Merge master into teravuswork

This commit is contained in:
teravus
2012-11-15 09:46:41 -05:00
336 changed files with 31041 additions and 13214 deletions

View File

@@ -241,8 +241,8 @@ namespace OpenSim.Region.ClientStack.Linden
m_HostCapsObj.RegisterHandler(
"SEED", new RestStreamHandler("POST", capsBase + m_requestPath, SeedCapRequest, "SEED", null));
m_log.DebugFormat(
"[CAPS]: Registered seed capability {0} for {1}", capsBase + m_requestPath, m_HostCapsObj.AgentID);
// m_log.DebugFormat(
// "[CAPS]: Registered seed capability {0} for {1}", capsBase + m_requestPath, m_HostCapsObj.AgentID);
//m_capsHandlers["MapLayer"] =
// new LLSDStreamhandler<OSDMapRequest, OSDMapLayerResponse>("POST",
@@ -337,11 +337,12 @@ namespace OpenSim.Region.ClientStack.Linden
public string SeedCapRequest(string request, string path, string param,
IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
{
// m_log.Debug("[CAPS]: Seed Caps Request in region: " + m_regionName);
m_log.DebugFormat(
"[CAPS]: Received SEED caps request in {0} for agent {1}", m_regionName, m_HostCapsObj.AgentID);
if (!m_Scene.CheckClient(m_HostCapsObj.AgentID, httpRequest.RemoteIPEndPoint))
{
m_log.DebugFormat(
m_log.WarnFormat(
"[CAPS]: Unauthorized CAPS client {0} from {1}",
m_HostCapsObj.AgentID, httpRequest.RemoteIPEndPoint);

View File

@@ -94,7 +94,7 @@ namespace OpenSim.Region.ClientStack.Linden
//scene.CommsManager.HttpServer.AddLLSDHandler("/CAPS/EQG/", EventQueueFallBack);
scene.EventManager.OnNewClient += OnNewClient;
// scene.EventManager.OnNewClient += OnNewClient;
// TODO: Leaving these open, or closing them when we
// become a child is incorrect. It messes up TP in a big
@@ -102,6 +102,7 @@ namespace OpenSim.Region.ClientStack.Linden
// circuit is there.
scene.EventManager.OnClientClosed += ClientClosed;
scene.EventManager.OnMakeChildAgent += MakeChildAgent;
scene.EventManager.OnRegisterCaps += OnRegisterCaps;
@@ -110,10 +111,10 @@ namespace OpenSim.Region.ClientStack.Linden
false,
"debug eq",
"debug eq [0|1|2]",
"Turn on event queue debugging"
+ "<= 0 - turns off all event queue logging"
+ ">= 1 - turns on outgoing event logging"
+ ">= 2 - turns on poll notification",
"Turn on event queue debugging\n"
+ " <= 0 - turns off all event queue logging\n"
+ " >= 1 - turns on outgoing event logging\n"
+ " >= 2 - turns on poll notification",
HandleDebugEq);
}
else
@@ -226,16 +227,6 @@ namespace OpenSim.Region.ClientStack.Linden
#endregion
private void OnNewClient(IClientAPI client)
{
//client.OnLogout += ClientClosed;
}
// private void ClientClosed(IClientAPI client)
// {
// ClientClosed(client.AgentId);
// }
private void ClientClosed(UUID agentID, Scene scene)
{
// m_log.DebugFormat("[EVENTQUEUE]: Closed client {0} in region {1}", agentID, m_scene.RegionInfo.RegionName);

View File

@@ -94,7 +94,7 @@ namespace OpenSim.Region.ClientStack.Linden.Tests
UUID spId = TestHelpers.ParseTail(0x1);
SceneHelpers.AddScenePresence(m_scene, spId);
m_scene.IncomingCloseAgent(spId);
m_scene.IncomingCloseAgent(spId, false);
// TODO: Add more assertions for the other aspects of event queues
Assert.That(MainServer.Instance.GetPollServiceHandlerKeys().Count, Is.EqualTo(0));

View File

@@ -109,7 +109,7 @@ namespace OpenSim.Region.ClientStack.Linden
UUID capID = UUID.Random();
m_log.DebugFormat("[REGION CONSOLE]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName);
// m_log.DebugFormat("[REGION CONSOLE]: /CAPS/{0} in region {1}", capID, m_scene.RegionInfo.RegionName);
caps.RegisterHandler(
"SimConsoleAsync",
new ConsoleHandler("/CAPS/" + capID + "/", "SimConsoleAsync", agentID, this, m_scene));

View File

@@ -45,7 +45,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public Packet Packet;
/// <summary>
/// Default constructor
/// No arg constructor.
/// </summary>
public IncomingPacket() {}
/// <summary>
/// Constructor
/// </summary>
/// <param name="client">Reference to the client this packet came from</param>
/// <param name="packet">Packet data</param>

View File

@@ -47,6 +47,7 @@ using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using Timer = System.Timers.Timer;
using AssetLandmark = OpenSim.Framework.AssetLandmark;
using RegionFlags = OpenMetaverse.RegionFlags;
using Nini.Config;
using System.IO;
@@ -355,7 +356,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool m_deliverPackets = true;
private int m_animationSequenceNumber = 1;
private bool m_SendLogoutPacketWhenClosing = true;
private AgentUpdateArgs lastarg;
/// <summary>
/// We retain a single AgentUpdateArgs so that we can constantly reuse it rather than construct a new one for
/// every single incoming AgentUpdate. Every client sends 10 AgentUpdate UDP messages per second, even if it
/// is doing absolutely nothing.
/// </summary>
/// <remarks>
/// This does mean that agent updates must be processed synchronously, at least for each client, and called methods
/// cannot retain a reference to it outside of that method.
/// </remarks>
private AgentUpdateArgs m_lastAgentUpdateArgs;
protected Dictionary<PacketType, PacketProcessor> m_packetHandlers = new Dictionary<PacketType, PacketProcessor>();
protected Dictionary<string, GenericMessage> m_genericPacketHandlers = new Dictionary<string, GenericMessage>(); //PauPaw:Local Generic Message handlers
@@ -510,19 +521,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public void Close()
{
Close(true);
Close(true, false);
}
/// <summary>
/// Shut down the client view
/// </summary>
public void Close(bool sendStop)
public void Close(bool sendStop, bool force)
{
// We lock here to prevent race conditions between two threads calling close simultaneously (e.g.
// a simultaneous relog just as a client is being closed out due to no packet ack from the old connection.
lock (CloseSyncLock)
{
if (!IsActive)
// We still perform a force close inside the sync lock since this is intended to attempt close where
// there is some unidentified connection problem, not where we have issues due to deadlock
if (!IsActive && !force)
return;
IsActive = false;
@@ -837,8 +847,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutPacket(mov, ThrottleOutPacketType.Unknown);
}
public void SendChatMessage(string message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, byte source, byte audible)
public void SendChatMessage(
string message, byte type, Vector3 fromPos, string fromName,
UUID fromAgentID, UUID ownerID, byte source, byte audible)
{
ChatFromSimulatorPacket reply = (ChatFromSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.ChatFromSimulator);
reply.ChatData.Audible = audible;
@@ -847,7 +858,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
reply.ChatData.SourceType = source;
reply.ChatData.Position = fromPos;
reply.ChatData.FromName = Util.StringToBytes256(fromName);
reply.ChatData.OwnerID = fromAgentID;
reply.ChatData.OwnerID = ownerID;
reply.ChatData.SourceID = fromAgentID;
OutPacket(reply, ThrottleOutPacketType.Unknown);
@@ -3985,7 +3996,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
ImprovedTerseObjectUpdatePacket packet
= (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
@@ -4030,7 +4042,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
ImprovedTerseObjectUpdatePacket packet
= (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(
PacketType.ImprovedTerseObjectUpdate);
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
@@ -4038,7 +4052,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = 0; i < blocks.Count; i++)
packet.ObjectData[i] = blocks[i];
OutPacket(packet, ThrottleOutPacketType.Task, true);
OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
}
#endregion Packet Sending
@@ -4535,7 +4549,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
}
j = 0;
j = 0;
returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
@@ -5039,7 +5053,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Utils.UInt16ToBytes(Utils.FloatToUInt16(angularVelocity.Y, -64.0f, 64.0f), data, pos); pos += 2;
Utils.UInt16ToBytes(Utils.FloatToUInt16(angularVelocity.Z, -64.0f, 64.0f), data, pos); pos += 2;
ImprovedTerseObjectUpdatePacket.ObjectDataBlock block = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock();
ImprovedTerseObjectUpdatePacket.ObjectDataBlock block
= PacketPool.Instance.GetDataBlock<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
block.Data = data;
if (textureEntry != null && textureEntry.Length > 0)
@@ -5289,14 +5305,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected virtual void RegisterLocalPacketHandlers()
{
AddLocalPacketHandler(PacketType.LogoutRequest, HandleLogout);
// If AgentUpdate is ever handled asynchronously, then we will also need to construct a new AgentUpdateArgs
// for each AgentUpdate packet.
AddLocalPacketHandler(PacketType.AgentUpdate, HandleAgentUpdate, false);
AddLocalPacketHandler(PacketType.ViewerEffect, HandleViewerEffect, false);
AddLocalPacketHandler(PacketType.AgentCachedTexture, HandleAgentTextureCached, false);
AddLocalPacketHandler(PacketType.MultipleObjectUpdate, HandleMultipleObjUpdate, false);
AddLocalPacketHandler(PacketType.MoneyTransferRequest, HandleMoneyTransferRequest, false);
AddLocalPacketHandler(PacketType.ParcelBuy, HandleParcelBuyRequest, false);
AddLocalPacketHandler(PacketType.UUIDGroupNameRequest, HandleUUIDGroupNameRequest, false);
AddLocalPacketHandler(PacketType.ObjectGroup, HandleObjectGroupRequest, false);
AddLocalPacketHandler(PacketType.UUIDGroupNameRequest, HandleUUIDGroupNameRequest);
AddLocalPacketHandler(PacketType.ObjectGroup, HandleObjectGroupRequest);
AddLocalPacketHandler(PacketType.GenericMessage, HandleGenericMessage);
AddLocalPacketHandler(PacketType.AvatarPropertiesRequest, HandleAvatarPropertiesRequest);
AddLocalPacketHandler(PacketType.ChatFromViewer, HandleChatFromViewer);
@@ -5518,81 +5538,84 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Scene/Avatar
private bool HandleAgentUpdate(IClientAPI sener, Packet Pack)
private bool HandleAgentUpdate(IClientAPI sener, Packet packet)
{
if (OnAgentUpdate != null)
{
bool update = false;
AgentUpdatePacket agenUpdate = (AgentUpdatePacket)Pack;
AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
#region Packet Session and User Check
if (agenUpdate.AgentData.SessionID != SessionId || agenUpdate.AgentData.AgentID != AgentId)
if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId)
{
PacketPool.Instance.ReturnPacket(packet);
return false;
}
#endregion
AgentUpdatePacket.AgentDataBlock x = agenUpdate.AgentData;
bool update = false;
AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData;
// We can only check when we have something to check
// against.
if (lastarg != null)
if (m_lastAgentUpdateArgs != null)
{
// These should be ordered from most-likely to
// least likely to change. I've made an initial
// guess at that.
update =
(
(x.BodyRotation != lastarg.BodyRotation) ||
(x.CameraAtAxis != lastarg.CameraAtAxis) ||
(x.CameraCenter != lastarg.CameraCenter) ||
(x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
(x.CameraUpAxis != lastarg.CameraUpAxis) ||
(x.ControlFlags != lastarg.ControlFlags) ||
(x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) ||
(x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) ||
(x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) ||
(x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) ||
(x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) ||
(x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) ||
(x.ControlFlags != 0) ||
(x.Far != lastarg.Far) ||
(x.Flags != lastarg.Flags) ||
(x.State != lastarg.State) ||
(x.HeadRotation != lastarg.HeadRotation) ||
(x.SessionID != lastarg.SessionID) ||
(x.AgentID != lastarg.AgentID)
(x.Far != m_lastAgentUpdateArgs.Far) ||
(x.Flags != m_lastAgentUpdateArgs.Flags) ||
(x.State != m_lastAgentUpdateArgs.State) ||
(x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) ||
(x.SessionID != m_lastAgentUpdateArgs.SessionID) ||
(x.AgentID != m_lastAgentUpdateArgs.AgentID)
);
}
else
{
m_lastAgentUpdateArgs = new AgentUpdateArgs();
update = true;
}
// These should be ordered from most-likely to
// least likely to change. I've made an initial
// guess at that.
if (update)
{
// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name);
AgentUpdateArgs arg = new AgentUpdateArgs();
arg.AgentID = x.AgentID;
arg.BodyRotation = x.BodyRotation;
arg.CameraAtAxis = x.CameraAtAxis;
arg.CameraCenter = x.CameraCenter;
arg.CameraLeftAxis = x.CameraLeftAxis;
arg.CameraUpAxis = x.CameraUpAxis;
arg.ControlFlags = x.ControlFlags;
arg.Far = x.Far;
arg.Flags = x.Flags;
arg.HeadRotation = x.HeadRotation;
arg.SessionID = x.SessionID;
arg.State = x.State;
m_lastAgentUpdateArgs.AgentID = x.AgentID;
m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation;
m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis;
m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter;
m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis;
m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis;
m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags;
m_lastAgentUpdateArgs.Far = x.Far;
m_lastAgentUpdateArgs.Flags = x.Flags;
m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation;
m_lastAgentUpdateArgs.SessionID = x.SessionID;
m_lastAgentUpdateArgs.State = x.State;
UpdateAgent handlerAgentUpdate = OnAgentUpdate;
UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate;
lastarg = arg; // save this set of arguments for nexttime
if (handlerPreAgentUpdate != null)
OnPreAgentUpdate(this, arg);
OnPreAgentUpdate(this, m_lastAgentUpdateArgs);
if (handlerAgentUpdate != null)
OnAgentUpdate(this, arg);
OnAgentUpdate(this, m_lastAgentUpdateArgs);
handlerAgentUpdate = null;
handlerPreAgentUpdate = null;
}
}
PacketPool.Instance.ReturnPacket(packet);
return true;
}
@@ -5964,7 +5987,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
msgpack.MessageBlock.ID,
msgpack.MessageBlock.Offline != 0 ? true : false,
msgpack.MessageBlock.Position,
msgpack.MessageBlock.BinaryBucket);
msgpack.MessageBlock.BinaryBucket,
true);
handlerInstantMessage(this, im);
}
@@ -9251,7 +9275,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
#endregion
switch (Utils.BytesToString(messagePacket.MethodData.Method))
string method = Utils.BytesToString(messagePacket.MethodData.Method);
switch (method)
{
case "getinfo":
if (((Scene)m_scene).Permissions.CanIssueEstateCommand(AgentId, false))
@@ -9567,7 +9593,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return true;
default:
m_log.Error("EstateOwnerMessage: Unknown method requested\n" + messagePacket);
m_log.WarnFormat(
"[LLCLIENTVIEW]: EstateOwnerMessage: Unknown method {0} requested for {1} in {2}",
method, Name, Scene.Name);
for (int i = 0; i < messagePacket.ParamList.Length; i++)
{
EstateOwnerMessagePacket.ParamListBlock block = messagePacket.ParamList[i];
string data = (string)Utils.BytesToString(block.Parameter);
m_log.DebugFormat("[LLCLIENTVIEW]: Param {0}={1}", i, data);
}
return true;
}
@@ -11960,7 +11996,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
logPacket = false;
if (DebugPacketLevel <= 50
& (packet.Type == PacketType.ImprovedTerseObjectUpdate || packet.Type == PacketType.ObjectUpdate))
&& (packet.Type == PacketType.ImprovedTerseObjectUpdate || packet.Type == PacketType.ObjectUpdate))
logPacket = false;
if (DebugPacketLevel <= 25 && packet.Type == PacketType.ObjectPropertiesFamily)
@@ -12034,8 +12070,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!ProcessPacketMethod(packet))
m_log.Warn("[CLIENT]: unhandled packet " + packet.Type);
PacketPool.Instance.ReturnPacket(packet);
}
private static PrimitiveBaseShape GetShapeFromAddPacket(ObjectAddPacket addPacket)
@@ -12204,7 +12238,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
Kick(reason);
Thread.Sleep(1000);
Close();
Disconnect();
}
public void Disconnect()
@@ -12492,7 +12526,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
ImprovedTerseObjectUpdatePacket packet
= (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(
PacketType.ImprovedTerseObjectUpdate);
packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
packet.RegionData.TimeDilation = timeDilation;
packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[1];

View File

@@ -37,6 +37,7 @@ using log4net;
using Nini.Config;
using OpenMetaverse.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
using OpenSim.Region.Framework.Scenes;
using OpenMetaverse;
@@ -100,9 +101,11 @@ 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
/// OnQueueEmpty event is triggered for updates</summary>
public readonly int PrimUpdatesPerCallback;
/// <summary>Number of texture packets to put on the queue each time the
/// OnQueueEmpty event is triggered for textures</summary>
public readonly int TextureSendLimit;
@@ -124,28 +127,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>Manages authentication for agent circuits</summary>
private AgentCircuitManager m_circuitManager;
/// <summary>Reference to the scene this UDP server is attached to</summary>
protected Scene m_scene;
/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
private Location m_location;
/// <summary>The size of the receive buffer for the UDP socket. This value
/// is passed up to the operating system and used in the system networking
/// stack. Use zero to leave this value as the default</summary>
private int m_recvBufferSize;
/// <summary>Flag to process packets asynchronously or synchronously</summary>
private bool m_asyncPacketHandling;
/// <summary>Tracks whether or not a packet was sent each round so we know
/// whether or not to sleep</summary>
private bool m_packetSent;
/// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
private int m_elapsedMSSinceLastStatReport = 0;
/// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
private int m_tickLastOutgoingPacketHandler;
/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
private int m_elapsedMSOutgoingPacketHandler;
/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
private int m_elapsed100MSOutgoingPacketHandler;
/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
private int m_elapsed500MSOutgoingPacketHandler;
@@ -159,6 +171,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected bool m_sendPing;
private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
private Pool<IncomingPacket> m_incomingPacketPool;
private Stat m_incomingPacketPoolStat;
private int m_defaultRTO = 0;
private int m_maxRTO = 0;
@@ -180,7 +195,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
private IClientAPI m_currentIncomingClient;
public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
public LLUDPServer(
IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port,
IConfigSource configSource, AgentCircuitManager circuitManager)
: base(listenIP, (int)port)
{
#region Environment.TickCount Measurement
@@ -202,6 +219,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_circuitManager = circuitManager;
int sceneThrottleBps = 0;
bool usePools = false;
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
if (config != null)
@@ -227,6 +245,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_pausedAckTimeout = 1000 * 300; // 5 minutes
}
// FIXME: This actually only needs to be done once since the PacketPool is shared across all servers.
// However, there is no harm in temporarily doing it multiple times.
IConfig packetConfig = configSource.Configs["PacketPool"];
if (packetConfig != null)
{
PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
usePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", usePools);
}
#region BinaryStats
config = configSource.Configs["Statistics.Binary"];
m_shouldCollectStats = false;
@@ -254,20 +282,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_throttle = new TokenBucket(null, sceneThrottleBps);
ThrottleRates = new ThrottleRates(configSource);
if (usePools)
EnablePools();
}
public void Start()
{
if (m_scene == null)
throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
StartInbound();
StartOutbound();
m_elapsedMSSinceLastStatReport = Environment.TickCount;
}
private void StartInbound()
{
m_log.InfoFormat(
"[LLUDPSERVER]: Starting the LLUDP server in {0} mode",
m_asyncPacketHandling ? "asynchronous" : "synchronous");
"[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode with UsePools = {1}",
m_asyncPacketHandling ? "asynchronous" : "synchronous", UsePools);
base.Start(m_recvBufferSize, m_asyncPacketHandling);
base.StartInbound(m_recvBufferSize, m_asyncPacketHandling);
// Start the packet processing threads
// This thread will process the packets received that are placed on the packetInbox
Watchdog.StartThread(
IncomingPacketHandler,
string.Format("Incoming Packets ({0})", m_scene.RegionInfo.RegionName),
@@ -276,6 +312,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
true,
GetWatchdogIncomingAlarmData,
Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
}
private new void StartOutbound()
{
m_log.Info("[LLUDPSERVER]: Starting outbound packet processing for the LLUDP server");
base.StartOutbound();
Watchdog.StartThread(
OutgoingPacketHandler,
@@ -285,8 +328,57 @@ namespace OpenSim.Region.ClientStack.LindenUDP
true,
GetWatchdogOutgoingAlarmData,
Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
}
m_elapsedMSSinceLastStatReport = Environment.TickCount;
public void Stop()
{
m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
base.StopOutbound();
base.StopInbound();
}
protected override bool EnablePools()
{
if (!UsePools)
{
base.EnablePools();
m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
m_incomingPacketPoolStat
= new Stat(
"IncomingPacketPoolCount",
"Objects within incoming packet pool",
"The number of objects currently stored within the incoming packet pool",
"",
"clientstack",
"packetpool",
StatType.Pull,
stat => stat.Value = m_incomingPacketPool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_incomingPacketPoolStat);
return true;
}
return false;
}
protected 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>
@@ -311,12 +403,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_currentOutgoingClient != null ? m_currentOutgoingClient.Name : "none");
}
public new void Stop()
{
m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
base.Stop();
}
public void AddScene(IScene scene)
{
if (m_scene != null)
@@ -333,6 +419,117 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_scene = (Scene)scene;
m_location = new Location(m_scene.RegionInfo.RegionHandle);
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())
MainConsole.Instance.OutputFormat("Packet pools enabled on {0}", m_scene.Name);
}
else if (enabled == "off")
{
if (DisablePools())
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 +613,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
byte[] data = packet.ToBytes();
SendPacketData(udpClient, data, packet.Type, category, method);
}
PacketPool.Instance.ReturnPacket(packet);
}
/// <summary>
@@ -700,7 +899,7 @@ 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 +909,7 @@ 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 +932,13 @@ 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 +953,13 @@ 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 +979,7 @@ 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 +987,15 @@ 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 +1007,7 @@ 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 +1043,10 @@ 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 +1056,10 @@ 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 +1073,10 @@ 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 +1123,8 @@ 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 +1144,25 @@ 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 +1248,19 @@ 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 +1271,13 @@ 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 +1291,12 @@ 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 +1314,9 @@ 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 +1328,7 @@ 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 +1393,20 @@ 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 +1445,7 @@ 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 +1461,12 @@ 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 +1493,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Action generic every round
Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
while (base.IsRunning)
while (base.IsRunningOutbound)
{
m_scene.ThreadAlive(2);
try
@@ -1523,7 +1761,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (!client.IsLoggingOut)
{
client.IsLoggingOut = true;
client.Close(false);
client.Close(false, false);
}
}
}

View File

@@ -30,6 +30,8 @@ using System.Net;
using System.Net.Sockets;
using System.Threading;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
namespace OpenMetaverse
{
@@ -58,17 +60,31 @@ namespace OpenMetaverse
/// <summary>Flag to process packets asynchronously or synchronously</summary>
private bool m_asyncPacketHandling;
/// <summary>The all important shutdown flag</summary>
private volatile bool m_shutdownFlag = true;
/// <summary>
/// Pool to use for handling data. May be null if UsePools = false;
/// </summary>
protected OpenSim.Framework.Pool<UDPPacketBuffer> m_pool;
/// <summary>Returns true if the server is currently listening, otherwise false</summary>
public bool IsRunning { get { return !m_shutdownFlag; } }
/// <summary>
/// Are we to use object pool(s) to reduce memory churn when receiving data?
/// </summary>
public bool UsePools { get; protected set; }
/// <summary>Returns true if the server is currently listening for inbound packets, otherwise false</summary>
public bool IsRunningInbound { get; private set; }
/// <summary>Returns true if the server is currently sending outbound packets, otherwise false</summary>
/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
public bool IsRunningOutbound { get; private set; }
private Stat m_poolCountStat;
/// <summary>
/// Default constructor
/// </summary>
/// <param name="bindAddress">Local IP address to bind the server to</param>
/// <param name="port">Port to listening for incoming UDP packets on</param>
/// /// <param name="usePool">Are we to use an object pool to get objects for handing inbound data?</param>
public OpenSimUDPBase(IPAddress bindAddress, int port)
{
m_localBindAddress = bindAddress;
@@ -76,7 +92,7 @@ namespace OpenMetaverse
}
/// <summary>
/// Start the UDP server
/// Start inbound UDP packet handling.
/// </summary>
/// <param name="recvBufferSize">The size of the receive buffer for
/// the UDP socket. This value is passed up to the operating system
@@ -91,11 +107,11 @@ namespace OpenMetaverse
/// manner (not throwing an exception when the remote side resets the
/// connection). This call is ignored on Mono where the flag is not
/// necessary</remarks>
public void Start(int recvBufferSize, bool asyncPacketHandling)
public void StartInbound(int recvBufferSize, bool asyncPacketHandling)
{
m_asyncPacketHandling = asyncPacketHandling;
if (m_shutdownFlag)
if (!IsRunningInbound)
{
const int SIO_UDP_CONNRESET = -1744830452;
@@ -123,8 +139,7 @@ namespace OpenMetaverse
m_udpSocket.Bind(ipep);
// we're not shutting down, we're starting up
m_shutdownFlag = false;
IsRunningInbound = true;
// kick off an async receive. The Start() method will return, the
// actual receives will occur asynchronously and will be caught in
@@ -134,28 +149,84 @@ namespace OpenMetaverse
}
/// <summary>
/// Stops the UDP server
/// Start outbound UDP packet handling.
/// </summary>
public void Stop()
public void StartOutbound()
{
if (!m_shutdownFlag)
IsRunningOutbound = true;
}
public void StopInbound()
{
if (IsRunningInbound)
{
// wait indefinitely for a writer lock. Once this is called, the .NET runtime
// will deny any more reader locks, in effect blocking all other send/receive
// threads. Once we have the lock, we set shutdownFlag to inform the other
// threads. Once we have the lock, we set IsRunningInbound = false to inform the other
// threads that the socket is closed.
m_shutdownFlag = true;
IsRunningInbound = false;
m_udpSocket.Close();
}
}
public void StopOutbound()
{
IsRunningOutbound = false;
}
protected virtual bool EnablePools()
{
if (!UsePools)
{
m_pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
m_poolCountStat
= new Stat(
"UDPPacketBufferPoolCount",
"Objects within the UDPPacketBuffer pool",
"The number of objects currently stored within the UDPPacketBuffer pool",
"",
"clientstack",
"packetpool",
StatType.Pull,
stat => stat.Value = m_pool.Count,
StatVerbosity.Debug);
StatsManager.RegisterStat(m_poolCountStat);
UsePools = true;
return true;
}
return false;
}
protected virtual bool DisablePools()
{
if (UsePools)
{
UsePools = false;
StatsManager.DeregisterStat(m_poolCountStat);
// 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;
}
private void AsyncBeginReceive()
{
// allocate a packet buffer
//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
UDPPacketBuffer buf = new UDPPacketBuffer();
UDPPacketBuffer buf;
if (!m_shutdownFlag)
if (UsePools)
buf = m_pool.GetObject();
else
buf = new UDPPacketBuffer();
if (IsRunningInbound)
{
try
{
@@ -208,7 +279,7 @@ namespace OpenMetaverse
{
// Asynchronous receive operations will complete here through the call
// to AsyncBeginReceive
if (!m_shutdownFlag)
if (IsRunningInbound)
{
// Asynchronous mode will start another receive before the
// callback for this packet is even fired. Very parallel :-)
@@ -217,8 +288,6 @@ namespace OpenMetaverse
// get the buffer that was created in AsyncBeginReceive
// this is the received data
//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
//UDPPacketBuffer buffer = wrappedBuffer.Instance;
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
try
@@ -235,7 +304,8 @@ namespace OpenMetaverse
catch (ObjectDisposedException) { }
finally
{
//wrappedBuffer.Dispose();
if (UsePools)
m_pool.ReturnObject(buffer);
// Synchronous mode waits until the packet callback completes
// before starting the receive to fetch another packet
@@ -248,7 +318,7 @@ namespace OpenMetaverse
public void AsyncBeginSend(UDPPacketBuffer buf)
{
if (!m_shutdownFlag)
if (IsRunningOutbound)
{
try
{

View File

@@ -0,0 +1,316 @@
/*
* 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 System.Reflection;
using OpenMetaverse;
using OpenMetaverse.Packets;
using log4net;
using OpenSim.Framework.Monitoring;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public sealed class PacketPool
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly PacketPool instance = new PacketPool();
private bool packetPoolEnabled = true;
private bool dataBlockPoolEnabled = true;
private PercentageStat m_packetsReusedStat = new PercentageStat(
"PacketsReused",
"Packets reused",
"Number of packets reused out of all requests to the packet pool",
"clientstack",
"packetpool",
StatType.Push,
null,
StatVerbosity.Debug);
private PercentageStat m_blocksReusedStat = new PercentageStat(
"PacketDataBlocksReused",
"Packet data blocks reused",
"Number of data blocks reused out of all requests to the packet pool",
"clientstack",
"packetpool",
StatType.Push,
null,
StatVerbosity.Debug);
/// <summary>
/// Pool of packets available for reuse.
/// </summary>
private readonly Dictionary<PacketType, Stack<Packet>> pool = new Dictionary<PacketType, Stack<Packet>>();
private static Dictionary<Type, Stack<Object>> DataBlocks = new Dictionary<Type, Stack<Object>>();
public static PacketPool Instance
{
get { return instance; }
}
public bool RecyclePackets
{
set { packetPoolEnabled = value; }
get { return packetPoolEnabled; }
}
public bool RecycleDataBlocks
{
set { dataBlockPoolEnabled = value; }
get { return dataBlockPoolEnabled; }
}
private PacketPool()
{
StatsManager.RegisterStat(m_packetsReusedStat);
StatsManager.RegisterStat(m_blocksReusedStat);
StatsManager.RegisterStat(
new Stat(
"PacketsPoolCount",
"Objects within the packet pool",
"The number of objects currently stored within the packet pool",
"",
"clientstack",
"packetpool",
StatType.Pull,
stat => { lock (pool) { stat.Value = pool.Count; } },
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",
"packetpool",
StatType.Pull,
stat => { lock (DataBlocks) { stat.Value = DataBlocks.Count; } },
StatVerbosity.Debug));
}
/// <summary>
/// Gets a packet of the given type.
/// </summary>
/// <param name='type'></param>
/// <returns>Guaranteed to always return a packet, whether from the pool or newly constructed.</returns>
public Packet GetPacket(PacketType type)
{
m_packetsReusedStat.Consequent++;
Packet packet;
if (!packetPoolEnabled)
return Packet.BuildPacket(type);
lock (pool)
{
if (!pool.ContainsKey(type) || pool[type] == null || (pool[type]).Count == 0)
{
// m_log.DebugFormat("[PACKETPOOL]: Building {0} packet", type);
// Creating a new packet if we cannot reuse an old package
packet = Packet.BuildPacket(type);
}
else
{
// m_log.DebugFormat("[PACKETPOOL]: Pulling {0} packet", type);
// Recycle old packages
m_packetsReusedStat.Antecedent++;
packet = pool[type].Pop();
}
}
return packet;
}
// private byte[] decoded_header = new byte[10];
private static PacketType GetType(byte[] bytes)
{
byte[] decoded_header = new byte[10 + 8];
ushort id;
PacketFrequency freq;
if ((bytes[0] & Helpers.MSG_ZEROCODED) != 0)
{
Helpers.ZeroDecode(bytes, 16, decoded_header);
}
else
{
Buffer.BlockCopy(bytes, 0, decoded_header, 0, 10);
}
if (decoded_header[6] == 0xFF)
{
if (decoded_header[7] == 0xFF)
{
id = (ushort) ((decoded_header[8] << 8) + decoded_header[9]);
freq = PacketFrequency.Low;
}
else
{
id = decoded_header[7];
freq = PacketFrequency.Medium;
}
}
else
{
id = decoded_header[6];
freq = PacketFrequency.High;
}
return Packet.GetType(id, freq);
}
public Packet GetPacket(byte[] bytes, ref int packetEnd, byte[] zeroBuffer)
{
PacketType type = GetType(bytes);
// Array.Clear(zeroBuffer, 0, zeroBuffer.Length);
int i = 0;
Packet packet = GetPacket(type);
if (packet == null)
m_log.WarnFormat("[PACKETPOOL]: Failed to get packet of type {0}", type);
else
packet.FromBytes(bytes, ref i, ref packetEnd, zeroBuffer);
return packet;
}
/// <summary>
/// Return a packet to the packet pool
/// </summary>
/// <param name="packet"></param>
public void ReturnPacket(Packet packet)
{
if (dataBlockPoolEnabled)
{
switch (packet.Type)
{
case PacketType.ObjectUpdate:
ObjectUpdatePacket oup = (ObjectUpdatePacket)packet;
foreach (ObjectUpdatePacket.ObjectDataBlock oupod in oup.ObjectData)
ReturnDataBlock<ObjectUpdatePacket.ObjectDataBlock>(oupod);
oup.ObjectData = null;
break;
case PacketType.ImprovedTerseObjectUpdate:
ImprovedTerseObjectUpdatePacket itoup = (ImprovedTerseObjectUpdatePacket)packet;
foreach (ImprovedTerseObjectUpdatePacket.ObjectDataBlock itoupod in itoup.ObjectData)
ReturnDataBlock<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>(itoupod);
itoup.ObjectData = null;
break;
}
}
if (packetPoolEnabled)
{
switch (packet.Type)
{
// List pooling packets here
case PacketType.AgentUpdate:
case PacketType.PacketAck:
case PacketType.ObjectUpdate:
case PacketType.ImprovedTerseObjectUpdate:
lock (pool)
{
PacketType type = packet.Type;
if (!pool.ContainsKey(type))
{
pool[type] = new Stack<Packet>();
}
if ((pool[type]).Count < 50)
{
// m_log.DebugFormat("[PACKETPOOL]: Pushing {0} packet", type);
pool[type].Push(packet);
}
}
break;
// Other packets wont pool
default:
return;
}
}
}
public T GetDataBlock<T>() where T: new()
{
lock (DataBlocks)
{
m_blocksReusedStat.Consequent++;
Stack<Object> s;
if (DataBlocks.TryGetValue(typeof(T), out s))
{
if (s.Count > 0)
{
m_blocksReusedStat.Antecedent++;
return (T)s.Pop();
}
}
else
{
DataBlocks[typeof(T)] = new Stack<Object>();
}
return new T();
}
}
public void ReturnDataBlock<T>(T block) where T: new()
{
if (block == null)
return;
lock (DataBlocks)
{
if (!DataBlocks.ContainsKey(typeof(T)))
DataBlocks[typeof(T)] = new Stack<Object>();
if (DataBlocks[typeof(T)].Count < 50)
DataBlocks[typeof(T)].Push(block);
}
}
}
}

View File

@@ -43,7 +43,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
/// This will contain basic tests for the LindenUDP client stack
/// </summary>
[TestFixture]
public class BasicCircuitTests
public class BasicCircuitTests : OpenSimTestCase
{
private Scene m_scene;
private TestLLUDPServer m_udpServer;
@@ -65,8 +65,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
}
[SetUp]
public void SetUp()
public override void SetUp()
{
base.SetUp();
m_scene = new SceneHelpers().SetupScene();
}
@@ -143,7 +144,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
public void TestAddClient()
{
TestHelpers.InMethod();
// XmlConfigurator.Configure();
// TestHelpers.EnableLogging();
AddUdpServer();

View File

@@ -76,7 +76,7 @@ namespace OpenSim.Region.ClientStack
protected override void StartupSpecific()
{
SceneManager = new SceneManager();
SceneManager = SceneManager.Instance;
m_clientStackManager = CreateClientStackManager();
Initialize();