Merge branch 'master' into careminster

Conflicts:
	OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
	OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
	OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
	OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
	OpenSim/Region/Physics/Manager/PhysicsActor.cs
	OpenSim/Region/Physics/Manager/PhysicsScene.cs
This commit is contained in:
Melanie
2013-07-24 04:45:07 +01:00
31 changed files with 915 additions and 252 deletions

View File

@@ -67,11 +67,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_udpServer.AddScene(scene);
StatsManager.RegisterStat(
new Stat(
"IncomingUDPReceivesCount",
"Number of UDP receives performed",
"Number of UDP receives performed",
"",
"clientstack",
scene.Name,
StatType.Pull,
MeasuresOfInterest.AverageChangeOverTime,
stat => stat.Value = m_udpServer.UdpReceives,
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"IncomingPacketsProcessedCount",
"Number of inbound UDP packets processed",
"Number of inbound UDP packets processed",
"Number of inbound LL protocol packets processed",
"Number of inbound LL protocol packets processed",
"",
"clientstack",
scene.Name,
@@ -79,6 +92,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP
MeasuresOfInterest.AverageChangeOverTime,
stat => stat.Value = m_udpServer.IncomingPacketsProcessed,
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"OutgoingUDPSendsCount",
"Number of UDP sends performed",
"Number of UDP sends performed",
"",
"clientstack",
scene.Name,
StatType.Pull,
MeasuresOfInterest.AverageChangeOverTime,
stat => stat.Value = m_udpServer.UdpSends,
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"AverageUDPProcessTime",
"Average number of milliseconds taken to process each incoming UDP packet in a sample.",
"This is for initial receive processing which is separate from the later client LL packet processing stage.",
"ms",
"clientstack",
scene.Name,
StatType.Pull,
MeasuresOfInterest.None,
stat => stat.Value = m_udpServer.AverageReceiveTicksForLastSamplePeriod / TimeSpan.TicksPerMillisecond,
// stat =>
// stat.Value = Math.Round(m_udpServer.AverageReceiveTicksForLastSamplePeriod / TimeSpan.TicksPerMillisecond, 7),
StatVerbosity.Debug));
}
public bool HandlesRegion(Location x)
@@ -185,6 +226,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected bool m_sendPing;
private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
/// <summary>
/// Event used to signal when queued packets are available for sending.
/// </summary>
/// <remarks>
/// This allows the outbound loop to only operate when there is data to send rather than continuously polling.
/// Some data is sent immediately and not queued. That data would not trigger this event.
/// </remarks>
private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
private Pool<IncomingPacket> m_incomingPacketPool;
/// <summary>
@@ -462,6 +513,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_scene = (Scene)scene;
m_location = new Location(m_scene.RegionInfo.RegionHandle);
StatsManager.RegisterStat(
new Stat(
"InboxPacketsCount",
"Number of LL protocol packets waiting for the second stage of processing after initial receive.",
"Number of LL protocol packets waiting for the second stage of processing after initial receive.",
"",
"clientstack",
scene.Name,
StatType.Pull,
MeasuresOfInterest.AverageChangeOverTime,
stat => stat.Value = packetInbox.Count,
StatVerbosity.Debug));
// XXX: These stats are also pool stats but we register them separately since they are currently not
// turned on and off by EnablePools()/DisablePools()
StatsManager.RegisterStat(
@@ -575,6 +639,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
"debug lludp status",
"Return status of LLUDP packet processing.",
HandleStatusCommand);
MainConsole.Instance.Commands.AddCommand(
"Debug",
false,
"debug lludp toggle agentupdate",
"debug lludp toggle agentupdate",
"Toggle whether agentupdate packets are processed or simply discarded.",
HandleAgentUpdateCommand);
}
private void HandlePacketCommand(string module, string[] args)
@@ -709,6 +781,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
bool m_discardAgentUpdates;
private void HandleAgentUpdateCommand(string module, string[] args)
{
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
return;
m_discardAgentUpdates = !m_discardAgentUpdates;
MainConsole.Instance.OutputFormat(
"Discard AgentUpdates now {0} for {1}", m_discardAgentUpdates, m_scene.Name);
}
private void HandleStatusCommand(string module, string[] args)
{
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene)
@@ -809,12 +894,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
PacketPool.Instance.ReturnPacket(packet);
m_dataPresentEvent.Set();
}
private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
/// <summary>
/// Start the process of sending a packet to the client.
/// </summary>
@@ -1325,6 +1408,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
#endregion BinaryStats
if (packet.Type == PacketType.AgentUpdate)
{
if (m_discardAgentUpdates)
return;
((LLClientView)client).TotalAgentUpdates++;
AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
LLClientView llClient = client as LLClientView;
if (agentUpdate.AgentData.SessionID != client.SessionId
|| agentUpdate.AgentData.AgentID != client.AgentId
|| !(llClient == null || llClient.CheckAgentUpdateSignificance(agentUpdate.AgentData)) )
{
PacketPool.Instance.ReturnPacket(packet);
return;
}
}
#region Ping Check Handling
if (packet.Type == PacketType.StartPingCheck)
@@ -1734,7 +1836,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Action generic every round
Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
// while (true)
while (base.IsRunningOutbound)
{
m_scene.ThreadAlive(2);
@@ -1798,6 +1899,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// token bucket could get more tokens
//if (!m_packetSent)
// Thread.Sleep((int)TickCountResolution);
//
// Instead, now wait for data present to be explicitly signalled. Evidence so far is that with
// modern mono it reduces CPU base load since there is no more continuous polling.
m_dataPresentEvent.WaitOne(100);
Watchdog.UpdateThread();