mirror of
https://github.com/opensim/opensim.git
synced 2026-08-08 10:15:33 +08:00
Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
This commit is contained in:
@@ -37,6 +37,7 @@ using log4net;
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using Nini.Config;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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@@ -69,6 +70,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void AddScene(IScene scene)
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{
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m_udpServer.AddScene(scene);
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StatsManager.RegisterStat(
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new Stat(
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"IncomingPacketsProcessedCount",
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"Number of inbound UDP packets processed",
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"Number of inbound UDP packets processed",
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"",
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"clientstack",
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scene.Name,
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StatType.Pull,
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MeasuresOfInterest.AverageChangeOverTime,
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stat => stat.Value = m_udpServer.IncomingPacketsProcessed,
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StatVerbosity.Debug));
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}
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public bool HandlesRegion(Location x)
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@@ -100,9 +114,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public readonly float TickCountResolution;
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/// <summary>Number of prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimUpdatesPerCallback;
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/// <summary>Number of texture packets to put on the queue each time the
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/// OnQueueEmpty event is triggered for textures</summary>
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public readonly int TextureSendLimit;
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@@ -124,28 +140,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Manages authentication for agent circuits</summary>
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private AgentCircuitManager m_circuitManager;
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/// <summary>Reference to the scene this UDP server is attached to</summary>
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protected Scene m_scene;
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/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
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private Location m_location;
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/// <summary>The size of the receive buffer for the UDP socket. This value
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/// is passed up to the operating system and used in the system networking
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/// stack. Use zero to leave this value as the default</summary>
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private int m_recvBufferSize;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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/// <summary>Tracks whether or not a packet was sent each round so we know
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/// whether or not to sleep</summary>
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private bool m_packetSent;
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/// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
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private int m_elapsedMSSinceLastStatReport = 0;
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/// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
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private int m_tickLastOutgoingPacketHandler;
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/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
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private int m_elapsedMSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed100MSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed500MSOutgoingPacketHandler;
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@@ -159,6 +184,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected bool m_sendPing;
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private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
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private Pool<IncomingPacket> m_incomingPacketPool;
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/// <summary>
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/// Stat for number of packets in the main pool awaiting use.
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/// </summary>
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private Stat m_poolCountStat;
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/// <summary>
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/// Stat for number of packets in the inbound packet pool awaiting use.
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/// </summary>
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private Stat m_incomingPacketPoolStat;
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private int m_defaultRTO = 0;
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private int m_maxRTO = 0;
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@@ -180,7 +216,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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private IClientAPI m_currentIncomingClient;
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public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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public LLUDPServer(
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IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port,
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IConfigSource configSource, AgentCircuitManager circuitManager)
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: base(listenIP, (int)port)
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{
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#region Environment.TickCount Measurement
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@@ -202,6 +240,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_circuitManager = circuitManager;
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int sceneThrottleBps = 0;
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bool usePools = false;
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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if (config != null)
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@@ -227,6 +266,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_pausedAckTimeout = 1000 * 300; // 5 minutes
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}
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// FIXME: This actually only needs to be done once since the PacketPool is shared across all servers.
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// However, there is no harm in temporarily doing it multiple times.
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IConfig packetConfig = configSource.Configs["PacketPool"];
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if (packetConfig != null)
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{
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PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
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PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
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usePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", usePools);
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}
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#region BinaryStats
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config = configSource.Configs["Statistics.Binary"];
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m_shouldCollectStats = false;
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@@ -254,20 +303,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_throttle = new TokenBucket(null, sceneThrottleBps);
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ThrottleRates = new ThrottleRates(configSource);
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if (usePools)
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EnablePools();
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}
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public void Start()
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{
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if (m_scene == null)
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throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
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StartInbound();
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StartOutbound();
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m_elapsedMSSinceLastStatReport = Environment.TickCount;
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}
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private void StartInbound()
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{
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m_log.InfoFormat(
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"[LLUDPSERVER]: Starting the LLUDP server in {0} mode",
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m_asyncPacketHandling ? "asynchronous" : "synchronous");
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"[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode with UsePools = {1}",
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m_asyncPacketHandling ? "asynchronous" : "synchronous", UsePools);
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base.Start(m_recvBufferSize, m_asyncPacketHandling);
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base.StartInbound(m_recvBufferSize, m_asyncPacketHandling);
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// Start the packet processing threads
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// This thread will process the packets received that are placed on the packetInbox
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Watchdog.StartThread(
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IncomingPacketHandler,
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string.Format("Incoming Packets ({0})", m_scene.RegionInfo.RegionName),
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@@ -276,6 +333,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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true,
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GetWatchdogIncomingAlarmData,
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Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
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}
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private new void StartOutbound()
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{
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m_log.Info("[LLUDPSERVER]: Starting outbound packet processing for the LLUDP server");
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base.StartOutbound();
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Watchdog.StartThread(
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OutgoingPacketHandler,
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@@ -285,8 +349,90 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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true,
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GetWatchdogOutgoingAlarmData,
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Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
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}
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m_elapsedMSSinceLastStatReport = Environment.TickCount;
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public void Stop()
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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base.StopOutbound();
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base.StopInbound();
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}
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protected override bool EnablePools()
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{
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if (!UsePools)
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{
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base.EnablePools();
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m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
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return true;
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}
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return false;
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}
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protected override bool DisablePools()
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{
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if (UsePools)
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{
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base.DisablePools();
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StatsManager.DeregisterStat(m_incomingPacketPoolStat);
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// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
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return true;
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}
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return false;
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}
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/// <summary>
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/// This is a seperate method so that it can be called once we have an m_scene to distinguish different scene
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/// stats.
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/// </summary>
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private void EnablePoolStats()
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{
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m_poolCountStat
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= new Stat(
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"UDPPacketBufferPoolCount",
|
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"Objects within the UDPPacketBuffer pool",
|
||||
"The number of objects currently stored within the UDPPacketBuffer pool",
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"",
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"clientstack",
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m_scene.Name,
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StatType.Pull,
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stat => stat.Value = Pool.Count,
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StatVerbosity.Debug);
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StatsManager.RegisterStat(m_poolCountStat);
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m_incomingPacketPoolStat
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= new Stat(
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"IncomingPacketPoolCount",
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"Objects within incoming packet pool",
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"The number of objects currently stored within the incoming packet pool",
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"",
|
||||
"clientstack",
|
||||
m_scene.Name,
|
||||
StatType.Pull,
|
||||
stat => stat.Value = m_incomingPacketPool.Count,
|
||||
StatVerbosity.Debug);
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StatsManager.RegisterStat(m_incomingPacketPoolStat);
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}
|
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/// <summary>
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/// Disables pool stats.
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/// </summary>
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private void DisablePoolStats()
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{
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StatsManager.DeregisterStat(m_poolCountStat);
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m_poolCountStat = null;
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|
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StatsManager.DeregisterStat(m_incomingPacketPoolStat);
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m_incomingPacketPoolStat = null;
|
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}
|
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/// <summary>
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@@ -311,12 +457,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_currentOutgoingClient != null ? m_currentOutgoingClient.Name : "none");
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}
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public new void Stop()
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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base.Stop();
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}
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public void AddScene(IScene scene)
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{
|
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if (m_scene != null)
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@@ -333,6 +473,182 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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||||
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m_scene = (Scene)scene;
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m_location = new Location(m_scene.RegionInfo.RegionHandle);
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// XXX: These stats are also pool stats but we register them separately since they are currently not
|
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// turned on and off by EnablePools()/DisablePools()
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StatsManager.RegisterStat(
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new PercentageStat(
|
||||
"PacketsReused",
|
||||
"Packets reused",
|
||||
"Number of packets reused out of all requests to the packet pool",
|
||||
"clientstack",
|
||||
m_scene.Name,
|
||||
StatType.Pull,
|
||||
stat =>
|
||||
{ PercentageStat pstat = (PercentageStat)stat;
|
||||
pstat.Consequent = PacketPool.Instance.PacketsRequested;
|
||||
pstat.Antecedent = PacketPool.Instance.PacketsReused; },
|
||||
StatVerbosity.Debug));
|
||||
|
||||
StatsManager.RegisterStat(
|
||||
new PercentageStat(
|
||||
"PacketDataBlocksReused",
|
||||
"Packet data blocks reused",
|
||||
"Number of data blocks reused out of all requests to the packet pool",
|
||||
"clientstack",
|
||||
m_scene.Name,
|
||||
StatType.Pull,
|
||||
stat =>
|
||||
{ PercentageStat pstat = (PercentageStat)stat;
|
||||
pstat.Consequent = PacketPool.Instance.BlocksRequested;
|
||||
pstat.Antecedent = PacketPool.Instance.BlocksReused; },
|
||||
StatVerbosity.Debug));
|
||||
|
||||
StatsManager.RegisterStat(
|
||||
new Stat(
|
||||
"PacketsPoolCount",
|
||||
"Objects within the packet pool",
|
||||
"The number of objects currently stored within the packet pool",
|
||||
"",
|
||||
"clientstack",
|
||||
m_scene.Name,
|
||||
StatType.Pull,
|
||||
stat => stat.Value = PacketPool.Instance.PacketsPooled,
|
||||
StatVerbosity.Debug));
|
||||
|
||||
StatsManager.RegisterStat(
|
||||
new Stat(
|
||||
"PacketDataBlocksPoolCount",
|
||||
"Objects within the packet data block pool",
|
||||
"The number of objects currently stored within the packet data block pool",
|
||||
"",
|
||||
"clientstack",
|
||||
m_scene.Name,
|
||||
StatType.Pull,
|
||||
stat => stat.Value = PacketPool.Instance.BlocksPooled,
|
||||
StatVerbosity.Debug));
|
||||
|
||||
// We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
|
||||
// scene name
|
||||
if (UsePools)
|
||||
EnablePoolStats();
|
||||
|
||||
MainConsole.Instance.Commands.AddCommand(
|
||||
"Debug",
|
||||
false,
|
||||
"debug lludp start",
|
||||
"debug lludp start <in|out|all>",
|
||||
"Control LLUDP packet processing.",
|
||||
"No effect if packet processing has already started.\n"
|
||||
+ "in - start inbound processing.\n"
|
||||
+ "out - start outbound processing.\n"
|
||||
+ "all - start in and outbound processing.\n",
|
||||
HandleStartCommand);
|
||||
|
||||
MainConsole.Instance.Commands.AddCommand(
|
||||
"Debug",
|
||||
false,
|
||||
"debug lludp stop",
|
||||
"debug lludp stop <in|out|all>",
|
||||
"Stop LLUDP packet processing.",
|
||||
"No effect if packet processing has already stopped.\n"
|
||||
+ "in - stop inbound processing.\n"
|
||||
+ "out - stop outbound processing.\n"
|
||||
+ "all - stop in and outbound processing.\n",
|
||||
HandleStopCommand);
|
||||
|
||||
MainConsole.Instance.Commands.AddCommand(
|
||||
"Debug",
|
||||
false,
|
||||
"debug lludp pool",
|
||||
"debug lludp pool <on|off>",
|
||||
"Turn object pooling within the lludp component on or off.",
|
||||
HandlePoolCommand);
|
||||
|
||||
MainConsole.Instance.Commands.AddCommand(
|
||||
"Debug",
|
||||
false,
|
||||
"debug lludp status",
|
||||
"debug lludp status",
|
||||
"Return status of LLUDP packet processing.",
|
||||
HandleStatusCommand);
|
||||
}
|
||||
|
||||
private void HandleStartCommand(string module, string[] args)
|
||||
{
|
||||
if (args.Length != 4)
|
||||
{
|
||||
MainConsole.Instance.Output("Usage: debug lludp start <in|out|all>");
|
||||
return;
|
||||
}
|
||||
|
||||
string subCommand = args[3];
|
||||
|
||||
if (subCommand == "in" || subCommand == "all")
|
||||
StartInbound();
|
||||
|
||||
if (subCommand == "out" || subCommand == "all")
|
||||
StartOutbound();
|
||||
}
|
||||
|
||||
private void HandleStopCommand(string module, string[] args)
|
||||
{
|
||||
if (args.Length != 4)
|
||||
{
|
||||
MainConsole.Instance.Output("Usage: debug lludp stop <in|out|all>");
|
||||
return;
|
||||
}
|
||||
|
||||
string subCommand = args[3];
|
||||
|
||||
if (subCommand == "in" || subCommand == "all")
|
||||
StopInbound();
|
||||
|
||||
if (subCommand == "out" || subCommand == "all")
|
||||
StopOutbound();
|
||||
}
|
||||
|
||||
private void HandlePoolCommand(string module, string[] args)
|
||||
{
|
||||
if (args.Length != 4)
|
||||
{
|
||||
MainConsole.Instance.Output("Usage: debug lludp pool <on|off>");
|
||||
return;
|
||||
}
|
||||
|
||||
string enabled = args[3];
|
||||
|
||||
if (enabled == "on")
|
||||
{
|
||||
if (EnablePools())
|
||||
{
|
||||
EnablePoolStats();
|
||||
MainConsole.Instance.OutputFormat("Packet pools enabled on {0}", m_scene.Name);
|
||||
}
|
||||
}
|
||||
else if (enabled == "off")
|
||||
{
|
||||
if (DisablePools())
|
||||
{
|
||||
DisablePoolStats();
|
||||
MainConsole.Instance.OutputFormat("Packet pools disabled on {0}", m_scene.Name);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
MainConsole.Instance.Output("Usage: debug lludp pool <on|off>");
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleStatusCommand(string module, string[] args)
|
||||
{
|
||||
MainConsole.Instance.OutputFormat(
|
||||
"IN LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningInbound ? "enabled" : "disabled");
|
||||
|
||||
MainConsole.Instance.OutputFormat(
|
||||
"OUT LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningOutbound ? "enabled" : "disabled");
|
||||
|
||||
MainConsole.Instance.OutputFormat("LLUDP pools in {0} are {1}", m_scene.Name, UsePools ? "on" : "off");
|
||||
}
|
||||
|
||||
public bool HandlesRegion(Location x)
|
||||
@@ -416,6 +732,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
byte[] data = packet.ToBytes();
|
||||
SendPacketData(udpClient, data, packet.Type, category, method);
|
||||
}
|
||||
|
||||
PacketPool.Instance.ReturnPacket(packet);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -700,7 +1018,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
LLUDPClient udpClient = null;
|
||||
Packet packet = null;
|
||||
int packetEnd = buffer.DataLength - 1;
|
||||
IPEndPoint address = (IPEndPoint)buffer.RemoteEndPoint;
|
||||
IPEndPoint endPoint = (IPEndPoint)buffer.RemoteEndPoint;
|
||||
|
||||
#region Decoding
|
||||
|
||||
@@ -710,7 +1028,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// "[LLUDPSERVER]: Dropping undersized packet with {0} bytes received from {1} in {2}",
|
||||
// buffer.DataLength, buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
|
||||
|
||||
return; // Drop undersizd packet
|
||||
return; // Drop undersized packet
|
||||
}
|
||||
|
||||
int headerLen = 7;
|
||||
@@ -733,7 +1051,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
try
|
||||
{
|
||||
packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
|
||||
// packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
|
||||
// // Only allocate a buffer for zerodecoding if the packet is zerocoded
|
||||
// ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
|
||||
// If OpenSimUDPBase.UsePool == true (which is currently separate from the PacketPool) then we
|
||||
// assume that packet construction does not retain a reference to byte[] buffer.Data (instead, all
|
||||
// bytes are copied out).
|
||||
packet = PacketPool.Instance.GetPacket(buffer.Data, ref packetEnd,
|
||||
// Only allocate a buffer for zerodecoding if the packet is zerocoded
|
||||
((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
|
||||
}
|
||||
@@ -748,11 +1072,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
return; // Drop short packet
|
||||
}
|
||||
catch(Exception e)
|
||||
catch (Exception e)
|
||||
{
|
||||
if (m_malformedCount < 100)
|
||||
m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString());
|
||||
|
||||
m_malformedCount++;
|
||||
|
||||
if ((m_malformedCount % 100000) == 0)
|
||||
m_log.DebugFormat("[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack.", m_malformedCount);
|
||||
}
|
||||
@@ -772,7 +1098,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
// If there is already a client for this endpoint, don't process UseCircuitCode
|
||||
IClientAPI client = null;
|
||||
if (!m_scene.TryGetClient(address, out client))
|
||||
if (!m_scene.TryGetClient(endPoint, out client) || !(client is LLClientView))
|
||||
{
|
||||
// UseCircuitCode handling
|
||||
if (packet.Type == PacketType.UseCircuitCode)
|
||||
@@ -780,13 +1106,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// And if there is a UseCircuitCode pending, also drop it
|
||||
lock (m_pendingCache)
|
||||
{
|
||||
if (m_pendingCache.Contains(address))
|
||||
if (m_pendingCache.Contains(endPoint))
|
||||
return;
|
||||
|
||||
m_pendingCache.AddOrUpdate(address, new Queue<UDPPacketBuffer>(), 60);
|
||||
m_pendingCache.AddOrUpdate(endPoint, new Queue<UDPPacketBuffer>(), 60);
|
||||
}
|
||||
|
||||
object[] array = new object[] { buffer, packet };
|
||||
// We need to copy the endpoint so that it doesn't get changed when another thread reuses the
|
||||
// buffer.
|
||||
object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
|
||||
|
||||
Util.FireAndForget(HandleUseCircuitCode, array);
|
||||
|
||||
@@ -798,7 +1126,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
lock (m_pendingCache)
|
||||
{
|
||||
Queue<UDPPacketBuffer> queue;
|
||||
if (m_pendingCache.TryGetValue(address, out queue))
|
||||
if (m_pendingCache.TryGetValue(endPoint, out queue))
|
||||
{
|
||||
//m_log.DebugFormat("[LLUDPSERVER]: Enqueued a {0} packet into the pending queue", packet.Type);
|
||||
queue.Enqueue(buffer);
|
||||
@@ -834,6 +1162,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// Handle appended ACKs
|
||||
if (packet.Header.AppendedAcks && packet.Header.AckList != null)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[LLUDPSERVER]: Handling {0} appended acks from {1} in {2}",
|
||||
// packet.Header.AckList.Length, client.Name, m_scene.Name);
|
||||
|
||||
for (int i = 0; i < packet.Header.AckList.Length; i++)
|
||||
udpClient.NeedAcks.Acknowledge(packet.Header.AckList[i], now, packet.Header.Resent);
|
||||
}
|
||||
@@ -843,6 +1175,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
PacketAckPacket ackPacket = (PacketAckPacket)packet;
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[LLUDPSERVER]: Handling {0} packet acks for {1} in {2}",
|
||||
// ackPacket.Packets.Length, client.Name, m_scene.Name);
|
||||
|
||||
for (int i = 0; i < ackPacket.Packets.Length; i++)
|
||||
udpClient.NeedAcks.Acknowledge(ackPacket.Packets[i].ID, now, packet.Header.Resent);
|
||||
|
||||
@@ -856,6 +1192,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
if (packet.Header.Reliable)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[LLUDPSERVER]: Adding ack request for {0} {1} from {2} in {3}",
|
||||
// packet.Type, packet.Header.Sequence, client.Name, m_scene.Name);
|
||||
|
||||
udpClient.PendingAcks.Enqueue(packet.Header.Sequence);
|
||||
|
||||
// This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out,
|
||||
@@ -902,6 +1242,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
if (packet.Type == PacketType.StartPingCheck)
|
||||
{
|
||||
// m_log.DebugFormat("[LLUDPSERVER]: Handling ping from {0} in {1}", client.Name, m_scene.Name);
|
||||
|
||||
// We don't need to do anything else with ping checks
|
||||
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
|
||||
CompletePing(udpClient, startPing.PingID.PingID);
|
||||
@@ -921,13 +1263,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
#endregion Ping Check Handling
|
||||
|
||||
IncomingPacket incomingPacket;
|
||||
|
||||
// Inbox insertion
|
||||
if (packet.Type == PacketType.AgentUpdate ||
|
||||
packet.Type == PacketType.ChatFromViewer)
|
||||
packetInbox.EnqueueHigh(new IncomingPacket((LLClientView)client, packet));
|
||||
if (UsePools)
|
||||
{
|
||||
incomingPacket = m_incomingPacketPool.GetObject();
|
||||
incomingPacket.Client = (LLClientView)client;
|
||||
incomingPacket.Packet = packet;
|
||||
}
|
||||
else
|
||||
packetInbox.EnqueueLow(new IncomingPacket((LLClientView)client, packet));
|
||||
// packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet));
|
||||
{
|
||||
incomingPacket = new IncomingPacket((LLClientView)client, packet);
|
||||
}
|
||||
|
||||
if (incomingPacket.Packet.Type == PacketType.AgentUpdate ||
|
||||
incomingPacket.Packet.Type == PacketType.ChatFromViewer)
|
||||
packetInbox.EnqueueHigh(incomingPacket);
|
||||
else
|
||||
packetInbox.EnqueueLow(incomingPacket);
|
||||
}
|
||||
|
||||
#region BinaryStats
|
||||
@@ -1013,21 +1367,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
private void HandleUseCircuitCode(object o)
|
||||
{
|
||||
IPEndPoint remoteEndPoint = null;
|
||||
IPEndPoint endPoint = null;
|
||||
IClientAPI client = null;
|
||||
|
||||
try
|
||||
{
|
||||
// DateTime startTime = DateTime.Now;
|
||||
object[] array = (object[])o;
|
||||
UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
|
||||
endPoint = (IPEndPoint)array[0];
|
||||
UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
|
||||
|
||||
m_log.DebugFormat(
|
||||
"[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} to {1} from IP {2}",
|
||||
uccp.CircuitCode.Code, m_scene.RegionInfo.RegionName, buffer.RemoteEndPoint);
|
||||
|
||||
remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
|
||||
uccp.CircuitCode.Code, m_scene.RegionInfo.RegionName, endPoint);
|
||||
|
||||
AuthenticateResponse sessionInfo;
|
||||
if (IsClientAuthorized(uccp, out sessionInfo))
|
||||
@@ -1038,13 +1390,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
uccp.CircuitCode.Code,
|
||||
uccp.CircuitCode.ID,
|
||||
uccp.CircuitCode.SessionID,
|
||||
remoteEndPoint,
|
||||
endPoint,
|
||||
sessionInfo);
|
||||
|
||||
// Send ack straight away to let the viewer know that the connection is active.
|
||||
// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
|
||||
// circuit code to the existing child agent. This is not particularly obvious.
|
||||
SendAckImmediate(remoteEndPoint, uccp.Header.Sequence);
|
||||
SendAckImmediate(endPoint, uccp.Header.Sequence);
|
||||
|
||||
// We only want to send initial data to new clients, not ones which are being converted from child to root.
|
||||
if (client != null)
|
||||
@@ -1058,12 +1410,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
lock (m_pendingCache)
|
||||
{
|
||||
if (!m_pendingCache.TryGetValue(remoteEndPoint, out queue))
|
||||
if (!m_pendingCache.TryGetValue(endPoint, out queue))
|
||||
{
|
||||
m_log.DebugFormat("[LLUDPSERVER]: Client created but no pending queue present");
|
||||
return;
|
||||
}
|
||||
m_pendingCache.Remove(remoteEndPoint);
|
||||
m_pendingCache.Remove(endPoint);
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
|
||||
@@ -1081,9 +1433,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// Don't create clients for unauthorized requesters.
|
||||
m_log.WarnFormat(
|
||||
"[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
|
||||
uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, remoteEndPoint);
|
||||
uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint);
|
||||
lock (m_pendingCache)
|
||||
m_pendingCache.Remove(remoteEndPoint);
|
||||
m_pendingCache.Remove(endPoint);
|
||||
}
|
||||
|
||||
// m_log.DebugFormat(
|
||||
@@ -1095,7 +1447,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
m_log.ErrorFormat(
|
||||
"[LLUDPSERVER]: UseCircuitCode handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
|
||||
remoteEndPoint != null ? remoteEndPoint.ToString() : "n/a",
|
||||
endPoint != null ? endPoint.ToString() : "n/a",
|
||||
client != null ? client.Name : "unknown",
|
||||
client != null ? client.AgentId.ToString() : "unknown",
|
||||
e.Message,
|
||||
@@ -1160,20 +1512,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
IClientAPI client = null;
|
||||
|
||||
// In priciple there shouldn't be more than one thread here, ever.
|
||||
// But in case that happens, we need to synchronize this piece of code
|
||||
// because it's too important
|
||||
lock (this)
|
||||
// We currently synchronize this code across the whole scene to avoid issues such as
|
||||
// http://opensimulator.org/mantis/view.php?id=5365 However, once locking per agent circuit can be done
|
||||
// consistently, this lock could probably be removed.
|
||||
lock (this)
|
||||
{
|
||||
if (!m_scene.TryGetClient(agentID, out client))
|
||||
{
|
||||
LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
|
||||
|
||||
|
||||
client = new LLClientView(m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
|
||||
client.OnLogout += LogoutHandler;
|
||||
|
||||
|
||||
((LLClientView)client).DisableFacelights = m_disableFacelights;
|
||||
|
||||
|
||||
client.Start();
|
||||
}
|
||||
}
|
||||
@@ -1212,7 +1564,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// on to en-US to avoid number parsing issues
|
||||
Culture.SetCurrentCulture();
|
||||
|
||||
while (base.IsRunning)
|
||||
while (IsRunningInbound)
|
||||
{
|
||||
m_scene.ThreadAlive(1);
|
||||
try
|
||||
@@ -1228,7 +1580,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
}
|
||||
|
||||
if (packetInbox.Dequeue(100, ref incomingPacket))
|
||||
{
|
||||
ProcessInPacket(incomingPacket);//, incomingPacket); Util.FireAndForget(ProcessInPacket, incomingPacket);
|
||||
|
||||
if (UsePools)
|
||||
m_incomingPacketPool.ReturnObject(incomingPacket);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@@ -1255,7 +1612,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// Action generic every round
|
||||
Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
|
||||
|
||||
while (base.IsRunning)
|
||||
while (base.IsRunningOutbound)
|
||||
{
|
||||
m_scene.ThreadAlive(2);
|
||||
try
|
||||
@@ -1383,6 +1740,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
private int npacksSent = 0;
|
||||
private int npackNotSent = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Number of inbound packets processed since startup.
|
||||
/// </summary>
|
||||
public long IncomingPacketsProcessed { get; private set; }
|
||||
|
||||
private void MonitoredClientOutgoingPacketHandler(IClientAPI client)
|
||||
{
|
||||
nticks++;
|
||||
@@ -1442,7 +1804,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
npacksSent++;
|
||||
}
|
||||
else
|
||||
{
|
||||
npackNotSent++;
|
||||
}
|
||||
|
||||
watch2.Stop();
|
||||
avgDequeueTicks = (nticks - 1) / (float)nticks * avgDequeueTicks + (watch2.ElapsedTicks / (float)nticks);
|
||||
@@ -1450,7 +1814,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.WarnFormat("[LLUDPSERVER]: Client is not connected");
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
@@ -1514,6 +1880,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
// "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
|
||||
// packet.Type, client.Name, m_scene.RegionInfo.RegionName);
|
||||
// }
|
||||
|
||||
IncomingPacketsProcessed++;
|
||||
}
|
||||
|
||||
protected void LogoutHandler(IClientAPI client)
|
||||
@@ -1523,7 +1891,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
if (!client.IsLoggingOut)
|
||||
{
|
||||
client.IsLoggingOut = true;
|
||||
client.Close(false);
|
||||
client.Close(false, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user