Add AgentUpdate to PacketPool. This is the most common inbound packet from viewers.
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@ -100,9 +100,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public readonly float TickCountResolution;
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/// <summary>Number of prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimUpdatesPerCallback;
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/// <summary>Number of texture packets to put on the queue each time the
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/// OnQueueEmpty event is triggered for textures</summary>
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public readonly int TextureSendLimit;
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@ -111,6 +113,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//PacketEventDictionary packetEvents = new PacketEventDictionary();
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/// <summary>Incoming packets that are awaiting handling</summary>
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private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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/// <summary></summary>
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//private UDPClientCollection m_clients = new UDPClientCollection();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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@ -121,28 +124,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Manages authentication for agent circuits</summary>
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private AgentCircuitManager m_circuitManager;
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/// <summary>Reference to the scene this UDP server is attached to</summary>
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protected Scene m_scene;
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/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
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private Location m_location;
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/// <summary>The size of the receive buffer for the UDP socket. This value
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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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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>Tracks whether or not a packet was sent each round so we know
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/// whether or not to sleep</summary>
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private bool m_packetSent;
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/// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
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private int m_elapsedMSSinceLastStatReport = 0;
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/// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
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private int m_tickLastOutgoingPacketHandler;
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/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
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private int m_elapsedMSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed100MSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed500MSOutgoingPacketHandler;
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@ -739,7 +751,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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try
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{
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packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
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// packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
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// // Only allocate a buffer for zerodecoding if the packet is zerocoded
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// ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
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packet = PacketPool.Instance.GetPacket(buffer.Data, ref packetEnd,
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// Only allocate a buffer for zerodecoding if the packet is zerocoded
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((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
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}
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@ -754,11 +769,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return; // Drop short packet
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}
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catch(Exception e)
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catch (Exception e)
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{
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if (m_malformedCount < 100)
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m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString());
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m_malformedCount++;
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if ((m_malformedCount % 100000) == 0)
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m_log.DebugFormat("[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack.", m_malformedCount);
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}
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@ -90,6 +90,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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StatsManager.RegisterStat(m_blocksReusedStat);
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}
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/// <summary>
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/// Gets a packet of the given type.
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/// </summary>
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/// <param name='type'></param>
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/// <returns>Guaranteed to always return a packet, whether from the pool or newly constructed.</returns>
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public Packet GetPacket(PacketType type)
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{
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m_packetsReusedStat.Consequent++;
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@ -160,7 +165,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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PacketType type = GetType(bytes);
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Array.Clear(zeroBuffer, 0, zeroBuffer.Length);
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// Array.Clear(zeroBuffer, 0, zeroBuffer.Length);
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int i = 0;
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Packet packet = GetPacket(type);
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@ -207,6 +212,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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switch (packet.Type)
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{
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// List pooling packets here
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case PacketType.AgentUpdate:
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case PacketType.PacketAck:
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case PacketType.ObjectUpdate:
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case PacketType.ImprovedTerseObjectUpdate:
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@ -43,7 +43,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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/// This will contain basic tests for the LindenUDP client stack
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/// </summary>
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[TestFixture]
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public class BasicCircuitTests
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public class BasicCircuitTests : OpenSimTestCase
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{
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private Scene m_scene;
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private TestLLUDPServer m_udpServer;
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@ -143,7 +143,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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public void TestAddClient()
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{
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TestHelpers.InMethod();
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// XmlConfigurator.Configure();
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// TestHelpers.EnableLogging();
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AddUdpServer();
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