change UDPPacketBuffer pools (does waste a bit of memory)

This commit is contained in:
UbitUmarov
2019-02-25 21:46:23 +00:00
parent 4dd89ce094
commit d01165818d
6 changed files with 157 additions and 324 deletions

View File

@@ -344,18 +344,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
protected Pool<IncomingPacket> m_incomingPacketPool;
/// <summary>
/// Stat for number of packets in the main pool awaiting use.
/// </summary>
protected Stat m_poolCountStat;
/// <summary>
/// Stat for number of packets in the inbound packet pool awaiting use.
/// </summary>
protected Stat m_incomingPacketPoolStat;
protected int m_defaultRTO = 0;
protected int m_maxRTO = 0;
protected int m_ackTimeout = 0;
@@ -498,7 +486,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// if (usePools)
// EnablePools();
base.DisablePools();
}
public void Start()
@@ -554,83 +541,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OqrEngine.Stop();
}
public override bool EnablePools()
{
if (!UsePools)
{
base.EnablePools();
m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
return true;
}
return false;
}
public override bool DisablePools()
{
if (UsePools)
{
base.DisablePools();
StatsManager.DeregisterStat(m_incomingPacketPoolStat);
// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
return true;
}
return false;
}
/// <summary>
/// This is a seperate method so that it can be called once we have an m_scene to distinguish different scene
/// stats.
/// </summary>
protected internal void EnablePoolStats()
{
m_poolCountStat
= new Stat(
"UDPPacketBufferPoolCount",
"Objects within the UDPPacketBuffer pool",
"The number of objects currently stored within the UDPPacketBuffer pool",
"",
"clientstack",
Scene.Name,
StatType.Pull,
stat => stat.Value = Pool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_poolCountStat);
m_incomingPacketPoolStat
= new Stat(
"IncomingPacketPoolCount",
"Objects within incoming packet pool",
"The number of objects currently stored within the incoming packet pool",
"",
"clientstack",
Scene.Name,
StatType.Pull,
stat => stat.Value = m_incomingPacketPool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_incomingPacketPoolStat);
}
/// <summary>
/// Disables pool stats.
/// </summary>
protected internal void DisablePoolStats()
{
StatsManager.DeregisterStat(m_poolCountStat);
m_poolCountStat = null;
StatsManager.DeregisterStat(m_incomingPacketPoolStat);
m_incomingPacketPoolStat = null;
}
/// <summary>
/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
/// </summary>
@@ -658,8 +568,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
"INCOMING PACKET ASYNC HANDLING ENGINE");
*/
OqrEngine
= new JobEngine(
OqrEngine = new JobEngine(
string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
"OUTGOING QUEUE REFILL ENGINE");
@@ -769,15 +678,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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)
EnablePoolStats();
StatsManager.RegisterStat(
new Stat(
"UDPBuffersPoolCount",
"Buffers in the UDP buffers pool",
"The number of buffers currently stored within the UDP buffers pool",
"",
"clientstack",
Scene.Name,
StatType.Pull,
stat => stat.Value = m_udpBuffersPoolPtr,
StatVerbosity.Debug));
LLUDPServerCommands commands = new LLUDPServerCommands(MainConsole.Instance, this);
commands.Register();
}
public bool HandlesRegion(Location x)
@@ -939,9 +853,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
// there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
// to accomodate for both common scenarios and provide ample room for ACK appending in both
int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
//int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
//UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
UDPPacketBuffer buffer = GetNewUDPBuffer(udpClient.RemoteEndPoint);
// Zerocode if needed
if (doZerocode)
@@ -971,7 +886,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// If the packet data wasn't already copied during zerocoding, copy it now
if (doCopy)
{
if (dataLength <= buffer.Data.Length)
//if (dataLength <= buffer.Data.Length)
if (dataLength <= LLUDPServer.MTU)
{
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
@@ -979,7 +895,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
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 = new UDPPacketBuffer(udpClient.RemoteEndPoint, dataLength);
// buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, dataLength);
buffer = GetNewUDPBuffer(udpClient.RemoteEndPoint);
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
}
@@ -1168,22 +1085,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Set the appended ACKs flag on this packet
buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
}
buffer.DataLength = dataLength;
}
buffer.DataLength = dataLength;
if (!isResend)
{
// Not a resend, assign a new sequence number
uint sequenceNumber = (uint)Interlocked.Increment(ref udpClient.CurrentSequence);
Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1);
outgoingPacket.SequenceNumber = sequenceNumber;
if (isReliable)
{
// Add this packet to the list of ACK responses we are waiting on from the server
udpClient.NeedAcks.Add(outgoingPacket);
}
}
else
{
@@ -1196,9 +1106,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
PacketsSentCount++;
SyncSend(buffer);
// Keep track of when this packet was sent out (right now)
outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
if (outgoingPacket.UnackedMethod == null)
FreeUDPBuffer(buffer);
else if(!isResend)
{
// Add this packet to the list of ACK responses we are waiting on from the server
udpClient.NeedAcks.Add(outgoingPacket);
}
if (udpClient.DebugDataOutLevel > 0)
m_log.DebugFormat(
"[LLUDPSERVER]: Sending packet #{0} (rel: {1}, res: {2}) to {3} from {4}",
@@ -1240,7 +1159,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// buffer.DataLength, buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
RecordMalformedInboundPacket(endPoint);
FreeUDPBuffer(buffer);
return; // Drop undersized packet
}
@@ -1260,21 +1179,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
RecordMalformedInboundPacket(endPoint);
FreeUDPBuffer(buffer);
return; // Malformed header
}
try
{
// 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);
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,
// 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);
// ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
}
catch (Exception e)
{
@@ -1292,7 +1211,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
RecordMalformedInboundPacket(endPoint);
FreeUDPBuffer(buffer);
return;
}
@@ -1311,17 +1230,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lock (m_pendingCache)
{
if (m_pendingCache.Contains(endPoint))
{
FreeUDPBuffer(buffer);
return;
}
m_pendingCache.AddOrUpdate(endPoint, new Queue<UDPPacketBuffer>(), 60);
}
// 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);
Util.FireAndForget(HandleUseCircuitCode, new object[] { endPoint, packet });
FreeUDPBuffer(buffer);
return;
}
}
@@ -1336,24 +1254,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
queue.Enqueue(buffer);
return;
}
/*
else if (packet.Type == PacketType.CompleteAgentMovement)
{
// Send ack straight away to let the viewer know that we got it.
SendAckImmediate(endPoint, packet.Header.Sequence);
// 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(HandleCompleteMovementIntoRegion, array);
return;
}
*/
}
FreeUDPBuffer(buffer);
// Determine which agent this packet came from
if (client == null || !(client is LLClientView))
{
@@ -1471,10 +1375,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
#endregion BinaryStats
//AgentUpdate removed from here
#region Ping Check Handling
if (packet.Type == PacketType.StartPingCheck)
@@ -1506,17 +1406,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
IncomingPacket incomingPacket;
// Inbox insertion
if (UsePools)
{
incomingPacket = m_incomingPacketPool.GetObject();
incomingPacket.Client = (LLClientView)client;
incomingPacket.Packet = packet;
}
else
{
incomingPacket = new IncomingPacket((LLClientView)client, packet);
}
incomingPacket = new IncomingPacket((LLClientView)client, packet);
// if (incomingPacket.Packet.Type == PacketType.AgentUpdate ||
// incomingPacket.Packet.Type == PacketType.ChatFromViewer)
@@ -1525,7 +1415,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// else
// packetInbox.Enqueue(incomingPacket);
packetInbox.Add(incomingPacket);
}
#region BinaryStats
@@ -1881,13 +1770,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
byte[] packetData = ack.ToBytes();
int length = packetData.Length;
UDPPacketBuffer buffer = new UDPPacketBuffer(remoteEndpoint, length);
UDPPacketBuffer buffer = GetNewUDPBuffer(remoteEndpoint);
buffer.DataLength = length;
Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length);
// AsyncBeginSend(buffer);
SyncSend(buffer);
FreeUDPBuffer(buffer);
}
protected bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)
@@ -1982,17 +1872,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Scene.ThreadAlive(1);
try
{
packetInbox.TryTake(out incomingPacket, 250);
packetInbox.TryTake(out incomingPacket, 4500);
if (incomingPacket != null && IsRunningInbound)
{
ProcessInPacket(incomingPacket);
if (UsePools)
{
incomingPacket.Client = null;
m_incomingPacketPool.ReturnObject(incomingPacket);
}
incomingPacket = null;
}
}