mirror of
https://github.com/opensim/opensim.git
synced 2026-08-05 08:55:56 +08:00
Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
This commit is contained in:
@@ -147,23 +147,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_elapsed500MSOutgoingPacketHandler;
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/// <summary>Flag to signal when clients should check for resends</summary>
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private bool m_resendUnacked;
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protected bool m_resendUnacked;
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/// <summary>Flag to signal when clients should send ACKs</summary>
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private bool m_sendAcks;
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protected bool m_sendAcks;
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/// <summary>Flag to signal when clients should send pings</summary>
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private bool m_sendPing;
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protected bool m_sendPing;
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private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
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private int m_defaultRTO = 0;
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private int m_maxRTO = 0;
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private int m_ackTimeout = 0;
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private int m_pausedAckTimeout = 0;
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private bool m_disableFacelights = false;
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public Socket Server { get { return null; } }
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private int m_malformedCount = 0; // Guard against a spamming attack
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/// <summary>
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/// Record current outgoing client for monitoring purposes.
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/// </summary>
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private IClientAPI m_currentOutgoingClient;
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/// <summary>
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/// Recording current incoming client for monitoring purposes.
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/// </summary>
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private IClientAPI m_currentIncomingClient;
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public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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: base(listenIP, (int)port)
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{
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@@ -200,11 +213,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_defaultRTO = config.GetInt("DefaultRTO", 0);
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m_maxRTO = config.GetInt("MaxRTO", 0);
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m_disableFacelights = config.GetBoolean("DisableFacelights", false);
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m_ackTimeout = 1000 * config.GetInt("AckTimeout", 60);
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m_pausedAckTimeout = 1000 * config.GetInt("PausedAckTimeout", 300);
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}
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else
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{
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PrimUpdatesPerCallback = 100;
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TextureSendLimit = 20;
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m_ackTimeout = 1000 * 60; // 1 minute
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m_pausedAckTimeout = 1000 * 300; // 5 minutes
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}
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#region BinaryStats
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@@ -241,19 +258,56 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_scene == null)
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throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
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m_log.Info("[LLUDPSERVER]: Starting the LLUDP server in " + (m_asyncPacketHandling ? "asynchronous" : "synchronous") + " mode");
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m_log.InfoFormat(
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"[LLUDPSERVER]: Starting the LLUDP server in {0} mode",
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m_asyncPacketHandling ? "asynchronous" : "synchronous");
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base.Start(m_recvBufferSize, m_asyncPacketHandling);
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// Start the packet processing threads
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Watchdog.StartThread(
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IncomingPacketHandler, "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false, true);
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IncomingPacketHandler,
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string.Format("Incoming Packets ({0})", m_scene.RegionInfo.RegionName),
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ThreadPriority.Normal,
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false,
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true,
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GetWatchdogIncomingAlarmData,
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Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
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Watchdog.StartThread(
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OutgoingPacketHandler, "Outgoing Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false, true);
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OutgoingPacketHandler,
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string.Format("Outgoing Packets ({0})", m_scene.RegionInfo.RegionName),
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ThreadPriority.Normal,
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false,
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true,
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GetWatchdogOutgoingAlarmData,
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Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
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m_elapsedMSSinceLastStatReport = Environment.TickCount;
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}
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/// <summary>
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/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
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/// </summary>
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/// <returns></returns>
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private string GetWatchdogIncomingAlarmData()
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{
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return string.Format(
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"Client is {0}",
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m_currentIncomingClient != null ? m_currentIncomingClient.Name : "none");
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}
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/// <summary>
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/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
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/// </summary>
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/// <returns></returns>
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private string GetWatchdogOutgoingAlarmData()
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{
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return string.Format(
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"Client is {0}",
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m_currentOutgoingClient != null ? m_currentOutgoingClient.Name : "none");
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}
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public new void Stop()
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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@@ -487,19 +541,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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SendPacket(udpClient, completePing, ThrottleOutPacketType.Unknown, false, null);
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}
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public void HandleUnacked(LLUDPClient udpClient)
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public void HandleUnacked(LLClientView client)
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{
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LLUDPClient udpClient = client.UDPClient;
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if (!udpClient.IsConnected)
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return;
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// Disconnect an agent if no packets are received for some time
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//FIXME: Make 60 an .ini setting
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if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * 60)
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{
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m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
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StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
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int timeoutTicks = m_ackTimeout;
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// Allow more slack if the client is "paused" eg file upload dialogue is open
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// Some sort of limit is needed in case the client crashes, loses its network connection
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// or some other disaster prevents it from sendung the AgentResume
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if (udpClient.IsPaused)
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timeoutTicks = m_pausedAckTimeout;
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if (client.IsActive &&
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(Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks)
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{
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// We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even
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// though it's set later on by LLClientView.Close()
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client.IsActive = false;
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// Fire this out on a different thread so that we don't hold up outgoing packet processing for
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// everybody else if this is being called due to an ack timeout.
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// This is the same as processing as the async process of a logout request.
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Util.FireAndForget(o => DeactivateClientDueToTimeout(client));
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RemoveClient(udpClient);
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return;
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}
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@@ -850,7 +919,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion Ping Check Handling
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// Inbox insertion
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packetInbox.Enqueue(new IncomingPacket(udpClient, packet));
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packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet));
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}
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#region BinaryStats
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@@ -946,7 +1015,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
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UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
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m_log.DebugFormat("[LLUDPSERVER]: Handling UseCircuitCode request from {0}", buffer.RemoteEndPoint);
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m_log.DebugFormat(
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"[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} to {1} from IP {2}",
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uccp.CircuitCode.Code, m_scene.RegionInfo.RegionName, buffer.RemoteEndPoint);
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remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
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@@ -1001,8 +1072,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// Don't create clients for unauthorized requesters.
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m_log.WarnFormat(
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"[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
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uccp.CircuitCode.ID, uccp.CircuitCode.Code, remoteEndPoint);
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"[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
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uccp.CircuitCode.ID, m_scene.RegionInfo.RegionName, uccp.CircuitCode.Code, remoteEndPoint);
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lock (m_pendingCache)
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m_pendingCache.Remove(remoteEndPoint);
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}
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@@ -1090,7 +1161,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
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client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
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client = new LLClientView(m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
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client.OnLogout += LogoutHandler;
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((LLClientView)client).DisableFacelights = m_disableFacelights;
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@@ -1102,15 +1173,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return client;
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}
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private void RemoveClient(LLUDPClient udpClient)
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/// <summary>
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/// Deactivates the client if we don't receive any packets within a certain amount of time (default 60 seconds).
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/// </summary>
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/// <remarks>
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/// If a connection is active then we will always receive packets even if nothing else is happening, due to
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/// regular client pings.
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/// </remarks>
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/// <param name='client'></param>
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private void DeactivateClientDueToTimeout(IClientAPI client)
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{
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// Remove this client from the scene
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IClientAPI client;
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if (m_scene.TryGetClient(udpClient.AgentID, out client))
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{
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client.IsLoggingOut = true;
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client.Close(false);
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}
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// We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even
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// though it's set later on by LLClientView.Close()
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client.IsActive = false;
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m_log.WarnFormat(
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"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
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client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
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StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
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if (!client.SceneAgent.IsChildAgent)
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client.Kick("Simulator logged you out due to connection timeout");
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Util.FireAndForget(o => client.Close());
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}
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private void IncomingPacketHandler()
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@@ -1219,6 +1305,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// client. m_packetSent will be set to true if a packet is sent
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m_scene.ForEachClient(clientPacketHandler);
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m_currentOutgoingClient = null;
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// If nothing was sent, sleep for the minimum amount of time before a
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// token bucket could get more tokens
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if (!m_packetSent)
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@@ -1235,18 +1323,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Watchdog.RemoveThread();
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}
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private void ClientOutgoingPacketHandler(IClientAPI client)
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protected void ClientOutgoingPacketHandler(IClientAPI client)
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{
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m_currentOutgoingClient = client;
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try
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{
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if (client is LLClientView)
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{
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LLUDPClient udpClient = ((LLClientView)client).UDPClient;
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LLClientView llClient = (LLClientView)client;
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LLUDPClient udpClient = llClient.UDPClient;
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if (udpClient.IsConnected)
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{
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if (m_resendUnacked)
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HandleUnacked(udpClient);
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HandleUnacked(llClient);
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if (m_sendAcks)
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SendAcks(udpClient);
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@@ -1262,8 +1353,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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catch (Exception ex)
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{
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m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler iteration for " + client.Name +
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" threw an exception: " + ex.Message, ex);
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m_log.Error(
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string.Format("[LLUDPSERVER]: OutgoingPacketHandler iteration for {0} threw ", client.Name), ex);
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}
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}
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@@ -1289,11 +1380,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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nticks++;
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watch1.Start();
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m_currentOutgoingClient = client;
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try
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{
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if (client is LLClientView)
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{
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LLUDPClient udpClient = ((LLClientView)client).UDPClient;
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LLClientView llClient = (LLClientView)client;
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LLUDPClient udpClient = llClient.UDPClient;
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if (udpClient.IsConnected)
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{
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@@ -1302,7 +1396,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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nticksUnack++;
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watch2.Start();
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HandleUnacked(udpClient);
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HandleUnacked(llClient);
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watch2.Stop();
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avgResendUnackedTicks = (nticksUnack - 1)/(float)nticksUnack * avgResendUnackedTicks + (watch2.ElapsedTicks / (float)nticksUnack);
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@@ -1373,23 +1467,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion
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private void ProcessInPacket(object state)
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private void ProcessInPacket(IncomingPacket incomingPacket)
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{
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IncomingPacket incomingPacket = (IncomingPacket)state;
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Packet packet = incomingPacket.Packet;
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LLUDPClient udpClient = incomingPacket.Client;
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IClientAPI client;
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LLClientView client = incomingPacket.Client;
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// Sanity check
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if (packet == null || udpClient == null)
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if (client.IsActive)
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{
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m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", UDPClient=\"{1}\"",
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packet, udpClient);
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}
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m_currentIncomingClient = client;
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// Make sure this client is still alive
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if (m_scene.TryGetClient(udpClient.AgentID, out client))
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{
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try
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{
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// Process this packet
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@@ -1404,21 +1490,34 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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catch (Exception e)
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{
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// Don't let a failure in an individual client thread crash the whole sim.
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m_log.ErrorFormat("[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw an exception", udpClient.AgentID, packet.Type);
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m_log.Error(e.Message, e);
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m_log.Error(
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string.Format(
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"[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw ",
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client.Name, packet.Type),
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e);
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}
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finally
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{
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m_currentIncomingClient = null;
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}
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}
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else
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{
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m_log.DebugFormat("[LLUDPSERVER]: Dropping incoming {0} packet for dead client {1}", packet.Type, udpClient.AgentID);
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m_log.DebugFormat(
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"[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
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packet.Type, client.Name, m_scene.RegionInfo.RegionName);
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}
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}
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protected void LogoutHandler(IClientAPI client)
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{
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client.SendLogoutPacket();
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if (client.IsActive)
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RemoveClient(((LLClientView)client).UDPClient);
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if (!client.IsLoggingOut)
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{
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client.IsLoggingOut = true;
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client.Close();
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}
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}
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}
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}
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Reference in New Issue
Block a user