removed a protocol breaking lludp debug option that no one should try, changed terrain send throotle to be by packets in queue, reduced odds of MTU violation on terrain send (still bad). Most UDP protocol implementations may not mind much, but our code still does

This commit is contained in:
UbitUmarov
2015-09-22 18:39:59 +01:00
parent 032958709b
commit a8dc07ff5c
5 changed files with 37 additions and 102 deletions

View File

@@ -991,8 +991,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bufferSize = dataLength;
buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
// m_log.Error("[LLUDPSERVER]: Packet exceeded buffer size! This could be an indication of packet assembly not obeying the MTU. Type=" +
// type + ", DataLength=" + dataLength + ", BufferLength=" + buffer.Data.Length + ". Dropping packet");
m_log.Error("[LLUDPSERVER]: Packet exceeded buffer size! This could be an indication of packet assembly not obeying the MTU. Type=" +
type + ", DataLength=" + dataLength + ", BufferLength=" + buffer.Data.Length);
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
}
@@ -1200,7 +1200,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1);
outgoingPacket.SequenceNumber = sequenceNumber;
if (udpClient.ProcessUnackedSends && isReliable)
if (isReliable)
{
// Add this packet to the list of ACK responses we are waiting on from the server
udpClient.NeedAcks.Add(outgoingPacket);
@@ -1418,37 +1418,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region ACK Receiving
if (udpClient.ProcessUnackedSends)
// Handle appended ACKs
if (packet.Header.AppendedAcks && packet.Header.AckList != null)
{
// 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);
// 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);
}
// Handle PacketAck packets
if (packet.Type == PacketType.PacketAck)
{
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);
// We don't need to do anything else with PacketAck packets
return;
}
for (int i = 0; i < packet.Header.AckList.Length; i++)
udpClient.NeedAcks.Acknowledge(packet.Header.AckList[i], now, packet.Header.Resent);
}
else if (packet.Type == PacketType.PacketAck)
// Handle PacketAck packets
if (packet.Type == PacketType.PacketAck)
{
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);
// We don't need to do anything else with PacketAck packets
return;
}
@@ -1510,7 +1503,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#endregion BinaryStats
//Ubit AgentUpdate mess removed from here
//AgentUpdate removed from here
#region Ping Check Handling
@@ -2168,7 +2161,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (udpClient.IsConnected)
{
if (udpClient.ProcessUnackedSends && m_resendUnacked)
if (m_resendUnacked)
HandleUnacked(llClient);
if (m_sendAcks)