPEndPoint key)
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{
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lock (m_writeLock)
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m_dict = m_dict.Delete(key);
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}
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/// <summary>
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/// Resets the client collection
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/// </summary>
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public void Clear()
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{
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lock (m_writeLock)
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m_dict = new ImmutableMap<IPEndPoint, LLUDPClient>(new IPEndPointComparer());
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}
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/// <summary>
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/// Checks if an endpoint is in the collection
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/// </summary>
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/// <param name="key">Endpoint to check for</param>
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/// <returns>True if the endpoint was found in the collection, otherwise false</returns>
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public bool ContainsKey(IPEndPoint key)
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{
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return m_dict.ContainsKey(key);
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}
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/// <summary>
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/// Attempts to fetch a value out of the collection
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/// </summary>
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/// <param name="key">Endpoint of the client to retrieve</param>
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/// <param name="value">Retrieved client, or null on lookup failure</param>
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/// <returns>True if the lookup succeeded, otherwise false</returns>
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public bool TryGetValue(IPEndPoint key, out LLUDPClient value)
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{
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return m_dict.TryGetValue(key, out value);
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}
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/// <summary>
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/// Performs a given task in parallel for each of the elements in the
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/// collection
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/// </summary>
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/// <param name="action">Action to perform on each element</param>
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public void ForEach(Action<LLUDPClient> action)
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{
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Parallel.ForEach<LLUDPClient>(m_dict.Values, action);
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}
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}
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}
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@@ -96,7 +96,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Incoming packets that are awaiting handling</summary>
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private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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/// <summary></summary>
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private UDPClientCollection m_clients = new UDPClientCollection();
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//private UDPClientCollection m_clients = new UDPClientCollection();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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private TokenBucket m_throttle;
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/// <summary>Bandwidth throttle rates for this UDP server</summary>
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@@ -181,23 +181,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return x == m_location;
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}
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public void RemoveClient(LLUDPClient udpClient)
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{
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m_log.Debug("[LLUDPSERVER]: Removing LLUDPClient for " + udpClient.AgentID);
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// Shut down the IClientAPI and remove it from the scene
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IClientAPI client;
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if (m_scene.ClientManager.TryGetClient(udpClient.CircuitCode, out client))
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{
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client.Close(false);
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m_scene.ClientManager.Remove(udpClient.CircuitCode);
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}
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// Shut down the LLUDPClient and remove it from the list of UDP clients
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udpClient.Shutdown();
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m_clients.Remove(udpClient.RemoteEndPoint);
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}
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public void BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting)
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{
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// CoarseLocationUpdate packets cannot be split in an automated way
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@@ -215,17 +198,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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for (int i = 0; i < packetCount; i++)
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{
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byte[] data = datas[i];
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m_clients.ForEach(
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delegate(LLUDPClient client)
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{ SendPacketData(client, data, packet.Type, category); });
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m_scene.ClientManager.ForEach(
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delegate(IClientAPI client)
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{
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if (client is LLClientView)
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SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category);
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}
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);
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}
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}
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else
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{
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byte[] data = packet.ToBytes();
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m_clients.ForEach(
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delegate(LLUDPClient client)
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{ SendPacketData(client, data, packet.Type, category); });
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m_scene.ClientManager.ForEach(
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delegate(IClientAPI client)
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{
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if (client is LLClientView)
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SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category);
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}
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);
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}
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}
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@@ -475,7 +466,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//try { Thread.CurrentThread.Name = "PacketReceived (" + m_scene.RegionInfo.RegionName + ")"; }
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//catch (Exception) { }
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LLUDPClient client = null;
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LLUDPClient udpClient = null;
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Packet packet = null;
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int packetEnd = buffer.DataLength - 1;
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IPEndPoint address = (IPEndPoint)buffer.RemoteEndPoint;
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@@ -512,30 +503,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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// Determine which agent this packet came from
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if (!m_clients.TryGetValue(address, out client))
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IClientAPI client;
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if (!m_scene.ClientManager.TryGetValue(address, out client) || !(client is LLClientView))
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{
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m_log.Warn("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address +
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" in " + m_scene.RegionInfo.RegionName + ", currently tracking " + m_clients.Count + " clients");
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" in " + m_scene.RegionInfo.RegionName + ", currently tracking " + m_scene.ClientManager.Count + " clients");
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return;
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}
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udpClient = ((LLClientView)client).UDPClient;
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#endregion Packet to Client Mapping
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// Stats tracking
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Interlocked.Increment(ref client.PacketsReceived);
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Interlocked.Increment(ref udpClient.PacketsReceived);
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#region ACK Receiving
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int now = Environment.TickCount;
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client.TickLastPacketReceived = now;
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udpClient.TickLastPacketReceived = now;
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// Handle appended ACKs
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if (packet.Header.AppendedAcks && packet.Header.AckList != null)
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{
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lock (client.NeedAcks.SyncRoot)
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lock (udpClient.NeedAcks.SyncRoot)
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{
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for (int i = 0; i < packet.Header.AckList.Length; i++)
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AcknowledgePacket(client, packet.Header.AckList[i], now, packet.Header.Resent);
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AcknowledgePacket(udpClient, packet.Header.AckList[i], now, packet.Header.Resent);
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}
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}
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@@ -544,10 +538,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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PacketAckPacket ackPacket = (PacketAckPacket)packet;
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lock (client.NeedAcks.SyncRoot)
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lock (udpClient.NeedAcks.SyncRoot)
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{
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for (int i = 0; i < ackPacket.Packets.Length; i++)
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AcknowledgePacket(client, ackPacket.Packets[i].ID, now, packet.Header.Resent);
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AcknowledgePacket(udpClient, ackPacket.Packets[i].ID, now, packet.Header.Resent);
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}
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}
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@@ -556,27 +550,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region ACK Sending
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if (packet.Header.Reliable)
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client.PendingAcks.Enqueue(packet.Header.Sequence);
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udpClient.PendingAcks.Enqueue(packet.Header.Sequence);
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// This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out,
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// add the current received bytes to it, test if 2*MTU bytes have been sent, if so remove
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// 2*MTU bytes from the value and send ACKs, and finally add the local value back to
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// client.BytesSinceLastACK. Lockless thread safety
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int bytesSinceLastACK = Interlocked.Exchange(ref client.BytesSinceLastACK, 0);
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int bytesSinceLastACK = Interlocked.Exchange(ref udpClient.BytesSinceLastACK, 0);
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bytesSinceLastACK += buffer.DataLength;
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if (bytesSinceLastACK > Packet.MTU * 2)
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{
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bytesSinceLastACK -= Packet.MTU * 2;
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SendAcks(client);
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SendAcks(udpClient);
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}
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Interlocked.Add(ref client.BytesSinceLastACK, bytesSinceLastACK);
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Interlocked.Add(ref udpClient.BytesSinceLastACK, bytesSinceLastACK);
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#endregion ACK Sending
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#region Incoming Packet Accounting
|
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// Check the archive of received reliable packet IDs to see whether we already received this packet
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if (packet.Header.Reliable && !client.PacketArchive.TryEnqueue(packet.Header.Sequence))
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if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
|
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{
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if (packet.Header.Resent)
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m_log.Debug("[LLUDPSERVER]: Received a resend of already processed packet #" + packet.Header.Sequence + ", type: " + packet.Type);
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@@ -593,7 +587,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
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if (packet.Type != PacketType.PacketAck)
|
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{
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// Inbox insertion
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packetInbox.Enqueue(new IncomingPacket(client, packet));
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packetInbox.Enqueue(new IncomingPacket(udpClient, packet));
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}
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}
|
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@@ -613,31 +607,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
private void AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
|
||||
{
|
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UUID agentID = useCircuitCode.CircuitCode.ID;
|
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UUID sessionID = useCircuitCode.CircuitCode.SessionID;
|
||||
uint circuitCode = useCircuitCode.CircuitCode.Code;
|
||||
|
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if (m_scene.RegionStatus != RegionStatus.SlaveScene)
|
||||
{
|
||||
if (!m_clients.ContainsKey(remoteEndPoint))
|
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AuthenticateResponse sessionInfo;
|
||||
if (IsClientAuthorized(useCircuitCode, out sessionInfo))
|
||||
{
|
||||
AuthenticateResponse sessionInfo;
|
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if (IsClientAuthorized(useCircuitCode, out sessionInfo))
|
||||
{
|
||||
UUID agentID = useCircuitCode.CircuitCode.ID;
|
||||
UUID sessionID = useCircuitCode.CircuitCode.SessionID;
|
||||
uint circuitCode = useCircuitCode.CircuitCode.Code;
|
||||
|
||||
AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Don't create circuits for unauthorized clients
|
||||
m_log.WarnFormat(
|
||||
"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
|
||||
useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
|
||||
}
|
||||
AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ignore repeated UseCircuitCode packets
|
||||
m_log.Debug("[LLUDPSERVER]: Ignoring UseCircuitCode for already established circuit " + useCircuitCode.CircuitCode.Code);
|
||||
// Don't create circuits for unauthorized clients
|
||||
m_log.WarnFormat(
|
||||
"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
|
||||
useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -652,17 +638,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// Create the LLUDPClient
|
||||
LLUDPClient udpClient = new LLUDPClient(this, m_throttleRates, m_throttle, circuitCode, agentID, remoteEndPoint);
|
||||
|
||||
// Create the LLClientView
|
||||
LLClientView clientApi = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
|
||||
clientApi.OnLogout += LogoutHandler;
|
||||
clientApi.OnConnectionClosed += ConnectionClosedHandler;
|
||||
if (!m_scene.ClientManager.ContainsKey(agentID))
|
||||
{
|
||||
// Create the LLClientView
|
||||
LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
|
||||
client.OnLogout += LogoutHandler;
|
||||
client.OnConnectionClosed += ConnectionClosedHandler;
|
||||
|
||||
// Start the IClientAPI
|
||||
m_scene.ClientManager.Add(circuitCode, clientApi);
|
||||
clientApi.Start();
|
||||
m_scene.ClientManager.Add(agentID, remoteEndPoint, client);
|
||||
|
||||
// Add the new client to our list of tracked clients
|
||||
m_clients.Add(udpClient.RemoteEndPoint, udpClient);
|
||||
// Start the IClientAPI
|
||||
m_scene.ClientManager.Add(agentID, remoteEndPoint, client);
|
||||
client.Start();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Debug("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from " + udpClient.AgentID);
|
||||
}
|
||||
}
|
||||
|
||||
private void RemoveClient(LLUDPClient udpClient)
|
||||
{
|
||||
// Remove this client from the scene ClientManager
|
||||
IClientAPI client;
|
||||
if (m_scene.ClientManager.TryGetValue(udpClient.AgentID, out client))
|
||||
Util.FireAndForget(delegate(object o) { client.Close(); });
|
||||
}
|
||||
|
||||
private void AcknowledgePacket(LLUDPClient client, uint ack, int currentTime, bool fromResend)
|
||||
@@ -740,20 +740,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
elapsed500MS = 0;
|
||||
}
|
||||
|
||||
m_clients.ForEach(
|
||||
delegate(LLUDPClient client)
|
||||
m_scene.ClientManager.ForEach(
|
||||
delegate(IClientAPI client)
|
||||
{
|
||||
if (client.DequeueOutgoing())
|
||||
packetSent = true;
|
||||
if (resendUnacked)
|
||||
ResendUnacked(client);
|
||||
if (sendAcks)
|
||||
if (client is LLClientView)
|
||||
{
|
||||
SendAcks(client);
|
||||
client.SendPacketStats();
|
||||
LLUDPClient udpClient = ((LLClientView)client).UDPClient;
|
||||
|
||||
if (udpClient.DequeueOutgoing())
|
||||
packetSent = true;
|
||||
if (resendUnacked)
|
||||
ResendUnacked(udpClient);
|
||||
if (sendAcks)
|
||||
{
|
||||
SendAcks(udpClient);
|
||||
udpClient.SendPacketStats();
|
||||
}
|
||||
if (sendPings)
|
||||
SendPing(udpClient);
|
||||
}
|
||||
if (sendPings)
|
||||
SendPing(client);
|
||||
}
|
||||
);
|
||||
|
||||
@@ -777,7 +782,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
}
|
||||
|
||||
// Make sure this client is still alive
|
||||
if (m_scene.ClientManager.TryGetClient(udpClient.CircuitCode, out client))
|
||||
if (m_scene.ClientManager.TryGetValue(udpClient.AgentID, out client))
|
||||
{
|
||||
try
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user