udp updates: remove a intermediat struct; move files around so clean solution before pull, or pull on clean folder

This commit is contained in:
UbitUmarov
2020-09-17 16:42:44 +01:00
parent 6b8338f49c
commit 864b14126a
4 changed files with 241 additions and 172 deletions

View File

@@ -582,58 +582,6 @@ namespace OpenSim.Framework
public float dwell;
}
public class EntityUpdate
{
private readonly ISceneEntity m_entity;
private PrimUpdateFlags m_flags;
public ISceneEntity Entity
{
get { return m_entity; }
}
public PrimUpdateFlags Flags
{
get { return m_flags; }
set { m_flags = value; }
}
public virtual void Update()
{
// we are on the new one
if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
{
if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
m_flags = PrimUpdateFlags.UpdateProbe;
else
m_flags = PrimUpdateFlags.FullUpdatewithAnim;
}
}
public virtual void Update(EntityUpdate oldupdate)
{
// we are on the new one
PrimUpdateFlags updateFlags = oldupdate.Flags;
if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
updateFlags &= ~PrimUpdateFlags.UpdateProbe;
if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
{
if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
m_flags = PrimUpdateFlags.UpdateProbe;
else
m_flags = PrimUpdateFlags.FullUpdatewithAnim;
}
else
m_flags |= updateFlags;
}
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
{
m_entity = entity;
m_flags = flags;
}
}
public class PlacesReplyData
{
public UUID OwnerID;

View File

@@ -5959,25 +5959,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task);
}
private class ObjectPropertyUpdate : EntityUpdate
{
internal bool SendFamilyProps;
internal bool SendObjectProps;
public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
: base(entity,(PrimUpdateFlags)flags)
{
SendFamilyProps = sendfam;
SendObjectProps = sendobj;
}
public void Update(ObjectPropertyUpdate update)
{
SendFamilyProps = SendFamilyProps || update.SendFamilyProps;
SendObjectProps = SendObjectProps || update.SendObjectProps;
// other properties may need to be updated by base class
base.Update(update);
}
}
public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags)
{
@@ -6061,7 +6042,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate;
if (update.SendFamilyProps)
if ((update.PropsFlags & ObjectPropertyUpdateFlags.Family) != 0)
{
if (update.Entity is SceneObjectPart)
{
@@ -6073,7 +6054,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
if (update.SendObjectProps)
if ((update.PropsFlags & ObjectPropertyUpdateFlags.Object) != 0)
{
if (update.Entity is SceneObjectPart)
{
@@ -6113,6 +6094,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lastpos = zc.Position;
lastzc = zc.ZeroCount;
CreateObjectPropertiesBlock((SceneObjectPart)eu.Entity, zc);
eu.Free();
if (zc.Position < LLUDPServer.MAXPAYLOAD)
{
//tau.Add(eu);
@@ -6172,6 +6154,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
zc.Position = 8;
CreateObjectPropertiesFamilyBlock((SceneObjectPart)eu.Entity, eu.Flags, zc);
eu.Free();
buf.DataLength = zc.Finish();
//List<EntityUpdate> tau = new List<EntityUpdate>(1);
//tau.Add(new ObjectPropertyUpdate((ISceneEntity) eu, (uint)eu.Flags, true, false));

View File

@@ -0,0 +1,204 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenSim.Framework;
namespace OpenSim.Region.Framework.Scenes
{
/// <summary>
/// Specifies the fields that have been changed when sending a prim or
/// avatar update
/// </summary>
[Flags]
public enum ObjectPropertyUpdateFlags : byte
{
None = 0,
Family = 1,
Object = 2,
NoFamily = unchecked((byte)~Family),
NoObject = unchecked((byte)~Object)
}
public class EntityUpdate : IComparable<EntityUpdate>
{
// for priority queue
private uint m_pqueue;
private ulong m_entryorder;
private ISceneEntity m_entity;
private PrimUpdateFlags m_flags;
public ObjectPropertyUpdateFlags m_propsFlags;
public uint PriorityQueue
{
get
{
return m_pqueue;
}
set
{
m_pqueue = value;
}
}
public ulong EntryOrder
{
get
{
return m_entryorder;
}
set
{
m_entryorder = value;
}
}
public ObjectPropertyUpdateFlags PropsFlags
{
get
{
return m_propsFlags;
}
set
{
m_propsFlags = value;
}
}
public ISceneEntity Entity
{
get { return m_entity; }
}
public PrimUpdateFlags Flags
{
get { return m_flags; }
set { m_flags = value; }
}
public virtual void Update()
{
// we are on the new one
if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
{
if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
m_flags = PrimUpdateFlags.UpdateProbe;
else
m_flags = PrimUpdateFlags.FullUpdatewithAnim;
}
}
public void Update(uint pqueue, ulong entry)
{
Update();
m_pqueue = pqueue;
m_entryorder = entry;
}
public void Update(EntityUpdate oldupdate)
{
// we are on the new one
PrimUpdateFlags updateFlags = oldupdate.Flags;
if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
updateFlags &= ~PrimUpdateFlags.UpdateProbe;
if ((m_flags & PrimUpdateFlags.CancelKill) != 0)
{
if ((m_flags & PrimUpdateFlags.UpdateProbe) != 0)
m_flags = PrimUpdateFlags.UpdateProbe;
else
m_flags = PrimUpdateFlags.FullUpdatewithAnim;
}
else
m_flags |= updateFlags;
}
public void Update(EntityUpdate oldupdate, uint pqueue, ulong entry)
{
Update(oldupdate);
m_pqueue = pqueue;
m_entryorder = entry;
}
public void Free()
{
m_entity = null;
}
public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags)
{
m_entity = entity;
m_flags = flags;
}
public override string ToString()
{
return String.Format("[{0},{1},{2}]", m_pqueue, m_entryorder, m_entity.LocalId);
}
public int CompareTo(EntityUpdate other)
{
// I'm assuming that the root part of an SOG is added to the update queue
// before the component parts
return Comparer<ulong>.Default.Compare(this.EntryOrder, other.EntryOrder);
}
}
public class ObjectPropertyUpdate : EntityUpdate
{
public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam, bool sendobj)
: base(entity, (PrimUpdateFlags)flags)
{
if (sendfam)
m_propsFlags |= ObjectPropertyUpdateFlags.Family;
else
m_propsFlags &= ObjectPropertyUpdateFlags.NoFamily;
if (sendobj)
m_propsFlags |= ObjectPropertyUpdateFlags.Object;
else
m_propsFlags &= ObjectPropertyUpdateFlags.NoObject;
}
public void Update(ObjectPropertyUpdate update)
{
m_propsFlags |= update.PropsFlags;
// other properties may need to be updated by base class
base.Update(update);
}
public void Update(ObjectPropertyUpdate update, uint pqueue, ulong entry)
{
m_propsFlags |= update.PropsFlags;
// other properties may need to be updated by base class
base.Update(update, pqueue, entry);
}
}
}

View File

@@ -26,15 +26,10 @@
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenSim.Framework.Client;
using log4net;
namespace OpenSim.Framework
namespace OpenSim.Region.Framework.Scenes
{
public class PriorityQueue
{
@@ -56,7 +51,7 @@ namespace OpenSim.Framework
private static readonly uint[] m_queueCounts = {0, 0, 8, 8, 5, 4, 3, 2, 1, 1, 1, 1, 1 };
// this is ava, ava, attach, <10m, 20,40,80,160m,320,640,1280, +
private MinHeap<MinHeapItem>[] m_heaps = new MinHeap<MinHeapItem>[NumberOfQueues];
private MinHeap<EntityUpdate>[] m_heaps = new MinHeap<EntityUpdate>[NumberOfQueues];
private Dictionary<uint, LookupItem> m_lookupTable;
// internal state used to ensure the deqeues are spread across the priority
@@ -70,7 +65,7 @@ namespace OpenSim.Framework
// next request is a counter of the number of updates queued, it provides
// a total ordering on the updates coming through the queue and is more
// lightweight (and more discriminating) than tick count
private UInt64 m_nextRequest = 0;
private ulong m_nextRequest = 0;
/// <summary>
/// Lock for enqueue and dequeue operations on the priority queue
@@ -81,7 +76,7 @@ namespace OpenSim.Framework
}
#region constructor
public PriorityQueue() : this(MinHeap<MinHeapItem>.DEFAULT_CAPACITY) { }
public PriorityQueue() : this(MinHeap<EntityUpdate>.DEFAULT_CAPACITY) { }
public PriorityQueue(int capacity)
{
@@ -89,7 +84,7 @@ namespace OpenSim.Framework
capacity /= 4;
for (int i = 0; i < m_heaps.Length; ++i)
m_heaps[i] = new MinHeap<MinHeapItem>(capacity);
m_heaps[i] = new MinHeap<EntityUpdate>(capacity);
m_lookupTable = new Dictionary<uint, LookupItem>(m_capacity);
m_nextQueue = NumberOfImmediateQueues;
@@ -130,35 +125,35 @@ namespace OpenSim.Framework
{
LookupItem lookup;
IHandle lookupH;
UInt64 entry;
ulong entry;
uint localid = value.Entity.LocalId;
if (m_lookupTable.TryGetValue(localid, out lookup))
{
lookupH = lookup.Handle;
entry = lookup.Heap[lookupH].EntryOrder;
EntityUpdate up = lookup.Heap[lookupH].Value;
value.Update(lookup.Heap[lookupH].Value);
EntityUpdate up = lookup.Heap[lookupH];
lookup.Heap.Remove(lookupH);
if((up.Flags & PrimUpdateFlags.CancelKill) != 0)
entry = m_nextRequest++;
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
value.Update(up, pqueue, entry);
lookup.Heap = m_heaps[pqueue];
lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
lookup.Heap.Add(value, ref lookup.Handle);
m_lookupTable[localid] = lookup;
return true;
}
value.Update();
entry = m_nextRequest++;
++m_added;
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
value.Update(pqueue, entry);
lookup.Heap = m_heaps[pqueue];
lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle);
lookup.Heap.Add(value, ref lookup.Handle);
m_lookupTable[localid] = lookup;
return true;
@@ -197,10 +192,8 @@ namespace OpenSim.Framework
{
if (m_heaps[iq].Count > 0)
{
MinHeapItem item = m_heaps[iq].RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
value = item.Value;
value = m_heaps[iq].RemoveMin();
m_lookupTable.Remove(value.Entity.LocalId);
return true;
}
}
@@ -211,15 +204,14 @@ namespace OpenSim.Framework
// to give lower numbered queues a higher priority and higher percentage
// of the bandwidth.
MinHeap<MinHeapItem> curheap = m_heaps[m_nextQueue];
MinHeap<EntityUpdate> curheap = m_heaps[m_nextQueue];
// Check for more items to be pulled from the current queue
if (m_countFromQueue > 0 && curheap.Count > 0)
{
--m_countFromQueue;
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
value = item.Value;
value = curheap.RemoveMin();
m_lookupTable.Remove(value.Entity.LocalId);
return true;
}
@@ -237,9 +229,8 @@ namespace OpenSim.Framework
m_countFromQueue = m_queueCounts[m_nextQueue];
--m_countFromQueue;
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
value = item.Value;
value = curheap.RemoveMin();
m_lookupTable.Remove(value.Entity.LocalId);
return true;
}
@@ -256,12 +247,11 @@ namespace OpenSim.Framework
{
for (int iq = 0; iq < NumberOfQueues; ++iq)
{
MinHeap<MinHeapItem> curheap = m_heaps[iq];
MinHeap<EntityUpdate> curheap = m_heaps[iq];
if (curheap.Count > 0)
{
MinHeapItem item = curheap.RemoveMin();
m_lookupTable.Remove(item.Value.Entity.LocalId);
value = item.Value;
value = curheap.RemoveMin();
m_lookupTable.Remove(value.Entity.LocalId);
return true;
}
}
@@ -281,32 +271,33 @@ namespace OpenSim.Framework
/// </summary
public void Reprioritize(UpdatePriorityHandler handler)
{
MinHeapItem item;
EntityUpdate currentEU;
uint pqueue = 0;
foreach (LookupItem lookup in new List<LookupItem>(m_lookupTable.Values))
{
if (lookup.Heap.TryGetValue(lookup.Handle, out item))
if (lookup.Heap.TryGetValue(lookup.Handle, out currentEU))
{
if (handler(ref pqueue, item.Value.Entity))
if (handler(ref pqueue, currentEU.Entity))
{
// unless the priority queue has changed, there is no need to modify
// the entry
pqueue = Util.Clamp<uint>(pqueue, 0, NumberOfQueues - 1);
if (pqueue != item.PriorityQueue)
if (pqueue != currentEU.PriorityQueue)
{
lookup.Heap.Remove(lookup.Handle);
currentEU.PriorityQueue = pqueue;
lookup.Heap.Remove(lookup.Handle);
LookupItem litem = lookup;
litem.Heap = m_heaps[pqueue];
litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle);
m_lookupTable[item.Value.Entity.LocalId] = litem;
litem.Heap.Add(currentEU, ref litem.Handle);
m_lookupTable[currentEU.Entity.LocalId] = litem;
}
}
else
{
// m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID);
lookup.Heap.Remove(lookup.Handle);
m_lookupTable.Remove(item.Value.Entity.LocalId);
m_lookupTable.Remove(currentEU.Entity.LocalId);
}
}
}
@@ -324,68 +315,11 @@ namespace OpenSim.Framework
#endregion PublicMethods
#region MinHeapItem
private struct MinHeapItem : IComparable<MinHeapItem>
{
private EntityUpdate value;
internal EntityUpdate Value
{
get
{
return value;
}
}
private uint pqueue;
internal uint PriorityQueue
{
get
{
return pqueue;
}
}
private UInt64 entryorder;
internal UInt64 EntryOrder
{
get
{
return entryorder;
}
}
internal MinHeapItem(uint _pqueue, MinHeapItem other)
{
entryorder = other.entryorder;
value = other.value;
pqueue = _pqueue;
}
internal MinHeapItem(uint _pqueue, UInt64 _entryorder, EntityUpdate _value)
{
entryorder = _entryorder;
value = _value;
pqueue = _pqueue;
}
public override string ToString()
{
return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId);
}
public int CompareTo(MinHeapItem other)
{
// I'm assuming that the root part of an SOG is added to the update queue
// before the component parts
return Comparer<UInt64>.Default.Compare(this.EntryOrder, other.EntryOrder);
}
}
#endregion
#region LookupItem
private struct LookupItem
{
internal MinHeap<MinHeapItem> Heap;
internal MinHeap<EntityUpdate> Heap;
internal IHandle Handle;
}
#endregion