Remove FunSL client stack as it's under development and often won't compile.

This effectively undoes commits 5771 and 5769 as well as parts of the
formatting cleanup commits 5774 and 5775.
0.6.0-stable
Mike Mazur 2008-08-08 05:57:14 +00:00
parent c4eac71e54
commit 1040f3f454
9 changed files with 0 additions and 8491 deletions

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/*
* 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 OpenSim 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.Net.Sockets;
namespace OpenSim.Region.ClientStack.FunSLUDP
{
public interface LLClientStackNetworkHandler
{
void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode); // EndPoint packetSender);
void RemoveClientCircuit(uint circuitcode);
void RegisterPacketServer(LLPacketServer server);
}
}

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/*
* 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 OpenSim 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;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Timers;
using libsecondlife;
using libsecondlife.Packets;
using Timer = System.Timers.Timer;
using OpenSim.Framework;
namespace OpenSim.Region.ClientStack.FunSLUDP
{
public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
public delegate void PacketDrop(Packet pack, Object id);
public delegate bool SynchronizeClientHandler(IScene scene, Packet packet, LLUUID agentID, ThrottleOutPacketType throttlePacketType);
public interface IPacketHandler
{
event PacketStats OnPacketStats;
event PacketDrop OnPacketDrop;
SynchronizeClientHandler SynchronizeClient { set; }
int PacketsReceived { get; }
int PacketsReceivedReported { get; }
uint SilenceLimit { get; set; }
uint DiscardTimeout { get; set; }
uint ResendTimeout { get; set; }
void InPacket(Packet packet);
void ProcessInPacket(Packet packet);
void OutPacket(Packet NewPack,
ThrottleOutPacketType throttlePacketType);
void OutPacket(Packet NewPack,
ThrottleOutPacketType throttlePacketType, Object id);
LLPacketQueue PacketQueue { get; }
void Stop();
void Flush();
void Clear();
ClientInfo GetClientInfo();
void SetClientInfo(ClientInfo info);
void AddImportantPacket(PacketType type);
void RemoveImportantPacket(PacketType type);
}
public class LLPacketHandler : IPacketHandler
{
// Packet queues
//
LLPacketQueue m_PacketQueue;
public LLPacketQueue PacketQueue
{
get { return m_PacketQueue; }
}
// Timer to run stats and acks on
//
private Timer m_AckTimer = new Timer(250);
// A list of the packets we haven't acked yet
//
private Dictionary<uint,uint> m_PendingAcks = new Dictionary<uint,uint>();
// Dictionary of the packets that need acks from the client.
//
private class AckData
{
public AckData(Packet packet, Object identifier)
{
Packet = packet;
Identifier = identifier;
}
public Packet Packet;
public Object Identifier;
}
private Dictionary<uint, AckData> m_NeedAck =
new Dictionary<uint, AckData>();
private uint m_ResendTimeout = 1000;
public uint ResendTimeout
{
get { return m_ResendTimeout; }
set { m_ResendTimeout = value; }
}
private uint m_DiscardTimeout = 8000;
public uint DiscardTimeout
{
get { return m_DiscardTimeout; }
set { m_DiscardTimeout = value; }
}
private uint m_SilenceLimit = 250;
public uint SilenceLimit
{
get { return m_SilenceLimit; }
set { m_SilenceLimit = value; }
}
private int m_LastAck = 0;
// Track duplicated packets. This uses a Dictionary. Both insertion
// and lookup are common operations and need to take advantage of
// the hashing. Expiration is less common and can be allowed the
// time for a linear scan.
//
private Dictionary<uint, int> m_DupeTracker =
new Dictionary<uint, int>();
//private uint m_DupeTrackerWindow = 30;
// Values for the SimStatsReporter
//
private int m_PacketsReceived = 0;
private int m_PacketsReceivedReported = 0;
private int m_PacketsSent = 0;
private int m_PacketsSentReported = 0;
private int m_UnackedBytes = 0;
public int PacketsReceived
{
get { return m_PacketsReceived; }
}
public int PacketsReceivedReported
{
get { return m_PacketsReceivedReported; }
}
// The client we are working for
//
private IClientAPI m_Client;
// Some events
//
public event PacketStats OnPacketStats;
public event PacketDrop OnPacketDrop;
private SynchronizeClientHandler m_SynchronizeClient = null;
public SynchronizeClientHandler SynchronizeClient
{
set { m_SynchronizeClient = value; }
}
// Packet sequencing
//
private uint m_Sequence = 0;
private object m_SequenceLock = new object();
private const int MAX_SEQUENCE = 0xFFFFFF;
List<PacketType> m_ImportantPackets = new List<PacketType>();
////////////////////////////////////////////////////////////////////
// Constructors
//
public LLPacketHandler(IClientAPI client)
{
m_Client = client;
m_PacketQueue = new LLPacketQueue(client.AgentId);
m_AckTimer.Elapsed += AckTimerElapsed;
m_AckTimer.Start();
}
public void Stop()
{
m_AckTimer.Stop();
m_PacketQueue.Enqueue(null);
}
// Send one packet. This actually doesn't send anything, it queues
// it. Designed to be fire-and-forget, but there is an optional
// notifier.
//
public void OutPacket(
Packet packet, ThrottleOutPacketType throttlePacketType)
{
OutPacket(packet, throttlePacketType, null);
}
public void OutPacket(
Packet packet, ThrottleOutPacketType throttlePacketType,
Object id)
{
// Call the load balancer's hook. If this is not active here
// we defer to the sim server this client is actually connected
// to. Packet drop notifies will not be triggered in this
// configuration!
//
if ((m_SynchronizeClient != null) && (!m_Client.IsActive))
{
if (m_SynchronizeClient(m_Client.Scene, packet,
m_Client.AgentId, throttlePacketType))
return;
}
packet.Header.Sequence = NextPacketSequenceNumber();
lock (m_NeedAck)
{
DropResend(id);
AddAcks(ref packet);
QueuePacket(packet, throttlePacketType, id);
// We want to see that packet arrive if it's reliable
if (packet.Header.Reliable)
{
m_UnackedBytes += packet.ToBytes().Length;
m_NeedAck[packet.Header.Sequence] = new AckData(packet, id);
}
}
}
private void AddAcks(ref Packet packet)
{
// This packet type has shown to have issues with
// acks being appended to the payload, just don't send
// any with this packet type until libsl is fixed.
//
if (packet is libsecondlife.Packets.ViewerEffectPacket)
return;
// Add acks to outgoing packets
//
if (m_PendingAcks.Count > 0)
{
int count = m_PendingAcks.Count;
if (count > 10)
count = 10;
packet.Header.AckList = new uint[count];
packet.Header.AppendedAcks = true;
int i = 0;
foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
{
packet.Header.AckList[i] = ack;
i++;
m_PendingAcks.Remove(ack);
if (i >= count) // That is how much space there is
break;
}
}
}
private void QueuePacket(
Packet packet, ThrottleOutPacketType throttlePacketType,
Object id)
{
packet.TickCount = System.Environment.TickCount;
LLQueItem item = new LLQueItem();
item.Packet = packet;
item.Incoming = false;
item.throttleType = throttlePacketType;
item.Identifier = id;
m_PacketQueue.Enqueue(item);
m_PacketsSent++;
}
private void ResendUnacked()
{
int now = System.Environment.TickCount;
int lastAck = m_LastAck;
// Unless we have received at least one ack, don't bother resending
// anything. There may not be a client there, don't clog up the
// pipes.
//
if (lastAck == 0)
return;
lock (m_NeedAck)
{
// Nothing to do
//
if (m_NeedAck.Count == 0)
return;
// If we have seen no acks in <SilenceLimit> s but are
// waiting for acks, then there may be no one listening.
// No need to resend anything. Keep it until it gets stale,
// then it will be dropped.
//
if ((((now - lastAck) > m_SilenceLimit) &&
m_NeedAck.Count > 0) || m_NeedAck.Count == 0)
{
return;
}
foreach (AckData data in new List<AckData>(m_NeedAck.Values))
{
Packet packet = data.Packet;
// Packets this old get resent
//
if ((now - packet.TickCount) > m_ResendTimeout)
{
// Resend the packet. Set the packet's tick count to
// now, and keep it marked as resent.
//
packet.Header.Resent = true;
QueuePacket(packet, ThrottleOutPacketType.Resend,
data.Identifier);
}
// The discard logic
// If the packet is in the queue for <DiscardTimeout> s
// without having been processed, then we have clogged
// pipes. Most likely, the client is gone
// Drop the packets
//
if ((now - packet.TickCount) > m_DiscardTimeout)
{
if (!m_ImportantPackets.Contains(packet.Type))
m_NeedAck.Remove(packet.Header.Sequence);
TriggerOnPacketDrop(packet, data.Identifier);
continue;
}
}
}
}
// Send the pending packet acks to the client
// Will send blocks of acks for up to 250 packets
//
private void SendAcks()
{
lock (m_NeedAck)
{
if (m_PendingAcks.Count == 0)
return;
PacketAckPacket acks = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// The case of equality is more common than one might think,
// because this function will be called unconditionally when
// the counter reaches 250. So there is a good chance another
// packet with 250 blocks exists.
//
if (acks.Packets == null ||
acks.Packets.Length != m_PendingAcks.Count)
acks.Packets = new PacketAckPacket.PacketsBlock[m_PendingAcks.Count];
int i = 0;
foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
{
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
acks.Packets[i].ID = ack;
m_PendingAcks.Remove(ack);
i++;
}
acks.Header.Reliable = false;
OutPacket(acks, ThrottleOutPacketType.Unknown);
}
}
// Queue a packet ack. It will be sent either after 250 acks are
// queued, or when the timer fires.
//
private void AckPacket(Packet packet)
{
lock (m_NeedAck)
{
if (m_PendingAcks.Count < 250)
{
if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
m_PendingAcks.Add(packet.Header.Sequence,
packet.Header.Sequence);
return;
}
}
SendAcks();
lock (m_NeedAck)
{
// If this is still full we have a truly exceptional
// condition (means, can't happen)
//
if (m_PendingAcks.Count < 250)
{
if (!m_PendingAcks.ContainsKey(packet.Header.Sequence))
m_PendingAcks.Add(packet.Header.Sequence,
packet.Header.Sequence);
return;
}
}
}
// When the timer elapses, send the pending acks, trigger resends
// and report all the stats.
//
private void AckTimerElapsed(object sender, ElapsedEventArgs ea)
{
SendAcks();
ResendUnacked();
SendPacketStats();
}
// Push out pachet counts for the sim status reporter
//
private void SendPacketStats()
{
PacketStats handlerPacketStats = OnPacketStats;
if (handlerPacketStats != null)
{
handlerPacketStats(
m_PacketsReceived - m_PacketsReceivedReported,
m_PacketsSent - m_PacketsSentReported,
m_UnackedBytes);
m_PacketsReceivedReported = m_PacketsReceived;
m_PacketsSentReported = m_PacketsSent;
}
}
// We can't keep an unlimited record of dupes. This will prune the
// dictionary by age.
//
// private void PruneDupeTracker()
// {
// lock (m_DupeTracker)
// {
// Dictionary<uint, int> packs =
// new Dictionary<uint, int>(m_DupeTracker);
//
// foreach (uint pack in packs.Keys)
// {
// if (Util.UnixTimeSinceEpoch() - m_DupeTracker[pack] >
// m_DupeTrackerWindow)
// m_DupeTracker.Remove(pack);
// }
// }
// }
public void InPacket(Packet packet)
{
if (packet == null)
return;
// If this client is on another partial instance, no need
// to handle packets
//
if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
{
PacketPool.Instance.ReturnPacket(packet);
return;
}
// Any packet can have some packet acks in the header.
// Process them here
//
if (packet.Header.AppendedAcks)
{
foreach (uint id in packet.Header.AckList)
{
ProcessAck(id);
}
}
// When too many acks are needed to be sent, the client sends
// a packet consisting of acks only
//
if (packet.Type == PacketType.PacketAck)
{
PacketAckPacket ackPacket = (PacketAckPacket)packet;
foreach (PacketAckPacket.PacketsBlock block in
ackPacket.Packets)
{
ProcessAck(block.ID);
}
PacketPool.Instance.ReturnPacket(packet);
return;
}
else if (packet.Type == PacketType.StartPingCheck)
{
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
CompletePingCheckPacket endPing = (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);
endPing.PingID.PingID = startPing.PingID.PingID;
OutPacket(endPing, ThrottleOutPacketType.Task);
}
else
{
LLQueItem item = new LLQueItem();
item.Packet = packet;
item.Incoming = true;
m_PacketQueue.Enqueue(item);
}
}
public void ProcessInPacket(Packet packet)
{
// Always ack the packet!
//
if (packet.Header.Reliable)
AckPacket(packet);
if (packet.Type != PacketType.AgentUpdate)
m_PacketsReceived++;
// Check for duplicate packets.. packets that the client is
// resending because it didn't receive our ack
//
lock (m_DupeTracker)
{
if (m_DupeTracker.ContainsKey(packet.Header.Sequence))
return;
m_DupeTracker.Add(packet.Header.Sequence,
Util.UnixTimeSinceEpoch());
}
m_Client.ProcessInPacket(packet);
}
public void Flush()
{
m_PacketQueue.Flush();
}
public void Clear()
{
m_NeedAck.Clear();
m_PendingAcks.Clear();
m_Sequence += 1000000;
}
private void ProcessAck(uint id)
{
AckData data;
Packet packet;
lock (m_NeedAck)
{
if (!m_NeedAck.TryGetValue(id, out data))
return;
packet = data.Packet;
m_NeedAck.Remove(id);
m_UnackedBytes -= packet.ToBytes().Length;
m_LastAck = System.Environment.TickCount;
}
}
// Allocate packet sequence numbers in a threadsave manner
//
protected uint NextPacketSequenceNumber()
{
// Set the sequence number
uint seq = 1;
lock (m_SequenceLock)
{
if (m_Sequence >= MAX_SEQUENCE)
{
m_Sequence = 1;
}
else
{
m_Sequence++;
}
seq = m_Sequence;
}
return seq;
}
public ClientInfo GetClientInfo()
{
ClientInfo info = new ClientInfo();
info.pendingAcks = m_PendingAcks;
info.needAck = new Dictionary<uint, byte[]>();
lock (m_NeedAck)
{
foreach (uint key in m_NeedAck.Keys)
info.needAck.Add(key, m_NeedAck[key].Packet.ToBytes());
}
LLQueItem[] queitems = m_PacketQueue.GetQueueArray();
for (int i = 0; i < queitems.Length; i++)
{
if (queitems[i].Incoming == false)
info.out_packets.Add(queitems[i].Packet.ToBytes());
}
info.sequence = m_Sequence;
return info;
}
public void SetClientInfo(ClientInfo info)
{
m_PendingAcks = info.pendingAcks;
m_NeedAck = new Dictionary<uint, AckData>();
Packet packet = null;
int packetEnd = 0;
byte[] zero = new byte[3000];
foreach (uint key in info.needAck.Keys)
{
byte[] buff = info.needAck[key];
packetEnd = buff.Length - 1;
try
{
packet = PacketPool.Instance.GetPacket(buff, ref packetEnd, zero);
}
catch (Exception)
{
}
m_NeedAck.Add(key, new AckData(packet, null));
}
m_Sequence = info.sequence;
}
public void AddImportantPacket(PacketType type)
{
if (m_ImportantPackets.Contains(type))
return;
m_ImportantPackets.Add(type);
}
public void RemoveImportantPacket(PacketType type)
{
if (!m_ImportantPackets.Contains(type))
return;
m_ImportantPackets.Remove(type);
}
private void DropResend(Object id)
{
foreach (AckData data in new List<AckData>(m_NeedAck.Values))
{
if (data.Identifier != null && data.Identifier == id)
{
m_NeedAck.Remove(data.Packet.Header.Sequence);
return;
}
}
}
private void TriggerOnPacketDrop(Packet packet, Object id)
{
PacketDrop handlerPacketDrop = OnPacketDrop;
if (handlerPacketDrop == null)
return;
handlerPacketDrop(packet, id);
}
}
}

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/*
* 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 OpenSim 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.Threading;
using System.Timers;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Statistics;
using OpenSim.Framework.Statistics.Interfaces;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.ClientStack.FunSLUDP
{
public class LLPacketQueue : IPullStatsProvider
{
private static readonly log4net.ILog m_log
= log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private bool m_enabled = true;
private BlockingQueue<LLQueItem> SendQueue;
private Queue<LLQueItem> IncomingPacketQueue;
private Queue<LLQueItem> OutgoingPacketQueue;
private Queue<LLQueItem> ResendOutgoingPacketQueue;
private Queue<LLQueItem> LandOutgoingPacketQueue;
private Queue<LLQueItem> WindOutgoingPacketQueue;
private Queue<LLQueItem> CloudOutgoingPacketQueue;
private Queue<LLQueItem> TaskOutgoingPacketQueue;
private Queue<LLQueItem> TaskLowpriorityPacketQueue;
private Queue<LLQueItem> TextureOutgoingPacketQueue;
private Queue<LLQueItem> AssetOutgoingPacketQueue;
// private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
// private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
// All throttle times and number of bytes are calculated by dividing by this value
// This value also determines how many times per throttletimems the timer will run
// If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
private int throttleTimeDivisor = 7;
private int throttletimems = 1000;
private LLPacketThrottle ResendThrottle;
private LLPacketThrottle LandThrottle;
private LLPacketThrottle WindThrottle;
private LLPacketThrottle CloudThrottle;
private LLPacketThrottle TaskThrottle;
private LLPacketThrottle AssetThrottle;
private LLPacketThrottle TextureThrottle;
private LLPacketThrottle TotalThrottle;
// private long LastThrottle;
// private long ThrottleInterval;
private Timer throttleTimer;
private LLUUID m_agentId;
public LLPacketQueue(LLUUID agentId)
{
// While working on this, the BlockingQueue had me fooled for a bit.
// The Blocking queue causes the thread to stop until there's something
// in it to process. it's an on-purpose threadlock though because
// without it, the clientloop will suck up all sim resources.
SendQueue = new BlockingQueue<LLQueItem>();
IncomingPacketQueue = new Queue<LLQueItem>();
OutgoingPacketQueue = new Queue<LLQueItem>();
ResendOutgoingPacketQueue = new Queue<LLQueItem>();
LandOutgoingPacketQueue = new Queue<LLQueItem>();
WindOutgoingPacketQueue = new Queue<LLQueItem>();
CloudOutgoingPacketQueue = new Queue<LLQueItem>();
TaskOutgoingPacketQueue = new Queue<LLQueItem>();
TaskLowpriorityPacketQueue = new Queue<LLQueItem>();
TextureOutgoingPacketQueue = new Queue<LLQueItem>();
AssetOutgoingPacketQueue = new Queue<LLQueItem>();
// Set up the throttle classes (min, max, current) in bytes
ResendThrottle = new LLPacketThrottle(5000, 100000, 16000);
LandThrottle = new LLPacketThrottle(1000, 100000, 2000);
WindThrottle = new LLPacketThrottle(0, 100000, 0);
CloudThrottle = new LLPacketThrottle(0, 100000, 0);
TaskThrottle = new LLPacketThrottle(1000, 800000, 3000);
AssetThrottle = new LLPacketThrottle(1000, 800000, 1000);
TextureThrottle = new LLPacketThrottle(1000, 800000, 4000);
// Total Throttle trumps all
// Number of bytes allowed to go out per second. (256kbps per client)
TotalThrottle = new LLPacketThrottle(0, 1500000, 28000);
throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor));
throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed);
throttleTimer.Start();
// TIMERS needed for this
// LastThrottle = DateTime.Now.Ticks;
// ThrottleInterval = (long)(throttletimems/throttleTimeDivisor);
m_agentId = agentId;
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.RegisterPacketQueueStatsProvider(m_agentId, this);
}
}
/* STANDARD QUEUE MANIPULATION INTERFACES */
public void Enqueue(LLQueItem item)
{
if (!m_enabled)
{
return;
}
// We could micro lock, but that will tend to actually
// probably be worse than just synchronizing on SendQueue
if (item == null)
{
SendQueue.Enqueue(item);
return;
}
if (item.Incoming)
{
SendQueue.PriorityEnqueue(item);
return;
}
lock (this)
{
switch (item.throttleType)
{
case ThrottleOutPacketType.Resend:
ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Texture:
ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Task:
ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.LowpriorityTask:
ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item);
break;
case ThrottleOutPacketType.Land:
ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Asset:
ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Cloud:
ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Wind:
ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item);
break;
default:
// Acknowledgements and other such stuff should go directly to the blocking Queue
// Throttling them may and likely 'will' be problematic
SendQueue.PriorityEnqueue(item);
break;
}
}
}
public LLQueItem Dequeue()
{
return SendQueue.Dequeue();
}
public void Flush()
{
lock (this)
{
while (PacketsWaiting())
{
//Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up.
if (ResendOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(ResendOutgoingPacketQueue.Dequeue());
}
if (LandOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(LandOutgoingPacketQueue.Dequeue());
}
if (WindOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(WindOutgoingPacketQueue.Dequeue());
}
if (CloudOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(CloudOutgoingPacketQueue.Dequeue());
}
if (TaskOutgoingPacketQueue.Count > 0)
{
SendQueue.PriorityEnqueue(TaskOutgoingPacketQueue.Dequeue());
}
if (TaskLowpriorityPacketQueue.Count > 0)
{
SendQueue.Enqueue(TaskLowpriorityPacketQueue.Dequeue());
}
if (TextureOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(TextureOutgoingPacketQueue.Dequeue());
}
if (AssetOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(AssetOutgoingPacketQueue.Dequeue());
}
}
// m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets");
}
}
public void Close()
{
Flush();
m_enabled = false;
throttleTimer.Stop();
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.DeregisterPacketQueueStatsProvider(m_agentId);
}
}
private void ResetCounters()
{
ResendThrottle.Reset();
LandThrottle.Reset();
WindThrottle.Reset();
CloudThrottle.Reset();
TaskThrottle.Reset();
AssetThrottle.Reset();
TextureThrottle.Reset();
TotalThrottle.Reset();
}
private bool PacketsWaiting()
{
return (ResendOutgoingPacketQueue.Count > 0 ||
LandOutgoingPacketQueue.Count > 0 ||
WindOutgoingPacketQueue.Count > 0 ||
CloudOutgoingPacketQueue.Count > 0 ||
TaskOutgoingPacketQueue.Count > 0 ||
TaskLowpriorityPacketQueue.Count > 0 ||
AssetOutgoingPacketQueue.Count > 0 ||
TextureOutgoingPacketQueue.Count > 0);
}
public void ProcessThrottle()
{
// I was considering this.. Will an event fire if the thread it's on is blocked?
// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
// so This'll pick up about around the right time.
int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
int throttleLoops = 0;
// We're going to dequeue all of the saved up packets until
// we've hit the throttle limit or there's no more packets to send
lock (this)
{
ResetCounters();
// m_log.Info("[THROTTLE]: Entering Throttle");
while (TotalThrottle.UnderLimit() && PacketsWaiting() &&
(throttleLoops <= MaxThrottleLoops))
{
throttleLoops++;
//Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up.
if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0)
{
LLQueItem qpack = ResendOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
ResendThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0)
{
LLQueItem qpack = LandOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
LandThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0)
{
LLQueItem qpack = WindOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
WindThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0)
{
LLQueItem qpack = CloudOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
CloudThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (TaskThrottle.UnderLimit() && (TaskOutgoingPacketQueue.Count > 0 || TaskLowpriorityPacketQueue.Count > 0))
{
LLQueItem qpack;
if (TaskOutgoingPacketQueue.Count > 0)
{
qpack = TaskOutgoingPacketQueue.Dequeue();
SendQueue.PriorityEnqueue(qpack);
}
else
{
qpack = TaskLowpriorityPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
}
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
TaskThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0)
{
LLQueItem qpack = TextureOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
TextureThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0)
{
LLQueItem qpack = AssetOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
AssetThrottle.Add(qpack.Packet.ToBytes().Length);
}
}
// m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets");
}
}
private void ThrottleTimerElapsed(object sender, ElapsedEventArgs e)
{
// just to change the signature, and that ProcessThrottle
// will be used elsewhere possibly
ProcessThrottle();
}
private void ThrottleCheck(ref LLPacketThrottle throttle, ref Queue<LLQueItem> q, LLQueItem item)
{
// The idea.. is if the packet throttle queues are empty
// and the client is under throttle for the type. Queue
// it up directly. This basically short cuts having to
// wait for the timer to fire to put things into the
// output queue
if ((q.Count == 0) && (throttle.UnderLimit()))
{
Monitor.Enter(this);
throttle.Add(item.Packet.ToBytes().Length);
TotalThrottle.Add(item.Packet.ToBytes().Length);
SendQueue.Enqueue(item);
Monitor.Pulse(this);
Monitor.Exit(this);
}
else
{
q.Enqueue(item);
}
}
private static int ScaleThrottle(int value, int curmax, int newmax)
{
return (value / curmax) * newmax;
}
public byte[] GetThrottlesPacked(float multiplier)
{
int singlefloat = 4;
float tResend = ResendThrottle.Throttle*multiplier;
float tLand = LandThrottle.Throttle*multiplier;
float tWind = WindThrottle.Throttle*multiplier;
float tCloud = CloudThrottle.Throttle*multiplier;
float tTask = TaskThrottle.Throttle*multiplier;
float tTexture = TextureThrottle.Throttle*multiplier;
float tAsset = AssetThrottle.Throttle*multiplier;
byte[] throttles = new byte[singlefloat*7];
int i = 0;
Buffer.BlockCopy(BitConverter.GetBytes(tResend), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tLand), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tWind), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tCloud), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tTask), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tTexture), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tAsset), 0, throttles, singlefloat*i, singlefloat);
return throttles;
}
public void SetThrottleFromClient(byte[] throttle)
{
// From mantis http://opensimulator.org/mantis/view.php?id=1374
// it appears that sometimes we are receiving empty throttle byte arrays.
// TODO: Investigate this behaviour
if (throttle.Length == 0)
{
m_log.Warn("[PACKET QUEUE]: SetThrottleFromClient unexpectedly received a throttle byte array containing no elements!");
return;
}
int tResend = -1;
int tLand = -1;
int tWind = -1;
int tCloud = -1;
int tTask = -1;
int tTexture = -1;
int tAsset = -1;
int tall = -1;
int singlefloat = 4;
//Agent Throttle Block contains 7 single floatingpoint values.
int j = 0;
// Some Systems may be big endian...
// it might be smart to do this check more often...
if (!BitConverter.IsLittleEndian)
for (int i = 0; i < 7; i++)
Array.Reverse(throttle, j + i*singlefloat, singlefloat);
// values gotten from libsecondlife.org/wiki/Throttle. Thanks MW_
// bytes
// Convert to integer, since.. the full fp space isn't used.
tResend = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tLand = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tWind = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tCloud = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tTask = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tTexture = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tAsset = (int) BitConverter.ToSingle(throttle, j);
tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset;
/*
m_log.Info("[CLIENT]: Client AgentThrottle - Got throttle:resendbytes=" + tResend +
" landbytes=" + tLand +
" windbytes=" + tWind +
" cloudbytes=" + tCloud +
" taskbytes=" + tTask +
" texturebytes=" + tTexture +
" Assetbytes=" + tAsset +
" Allbytes=" + tall);
*/
// Total Sanity
// Make sure that the client sent sane total values.
// If the client didn't send acceptable values....
// Scale the clients values down until they are acceptable.
if (tall <= TotalThrottle.Max)
{
ResendThrottle.Throttle = tResend;
LandThrottle.Throttle = tLand;
WindThrottle.Throttle = tWind;
CloudThrottle.Throttle = tCloud;
TaskThrottle.Throttle = tTask;
TextureThrottle.Throttle = tTexture;
AssetThrottle.Throttle = tAsset;
TotalThrottle.Throttle = tall;
}
// else if (tall < 1)
// {
// // client is stupid, penalize him by minning everything
// ResendThrottle.Throttle = ResendThrottle.Min;
// LandThrottle.Throttle = LandThrottle.Min;
// WindThrottle.Throttle = WindThrottle.Min;
// CloudThrottle.Throttle = CloudThrottle.Min;
// TaskThrottle.Throttle = TaskThrottle.Min;
// TextureThrottle.Throttle = TextureThrottle.Min;
// AssetThrottle.Throttle = AssetThrottle.Min;
// TotalThrottle.Throttle = TotalThrottle.Min;
// }
else
{
// we're over so figure out percentages and use those
ResendThrottle.Throttle = tResend;
LandThrottle.Throttle = ScaleThrottle(tLand, tall, TotalThrottle.Max);
WindThrottle.Throttle = ScaleThrottle(tWind, tall, TotalThrottle.Max);
CloudThrottle.Throttle = ScaleThrottle(tCloud, tall, TotalThrottle.Max);
TaskThrottle.Throttle = ScaleThrottle(tTask, tall, TotalThrottle.Max);
TextureThrottle.Throttle = ScaleThrottle(tTexture, tall, TotalThrottle.Max);
AssetThrottle.Throttle = ScaleThrottle(tAsset, tall, TotalThrottle.Max);
TotalThrottle.Throttle = TotalThrottle.Max;
}
// effectively wiggling the slider causes things reset
// ResetCounters(); // DO NOT reset, better to send less for one period than more
}
// See IPullStatsProvider
public string GetStats()
{
return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
SendQueue.Count(),
IncomingPacketQueue.Count,
OutgoingPacketQueue.Count,
ResendOutgoingPacketQueue.Count,
LandOutgoingPacketQueue.Count,
WindOutgoingPacketQueue.Count,
CloudOutgoingPacketQueue.Count,
TaskOutgoingPacketQueue.Count,
TextureOutgoingPacketQueue.Count,
AssetOutgoingPacketQueue.Count);
}
public LLQueItem[] GetQueueArray()
{
return SendQueue.GetQueueArray();
}
}
}

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@ -1,150 +0,0 @@
/*
* 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 OpenSim 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.Net;
using System.Net.Sockets;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.ClientStack.FunSLUDP;
namespace OpenSim.Region.ClientStack.FunSLUDP
{
public class LLPacketServer
{
//private static readonly log4net.ILog m_log
// = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private readonly LLClientStackNetworkHandler m_networkHandler;
private IScene m_scene;
//private readonly ClientManager m_clientManager = new ClientManager();
//public ClientManager ClientManager
//{
// get { return m_clientManager; }
//}
public LLPacketServer(LLClientStackNetworkHandler networkHandler)
{
m_networkHandler = networkHandler;
m_networkHandler.RegisterPacketServer(this);
}
public IScene LocalScene
{
set { m_scene = value; }
}
/// <summary>
///
/// </summary>
/// <param name="circuitCode"></param>
/// <param name="packet"></param>
public virtual void InPacket(uint circuitCode, Packet packet)
{
m_scene.ClientManager.InPacket(circuitCode, packet);
}
protected virtual IClientAPI CreateNewClient(EndPoint remoteEP, UseCircuitCodePacket initialcirpack,
ClientManager clientManager, IScene scene, AssetCache assetCache,
LLPacketServer packServer, AgentCircuitManager authenSessions,
LLUUID agentId, LLUUID sessionId, uint circuitCode, EndPoint proxyEP)
{
return
new LLClientView(remoteEP, scene, assetCache, packServer, authenSessions, agentId, sessionId, circuitCode, proxyEP);
}
public virtual bool AddNewClient(EndPoint epSender, UseCircuitCodePacket useCircuit, AssetCache assetCache,
AgentCircuitManager authenticateSessionsClass, EndPoint proxyEP)
{
IClientAPI newuser;
if (m_scene.ClientManager.TryGetClient(useCircuit.CircuitCode.Code, out newuser))
{
return false;
}
else
{
newuser = CreateNewClient(epSender, useCircuit, m_scene.ClientManager, m_scene, assetCache, this,
authenticateSessionsClass, useCircuit.CircuitCode.ID,
useCircuit.CircuitCode.SessionID, useCircuit.CircuitCode.Code, proxyEP);
m_scene.ClientManager.Add(useCircuit.CircuitCode.Code, newuser);
newuser.OnViewerEffect += m_scene.ClientManager.ViewerEffectHandler;
newuser.OnLogout += LogoutHandler;
newuser.OnConnectionClosed += CloseClient;
return true;
}
}
public void LogoutHandler(IClientAPI client)
{
client.SendLogoutPacket();
CloseClient(client);
}
/// <summary>
///
/// </summary>
/// <param name="buffer"></param>
/// <param name="size"></param>
/// <param name="flags"></param>
/// <param name="circuitcode"></param>
public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
{
m_networkHandler.SendPacketTo(buffer, size, flags, circuitcode);
}
/// <summary>
///
/// </summary>
/// <param name="circuitcode"></param>
public virtual void CloseCircuit(uint circuitcode)
{
m_networkHandler.RemoveClientCircuit(circuitcode);
//m_scene.ClientManager.CloseAllAgents(circuitcode);
}
/// <summary>
/// Completely close down the given client.
/// </summary>
/// <param name="client"></param>
public virtual void CloseClient(IClientAPI client)
{
//m_log.Info("PacketServer:CloseClient()");
CloseCircuit(client.CircuitCode);
m_scene.ClientManager.Remove(client.CircuitCode);
client.Close(false);
}
}
}

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@ -1,93 +0,0 @@
/*
* 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 OpenSim 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.
*/
namespace OpenSim.Region.ClientStack.FunSLUDP
{
public class LLPacketThrottle
{
private readonly int m_maxAllowableThrottle;
private readonly int m_minAllowableThrottle;
private int m_currentThrottle;
private const int m_throttleTimeDivisor = 7;
private int m_currentBytesSent;
public LLPacketThrottle(int Min, int Max, int Throttle)
{
m_maxAllowableThrottle = Max;
m_minAllowableThrottle = Min;
m_currentThrottle = Throttle;
m_currentBytesSent = 0;
}
public void Reset()
{
m_currentBytesSent = 0;
}
public bool UnderLimit()
{
return (m_currentBytesSent < (m_currentThrottle/m_throttleTimeDivisor));
}
public int Add(int bytes)
{
m_currentBytesSent += bytes;
return m_currentBytesSent;
}
// Properties
public int Max
{
get { return m_maxAllowableThrottle; }
}
public int Min
{
get { return m_minAllowableThrottle; }
}
public int Throttle
{
get { return m_currentThrottle; }
set
{
if (value > m_maxAllowableThrottle)
{
m_currentThrottle = m_maxAllowableThrottle;
}
else if (value < m_minAllowableThrottle)
{
m_currentThrottle = m_minAllowableThrottle;
}
else
{
m_currentThrottle = value;
}
}
}
}
}

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@ -1,45 +0,0 @@
/*
* 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 OpenSim 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 libsecondlife.Packets;
using OpenSim.Framework;
namespace OpenSim.Region.ClientStack.FunSLUDP
{
public class LLQueItem
{
public LLQueItem()
{
}
public Packet Packet;
public bool Incoming;
public ThrottleOutPacketType throttleType;
public Object Identifier;
}
}

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@ -1,545 +0,0 @@
/*
* 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 OpenSim 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;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Reflection;
using libsecondlife.Packets;
using log4net;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Region.ClientStack.FunSLUDP;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.ClientStack.FunSLUDP
{
public class LLUDPServer : LLClientStackNetworkHandler, IClientNetworkServer
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<EndPoint, uint> clientCircuits = new Dictionary<EndPoint, uint>();
//public Dictionary<uint, EndPoint> clientCircuits_reverse = new Dictionary<uint, EndPoint>();
public Hashtable clientCircuits_reverse = Hashtable.Synchronized(new Hashtable());
protected Dictionary<uint, EndPoint> proxyCircuits = new Dictionary<uint, EndPoint>();
private Socket m_socket;
protected IPEndPoint ServerIncoming;
protected byte[] RecvBuffer = new byte[4096];
protected byte[] ZeroBuffer = new byte[8192];
protected IPEndPoint ipeSender;
protected EndPoint epSender;
protected EndPoint epProxy;
protected int proxyPortOffset;
protected AsyncCallback ReceivedData;
protected LLPacketServer m_packetServer;
protected Location m_location;
protected uint listenPort;
protected bool Allow_Alternate_Port;
protected IPAddress listenIP = IPAddress.Parse("0.0.0.0");
protected IScene m_localScene;
protected AssetCache m_assetCache;
protected AgentCircuitManager m_authenticateSessionsClass;
public LLPacketServer PacketServer
{
get { return m_packetServer; }
set { m_packetServer = value; }
}
public IScene LocalScene
{
set
{
m_localScene = value;
m_packetServer.LocalScene = m_localScene;
m_location = new Location(m_localScene.RegionInfo.RegionHandle);
}
}
public ulong RegionHandle
{
get { return m_location.RegionHandle; }
}
Socket IClientNetworkServer.Server
{
get { return m_socket; }
}
public bool HandlesRegion(Location x)
{
return x == m_location;
}
public void AddScene(Scene x)
{
LocalScene = x;
}
public void Start()
{
ServerListener();
}
public void Stop()
{
m_socket.Close();
}
public LLUDPServer()
{
}
public LLUDPServer(IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
{
Initialise(_listenIP, ref port, proxyPortOffset, allow_alternate_port, assetCache, authenticateClass);
}
public void Initialise(IPAddress _listenIP, ref uint port, int proxyPortOffset, bool allow_alternate_port, AssetCache assetCache, AgentCircuitManager authenticateClass)
{
this.proxyPortOffset = proxyPortOffset;
listenPort = (uint) (port + proxyPortOffset);
listenIP = _listenIP;
Allow_Alternate_Port = allow_alternate_port;
m_assetCache = assetCache;
m_authenticateSessionsClass = authenticateClass;
CreatePacketServer();
// Return new port
// This because in Grid mode it is not really important what port the region listens to as long as it is correctly registered.
// So the option allow_alternate_ports="true" was added to default.xml
port = (uint)(listenPort - proxyPortOffset);
}
protected virtual void CreatePacketServer()
{
new LLPacketServer(this);
}
protected virtual void OnReceivedData(IAsyncResult result)
{
ipeSender = new IPEndPoint(listenIP, 0);
epSender = (EndPoint) ipeSender;
Packet packet = null;
int numBytes = 1;
try
{
numBytes = m_socket.EndReceiveFrom(result, ref epSender);
}
catch (SocketException e)
{
// TODO : Actually only handle those states that we have control over, re-throw everything else,
// TODO: implement cases as we encounter them.
//m_log.Error("[UDPSERVER]: Connection Error! - " + e.ToString());
switch (e.SocketErrorCode)
{
case SocketError.AlreadyInProgress:
case SocketError.NetworkReset:
case SocketError.ConnectionReset:
try
{
CloseEndPoint(epSender);
}
catch (Exception a)
{
m_log.Info("[UDPSERVER]: " + a.ToString());
}
try
{
m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
ReceivedData, null);
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
// This will happen over and over until we've gone through all packets
// sent to and from this particular user.
// Stupid I know..
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
}
catch (SocketException)
{
}
break;
default:
try
{
CloseEndPoint(epSender);
}
catch (Exception)
{
//m_log.Info("[UDPSERVER]" + a.ToString());
}
try
{
m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
ReceivedData, null);
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
// This will happen over and over until we've gone through all packets
// sent to and from this particular user.
// Stupid I know..
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
}
catch (SocketException e2)
{
m_log.Error("[UDPSERVER]: " + e2.ToString());
}
// Here's some reference code! :D
// Shutdown and restart the UDP listener! hehe
// Shiny
//Server.Shutdown(SocketShutdown.Both);
//CloseEndPoint(epSender);
//ServerListener();
break;
}
//return;
}
catch (ObjectDisposedException e)
{
m_log.Debug("[UDPSERVER]: " + e.ToString());
try
{
m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
ReceivedData, null);
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
// This will happen over and over until we've gone through all packets
// sent to and from this particular user.
// Stupid I know..
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
}
catch (SocketException e2)
{
m_log.Error("[UDPSERVER]: " + e2.ToString());
}
catch (ObjectDisposedException)
{
}
//return;
}
//System.Console.WriteLine("UDPServer : recieved message from {0}", epSender.ToString());
epProxy = epSender;
if (proxyPortOffset != 0)
{
epSender = PacketPool.DecodeProxyMessage(RecvBuffer, ref numBytes);
}
int packetEnd = numBytes - 1;
try
{
packet = PacketPool.Instance.GetPacket(RecvBuffer, ref packetEnd, ZeroBuffer);
}
catch (Exception e)
{
m_log.Debug("[UDPSERVER]: " + e.ToString());
}
try
{
m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
}
catch (SocketException)
{
try
{
CloseEndPoint(epSender);
}
catch (Exception a)
{
m_log.Info("[UDPSERVER]: " + a.ToString());
}
try
{
m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
ReceivedData, null);
// Ter: For some stupid reason ConnectionReset basically kills our async event structure..
// so therefore.. we've got to tell the server to BeginReceiveFrom again.
// This will happen over and over until we've gone through all packets
// sent to and from this particular user.
// Stupid I know..
// but Flusing the buffer would be even more stupid... so, we're stuck with this ugly method.
}
catch (SocketException e5)
{
m_log.Error("[UDPSERVER]: " + e5.ToString());
}
}
catch (ObjectDisposedException)
{
}
if (packet != null)
{
try
{
// do we already have a circuit for this endpoint
uint circuit;
bool ret = false;
lock (clientCircuits)
{
ret = clientCircuits.TryGetValue(epSender, out circuit);
}
if (ret)
{
//if so then send packet to the packetserver
//m_log.Warn("[UDPSERVER]: ALREADY HAVE Circuit!");
m_packetServer.InPacket(circuit, packet);
}
else if (packet.Type == PacketType.UseCircuitCode)
{
// new client
m_log.Debug("[UDPSERVER]: Adding New Client");
AddNewClient(packet);
UseCircuitCodePacket p = (UseCircuitCodePacket)packet;
// Ack the first UseCircuitCode packet
PacketAckPacket ack_it = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// TODO: don't create new blocks if recycling an old packet
ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
ack_it.Packets[0].ID = packet.Header.Sequence;
ack_it.Header.Reliable = false;
SendPacketTo(ack_it.ToBytes(),ack_it.ToBytes().Length,SocketFlags.None,p.CircuitCode.Code);
}
}
catch (Exception)
{
m_log.Error("[UDPSERVER]: Exception in processing packet.");
m_log.Debug("[UDPSERVER]: Adding New Client");
try
{
AddNewClient(packet);
}
catch (Exception e3)
{
m_log.Error("[UDPSERVER]: Adding New Client threw exception " + e3.ToString());
m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender,
ReceivedData, null);
}
}
}
}
private void CloseEndPoint(EndPoint sender)
{
uint circuit;
lock (clientCircuits)
{
if (clientCircuits.TryGetValue(sender, out circuit))
{
m_packetServer.CloseCircuit(circuit);
}
}
}
protected virtual void AddNewClient(Packet packet)
{
//Slave regions don't accept new clients
if (m_localScene.Region_Status != RegionStatus.SlaveScene)
{
if (!(packet is UseCircuitCodePacket))
return;
UseCircuitCodePacket useCircuit = (UseCircuitCodePacket) packet;
lock (clientCircuits)
{
if (!clientCircuits.ContainsKey(epSender))
clientCircuits.Add(epSender, useCircuit.CircuitCode.Code);
else
m_log.Error("[UDPSERVER]: clientCircuits already contans entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
}
// This doesn't need locking as it's synchronized data
if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, epSender);
else
m_log.Error("[UDPSERVER]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
lock (proxyCircuits)
{
if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
proxyCircuits.Add(useCircuit.CircuitCode.Code, epProxy);
else
m_log.Error("[UDPSERVER]: proxyCircuits already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
}
PacketServer.AddNewClient(epSender, useCircuit, m_assetCache, m_authenticateSessionsClass, epProxy);
}
PacketPool.Instance.ReturnPacket(packet);
}
public void ServerListener()
{
uint newPort = listenPort;
m_log.Info("[SERVER]: Opening UDP socket on " + listenIP.ToString() + " " + newPort + ".");
ServerIncoming = new IPEndPoint(listenIP, (int)newPort);
m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
m_socket.Bind(ServerIncoming);
// Add flags to the UDP socket to prevent "Socket forcibly closed by host"
// uint IOC_IN = 0x80000000;
// uint IOC_VENDOR = 0x18000000;
// uint SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12;
// TODO: this apparently works in .NET but not in Mono, need to sort out the right flags here.
// m_socket.IOControl((int)SIO_UDP_CONNRESET, new byte[] { Convert.ToByte(false) }, null);
listenPort = newPort;
m_log.Info("[SERVER]: UDP socket bound, getting ready to listen");
ipeSender = new IPEndPoint(listenIP, 0);
epSender = (EndPoint)ipeSender;
ReceivedData = new AsyncCallback(OnReceivedData);
m_socket.BeginReceiveFrom(RecvBuffer, 0, RecvBuffer.Length, SocketFlags.None, ref epSender, ReceivedData, null);
m_log.Info("[SERVER]: Listening on port " + newPort);
}
public virtual void RegisterPacketServer(LLPacketServer server)
{
m_packetServer = server;
}
public virtual void SendPacketTo(byte[] buffer, int size, SocketFlags flags, uint circuitcode)
//EndPoint packetSender)
{
// find the endpoint for this circuit
EndPoint sendto = null;
try {
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
} catch {
// Exceptions here mean there is no circuit
m_log.Warn("Circuit not found, not sending packet");
return;
}
if (sendto != null)
{
//we found the endpoint so send the packet to it
if (proxyPortOffset != 0)
{
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo proxy " + proxyCircuits[circuitcode].ToString() + ": client " + sendto.ToString());
PacketPool.EncodeProxyMessage(buffer, ref size, sendto);
m_socket.SendTo(buffer, size, flags, proxyCircuits[circuitcode]);
}
else
{
//MainLog.Instance.Verbose("UDPSERVER", "SendPacketTo : client " + sendto.ToString());
m_socket.SendTo(buffer, size, flags, sendto);
}
}
}
public virtual void RemoveClientCircuit(uint circuitcode)
{
EndPoint sendto = null;
if (clientCircuits_reverse.Contains(circuitcode))
{
sendto = (EndPoint)clientCircuits_reverse[circuitcode];
clientCircuits_reverse.Remove(circuitcode);
lock (clientCircuits)
{
if (sendto != null)
{
clientCircuits.Remove(sendto);
}
else
{
m_log.DebugFormat(
"[UDPSERVER]: endpoint for circuit code {0} in RemoveClientCircuit() was unexpectedly null!", circuitcode);
}
}
lock (proxyCircuits)
{
proxyCircuits.Remove(circuitcode);
}
}
}
public void RestoreClient(AgentCircuitData circuit, EndPoint userEP, EndPoint proxyEP)
{
//MainLog.Instance.Verbose("UDPSERVER", "RestoreClient");
UseCircuitCodePacket useCircuit = new UseCircuitCodePacket();
useCircuit.CircuitCode.Code = circuit.circuitcode;
useCircuit.CircuitCode.ID = circuit.AgentID;
useCircuit.CircuitCode.SessionID = circuit.SessionID;
lock (clientCircuits)
{
if (!clientCircuits.ContainsKey(userEP))
clientCircuits.Add(userEP, useCircuit.CircuitCode.Code);
else
m_log.Error("[UDPSERVER]: clientCircuits already contans entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
}
// This data structure is synchronized, so we don't need the lock
if (!clientCircuits_reverse.ContainsKey(useCircuit.CircuitCode.Code))
clientCircuits_reverse.Add(useCircuit.CircuitCode.Code, userEP);
else
m_log.Error("[UDPSERVER]: clientCurcuits_reverse already contains entry for user " + useCircuit.CircuitCode.Code.ToString() + ". NOT adding.");
lock (proxyCircuits)
{
if (!proxyCircuits.ContainsKey(useCircuit.CircuitCode.Code))
{
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
}
else
{
// re-set proxy endpoint
proxyCircuits.Remove(useCircuit.CircuitCode.Code);
proxyCircuits.Add(useCircuit.CircuitCode.Code, proxyEP);
}
}
PacketServer.AddNewClient(userEP, useCircuit, m_assetCache, m_authenticateSessionsClass, proxyEP);
}
}
}

View File

@ -888,42 +888,6 @@
</Files>
</Project>
<Project name="OpenSim.Region.ClientStack.FunSLUDP" path="OpenSim/Region/ClientStack/FunSLUDP" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../../../bin/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../../../bin/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../../../bin/</ReferencePath>
<Reference name="System" localCopy="false"/>
<Reference name="System.Xml"/>
<Reference name="libsecondlife.dll"/>
<Reference name="Axiom.MathLib.dll"/>
<Reference name="OpenSim.Region.Environment"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Data"/>
<Reference name="OpenSim.Framework.Servers"/>
<Reference name="OpenSim.Framework.Console"/>
<Reference name="OpenSim.Framework.Communications"/>
<Reference name="OpenSim.Framework.Statistics"/>
<Reference name="OpenSim.Region.ClientStack"/>
<Reference name="OpenSim.Region.Communications.Local"/>
<Reference name="OpenSim.Region.Physics.Manager"/>
<Reference name="XMLRPC.dll"/>
<Reference name="Nini.dll" />
<Reference name="log4net.dll"/>
<Files>
<Match pattern="*.cs" recurse="true"/>
</Files>
</Project>
<!-- Datastore Plugins -->
<Project name="OpenSim.Data.Null" path="OpenSim/Data/Null" type="Library">
<Configuration name="Debug">