Allow the LLUDP server to run in either synchronous or asynchronous mode with a config setting, defaulting to synchronous mode
parent
82012ec4e3
commit
06990b074c
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@ -113,6 +113,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// is passed up to the operating system and used in the system networking
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/// is passed up to the operating system and used in the system networking
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/// stack. Use zero to leave this value as the default</summary>
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/// stack. Use zero to leave this value as the default</summary>
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private int m_recvBufferSize;
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private int m_recvBufferSize;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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/// <summary>The measured resolution of Environment.TickCount</summary>
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public float TickCountResolution { get { return m_tickCountResolution; } }
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public float TickCountResolution { get { return m_tickCountResolution; } }
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@ -143,6 +145,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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if (config != null)
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if (config != null)
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{
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{
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m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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}
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}
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@ -156,7 +159,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_scene == null)
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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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throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
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base.Start(m_recvBufferSize);
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m_log.Info("[LLUDPSERVER]: Starting the LLUDP server in " + (m_asyncPacketHandling ? "asynchronous" : "synchronous") + " mode");
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base.Start(m_recvBufferSize, m_asyncPacketHandling);
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// Start the incoming packet processing thread
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// Start the incoming packet processing thread
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Thread incomingThread = new Thread(IncomingPacketHandler);
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Thread incomingThread = new Thread(IncomingPacketHandler);
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@ -62,6 +62,9 @@ namespace OpenMetaverse
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/// <summary>UDP socket, used in either client or server mode</summary>
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/// <summary>UDP socket, used in either client or server mode</summary>
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private Socket m_udpSocket;
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private Socket m_udpSocket;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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/// <summary>The all important shutdown flag</summary>
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/// <summary>The all important shutdown flag</summary>
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private volatile bool m_shutdownFlag = true;
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private volatile bool m_shutdownFlag = true;
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@ -73,7 +76,6 @@ namespace OpenMetaverse
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/// </summary>
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/// </summary>
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/// <param name="bindAddress">Local IP address to bind the server to</param>
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/// <param name="bindAddress">Local IP address to bind the server to</param>
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/// <param name="port">Port to listening for incoming UDP packets on</param>
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/// <param name="port">Port to listening for incoming UDP packets on</param>
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///
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public OpenSimUDPBase(IPAddress bindAddress, int port)
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public OpenSimUDPBase(IPAddress bindAddress, int port)
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{
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{
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m_localBindAddress = bindAddress;
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m_localBindAddress = bindAddress;
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@ -87,13 +89,19 @@ namespace OpenMetaverse
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/// the UDP socket. This value is passed up to the operating system
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/// the UDP socket. This value is passed up to the operating system
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/// and used in the system networking stack. Use zero to leave this
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/// and used in the system networking stack. Use zero to leave this
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/// value as the default</param>
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/// value as the default</param>
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/// <param name="asyncPacketHandling">Set this to true to start
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/// receiving more packets while current packet handler callbacks are
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/// still running. Setting this to false will complete each packet
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/// callback before the next packet is processed</param>
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/// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
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/// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
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/// on the socket to get newer versions of Windows to behave in a sane
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/// on the socket to get newer versions of Windows to behave in a sane
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/// manner (not throwing an exception when the remote side resets the
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/// manner (not throwing an exception when the remote side resets the
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/// connection). This call is ignored on Mono where the flag is not
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/// connection). This call is ignored on Mono where the flag is not
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/// necessary</remarks>
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/// necessary</remarks>
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public void Start(int recvBufferSize)
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public void Start(int recvBufferSize, bool asyncPacketHandling)
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{
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{
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m_asyncPacketHandling = asyncPacketHandling;
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if (m_shutdownFlag)
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if (m_shutdownFlag)
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{
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{
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const int SIO_UDP_CONNRESET = -1744830452;
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const int SIO_UDP_CONNRESET = -1744830452;
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@ -209,8 +217,10 @@ namespace OpenMetaverse
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// to AsyncBeginReceive
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// to AsyncBeginReceive
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if (!m_shutdownFlag)
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if (!m_shutdownFlag)
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{
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{
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// start another receive - this keeps the server going!
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// Asynchronous mode will start another receive before the
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AsyncBeginReceive();
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// callback for this packet is even fired. Very parallel :-)
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if (m_asyncPacketHandling)
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AsyncBeginReceive();
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// get the buffer that was created in AsyncBeginReceive
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// get the buffer that was created in AsyncBeginReceive
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// this is the received data
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// this is the received data
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@ -230,7 +240,15 @@ namespace OpenMetaverse
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}
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}
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catch (SocketException) { }
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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catch (ObjectDisposedException) { }
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//finally { wrappedBuffer.Dispose(); }
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finally
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{
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//wrappedBuffer.Dispose();
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// Synchronous mode waits until the packet callback completes
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// before starting the receive to fetch another packet
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if (!m_asyncPacketHandling)
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AsyncBeginReceive();
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}
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}
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}
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}
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}
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@ -341,7 +341,13 @@
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[ClientStack.LindenUDP]
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[ClientStack.LindenUDP]
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; the client socket receive buffer size determines how many
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; Set this to true to process incoming packets asynchronously. Networking is
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; already separated from packet handling with a queue, so this will only
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; affect whether networking internals such as packet decoding and
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; acknowledgement accounting are done synchronously or asynchronously
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async_packet_handling = false
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; The client socket receive buffer size determines how many
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; incoming requests we can process; the default on .NET is 8192
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; incoming requests we can process; the default on .NET is 8192
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; which is about 2 4k-sized UDP datagrams. On mono this is
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; which is about 2 4k-sized UDP datagrams. On mono this is
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; whatever the underlying operating system has as default; for
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; whatever the underlying operating system has as default; for
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