Massive tab and trailing space cleanup

This commit is contained in:
Melanie Thielker
2017-01-05 19:07:37 +00:00
parent e88e2945e9
commit b16abc8166
959 changed files with 23646 additions and 23646 deletions

View File

@@ -222,7 +222,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
StatType.Pull,
MeasuresOfInterest.None,
stat => stat.Value = m_udpServer.AverageReceiveTicksForLastSamplePeriod,
// stat =>
// stat =>
// stat.Value = Math.Round(m_udpServer.AverageReceiveTicksForLastSamplePeriod, 7),
StatVerbosity.Debug));
}
@@ -272,7 +272,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>The measured resolution of Environment.TickCount</summary>
public readonly float TickCountResolution;
/// <summary>Number of prim updates to put on the queue each time the
/// <summary>Number of prim updates to put on the queue each time the
/// OnQueueEmpty event is triggered for updates</summary>
public readonly int PrimUpdatesPerCallback;
@@ -289,7 +289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>Bandwidth throttle for this UDP server</summary>
public TokenBucket Throttle { get; protected set; }
/// <summary>Per client throttle rates enforced by this server</summary>
/// <remarks>
/// If the total rate is non-zero, then this is the maximum total throttle setting that any client can ever have.
@@ -297,7 +297,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// do get changed immediately). They do not need to sum to the total.
/// </remarks>
public ThrottleRates ThrottleRates { get; protected set; }
/// <summary>Manages authentication for agent circuits</summary>
protected AgentCircuitManager m_circuitManager;
@@ -436,8 +436,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
#region Environment.TickCount Measurement
// Update the port with the one we actually got
port = (uint)Port;
// Update the port with the one we actually got
port = (uint)Port;
// Measure the resolution of Environment.TickCount
TickCountResolution = 0f;
@@ -696,15 +696,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Scene = (Scene)scene;
m_location = new Location(Scene.RegionInfo.RegionHandle);
IpahEngine
IpahEngine
= new JobEngine(
string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
"INCOMING PACKET ASYNC HANDLING ENGINE");
OqrEngine
OqrEngine
= new JobEngine(
string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
"OUTGOING QUEUE REFILL ENGINE");
StatsManager.RegisterStat(
@@ -730,9 +730,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
"clientstack",
Scene.Name,
StatType.Pull,
stat =>
{ PercentageStat pstat = (PercentageStat)stat;
pstat.Consequent = PacketPool.Instance.PacketsRequested;
stat =>
{ PercentageStat pstat = (PercentageStat)stat;
pstat.Consequent = PacketPool.Instance.PacketsRequested;
pstat.Antecedent = PacketPool.Instance.PacketsReused; },
StatVerbosity.Debug));
@@ -745,8 +745,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Scene.Name,
StatType.Pull,
stat =>
{ PercentageStat pstat = (PercentageStat)stat;
pstat.Consequent = PacketPool.Instance.BlocksRequested;
{ PercentageStat pstat = (PercentageStat)stat;
pstat.Consequent = PacketPool.Instance.BlocksRequested;
pstat.Antecedent = PacketPool.Instance.BlocksReused; },
StatVerbosity.Debug));
@@ -799,7 +799,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
MeasuresOfInterest.None,
stat => stat.Value = IpahEngine.JobsWaiting,
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"OQRERequestsWaiting",
@@ -812,7 +812,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
MeasuresOfInterest.None,
stat => stat.Value = OqrEngine.JobsWaiting,
StatVerbosity.Debug));
// We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
// scene name
if (UsePools)
@@ -1012,7 +1012,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if ((outgoingPacket.Buffer.Data[0] & Helpers.MSG_RELIABLE) != 0)
outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method);
// If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
// If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
// continue to display the deleted object until relog. Therefore, we need to always queue a kill object
// packet so that it isn't sent before a queued update packet.
@@ -1242,7 +1242,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if ((IncomingMalformedPacketCount % 10000) == 0)
m_log.WarnFormat(
"[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack. Last was from {1}",
"[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack. Last was from {1}",
IncomingMalformedPacketCount, endPoint);
}
@@ -1391,7 +1391,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if ((IncomingOrphanedPacketCount % 10000) == 0)
m_log.WarnFormat(
"[LLUDPSERVER]: Received {0} orphaned packets so far. Last was from {1}",
"[LLUDPSERVER]: Received {0} orphaned packets so far. Last was from {1}",
IncomingOrphanedPacketCount, endPoint);
return;
@@ -1482,7 +1482,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if (packet.Header.Resent)
m_log.DebugFormat(
"[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}",
"[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}",
packet.Header.Sequence, packet.Type, client.Name);
else
m_log.WarnFormat(
@@ -1512,7 +1512,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// We don't need to do anything else with ping checks
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
CompletePing(udpClient, startPing.PingID.PingID);
if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000)
{
udpClient.SendPacketStats();
@@ -1677,7 +1677,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.DebugFormat(
"[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} to {1} from IP {2}",
uccp.CircuitCode.Code, Scene.RegionInfo.RegionName, endPoint);
AuthenticateResponse sessionInfo;
if (IsClientAuthorized(uccp, out sessionInfo))
{
@@ -1752,10 +1752,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lock (m_pendingCache)
m_pendingCache.Remove(endPoint);
}
}
// m_log.DebugFormat(
// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
}
@@ -1787,9 +1787,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Determine which agent this packet came from
// We need to wait here because in when using the OpenSimulator V2 teleport protocol to travel to a destination
// simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode
// simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode
// and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these
// packets asynchronously, we need to account for this thread proceeding more quickly than the
// packets asynchronously, we need to account for this thread proceeding more quickly than the
// UseCircuitCode thread.
int count = 40;
while (count-- > 0)
@@ -1811,7 +1811,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// manager but the SceneAgent has not yet been set in Scene.AddNewAgent(). If we are too
// eager, then the new ScenePresence may not have registered a listener for this messsage
// before we try to process it.
// XXX: A better long term fix may be to add the SceneAgent before the client is added to
// XXX: A better long term fix may be to add the SceneAgent before the client is added to
// the client manager
m_log.DebugFormat(
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client SceneAgent not set yet. Waiting.",
@@ -1825,7 +1825,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
else
{
m_log.DebugFormat(
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} in {1} but no client exists yet. Waiting.",
"[LLUDPSERVER]: Received a CompleteAgentMovement from {0} in {1} but no client exists yet. Waiting.",
endPoint, Scene.Name);
}
@@ -1962,13 +1962,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, Throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
client = new LLClientView(Scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
client.OnLogout += LogoutHandler;
client.DebugPacketLevel = DefaultClientPacketDebugLevel;
((LLClientView)client).DisableFacelights = m_disableFacelights;
client.Start();
}
}
@@ -1988,7 +1988,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
{
lock (client.CloseSyncLock)
{
{
ClientLogoutsDueToNoReceives++;
if (client.SceneAgent != null)
@@ -1996,7 +1996,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.WarnFormat(
"[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, Scene.Name);
if (!client.SceneAgent.IsChildAgent)
client.Kick("Simulator logged you out due to connection timeout.");
}
@@ -2020,11 +2020,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
try
{
incomingPacket = packetInbox.Dequeue(250);
if (incomingPacket != null && IsRunningInbound)
{
ProcessInPacket(incomingPacket);
if (UsePools)
{
incomingPacket.Client = null;
@@ -2192,7 +2192,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public long IncomingPacketsProcessed { get; protected set; }
#endregion
#endregion
protected void ProcessInPacket(IncomingPacket incomingPacket)
{