Add AgentUpdate to PacketPool. This is the most common inbound packet from viewers.

connector_plugin
Justin Clark-Casey (justincc) 2012-10-12 01:39:37 +01:00
parent 87a87ebb9a
commit 21d0cbf703
3 changed files with 28 additions and 5 deletions

View File

@ -100,9 +100,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>The measured resolution of Environment.TickCount</summary> /// <summary>The measured resolution of Environment.TickCount</summary>
public readonly float TickCountResolution; public readonly float TickCountResolution;
/// <summary>Number of prim updates to put on the queue each time the /// <summary>Number of prim updates to put on the queue each time the
/// OnQueueEmpty event is triggered for updates</summary> /// OnQueueEmpty event is triggered for updates</summary>
public readonly int PrimUpdatesPerCallback; public readonly int PrimUpdatesPerCallback;
/// <summary>Number of texture packets to put on the queue each time the /// <summary>Number of texture packets to put on the queue each time the
/// OnQueueEmpty event is triggered for textures</summary> /// OnQueueEmpty event is triggered for textures</summary>
public readonly int TextureSendLimit; public readonly int TextureSendLimit;
@ -111,6 +113,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//PacketEventDictionary packetEvents = new PacketEventDictionary(); //PacketEventDictionary packetEvents = new PacketEventDictionary();
/// <summary>Incoming packets that are awaiting handling</summary> /// <summary>Incoming packets that are awaiting handling</summary>
private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>(); private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
/// <summary></summary> /// <summary></summary>
//private UDPClientCollection m_clients = new UDPClientCollection(); //private UDPClientCollection m_clients = new UDPClientCollection();
/// <summary>Bandwidth throttle for this UDP server</summary> /// <summary>Bandwidth throttle for this UDP server</summary>
@ -121,28 +124,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>Manages authentication for agent circuits</summary> /// <summary>Manages authentication for agent circuits</summary>
private AgentCircuitManager m_circuitManager; private AgentCircuitManager m_circuitManager;
/// <summary>Reference to the scene this UDP server is attached to</summary> /// <summary>Reference to the scene this UDP server is attached to</summary>
protected Scene m_scene; protected Scene m_scene;
/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary> /// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
private Location m_location; private Location m_location;
/// <summary>The size of the receive buffer for the UDP socket. This value /// <summary>The size of the receive buffer for the UDP socket. This value
/// is passed up to the operating system and used in the system networking /// is passed up to the operating system and used in the system networking
/// stack. Use zero to leave this value as the default</summary> /// stack. Use zero to leave this value as the default</summary>
private int m_recvBufferSize; private int m_recvBufferSize;
/// <summary>Flag to process packets asynchronously or synchronously</summary> /// <summary>Flag to process packets asynchronously or synchronously</summary>
private bool m_asyncPacketHandling; private bool m_asyncPacketHandling;
/// <summary>Tracks whether or not a packet was sent each round so we know /// <summary>Tracks whether or not a packet was sent each round so we know
/// whether or not to sleep</summary> /// whether or not to sleep</summary>
private bool m_packetSent; private bool m_packetSent;
/// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary> /// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
private int m_elapsedMSSinceLastStatReport = 0; private int m_elapsedMSSinceLastStatReport = 0;
/// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary> /// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
private int m_tickLastOutgoingPacketHandler; private int m_tickLastOutgoingPacketHandler;
/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary> /// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
private int m_elapsedMSOutgoingPacketHandler; private int m_elapsedMSOutgoingPacketHandler;
/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary> /// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
private int m_elapsed100MSOutgoingPacketHandler; private int m_elapsed100MSOutgoingPacketHandler;
/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary> /// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
private int m_elapsed500MSOutgoingPacketHandler; private int m_elapsed500MSOutgoingPacketHandler;
@ -739,7 +751,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
try try
{ {
packet = Packet.BuildPacket(buffer.Data, ref packetEnd, // packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
// // Only allocate a buffer for zerodecoding if the packet is zerocoded
// ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
packet = PacketPool.Instance.GetPacket(buffer.Data, ref packetEnd,
// Only allocate a buffer for zerodecoding if the packet is zerocoded // Only allocate a buffer for zerodecoding if the packet is zerocoded
((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null); ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
} }
@ -758,7 +773,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
if (m_malformedCount < 100) if (m_malformedCount < 100)
m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString()); m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString());
m_malformedCount++; m_malformedCount++;
if ((m_malformedCount % 100000) == 0) if ((m_malformedCount % 100000) == 0)
m_log.DebugFormat("[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack.", m_malformedCount); m_log.DebugFormat("[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack.", m_malformedCount);
} }

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@ -90,6 +90,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
StatsManager.RegisterStat(m_blocksReusedStat); StatsManager.RegisterStat(m_blocksReusedStat);
} }
/// <summary>
/// Gets a packet of the given type.
/// </summary>
/// <param name='type'></param>
/// <returns>Guaranteed to always return a packet, whether from the pool or newly constructed.</returns>
public Packet GetPacket(PacketType type) public Packet GetPacket(PacketType type)
{ {
m_packetsReusedStat.Consequent++; m_packetsReusedStat.Consequent++;
@ -160,7 +165,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
PacketType type = GetType(bytes); PacketType type = GetType(bytes);
Array.Clear(zeroBuffer, 0, zeroBuffer.Length); // Array.Clear(zeroBuffer, 0, zeroBuffer.Length);
int i = 0; int i = 0;
Packet packet = GetPacket(type); Packet packet = GetPacket(type);
@ -207,6 +212,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
switch (packet.Type) switch (packet.Type)
{ {
// List pooling packets here // List pooling packets here
case PacketType.AgentUpdate:
case PacketType.PacketAck: case PacketType.PacketAck:
case PacketType.ObjectUpdate: case PacketType.ObjectUpdate:
case PacketType.ImprovedTerseObjectUpdate: case PacketType.ImprovedTerseObjectUpdate:

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@ -43,7 +43,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
/// This will contain basic tests for the LindenUDP client stack /// This will contain basic tests for the LindenUDP client stack
/// </summary> /// </summary>
[TestFixture] [TestFixture]
public class BasicCircuitTests public class BasicCircuitTests : OpenSimTestCase
{ {
private Scene m_scene; private Scene m_scene;
private TestLLUDPServer m_udpServer; private TestLLUDPServer m_udpServer;
@ -143,7 +143,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
public void TestAddClient() public void TestAddClient()
{ {
TestHelpers.InMethod(); TestHelpers.InMethod();
// XmlConfigurator.Configure(); // TestHelpers.EnableLogging();
AddUdpServer(); AddUdpServer();