* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away

* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
prioritization
John Hurliman 2009-10-18 20:24:20 -07:00
parent 1dbbf6edb6
commit 233e16b99c
8 changed files with 538 additions and 846 deletions

View File

@ -999,16 +999,16 @@ namespace OpenSim.Client.MXP.ClientStack
public void SendAvatarData(SendAvatarData data)
{
//ScenePresence presence=((Scene)this.Scene).GetScenePresence(avatarID);
UUID ownerID = data.avatarID;
MXPSendAvatarData(data.firstName + " " + data.lastName, ownerID, UUID.Zero, data.avatarID, data.avatarLocalID, data.Pos, data.rotation);
UUID ownerID = data.AvatarID;
MXPSendAvatarData(data.FirstName + " " + data.LastName, ownerID, UUID.Zero, data.AvatarID, data.AvatarLocalID, data.Position, data.Rotation);
}
public void SendAvatarTerseUpdate(SendAvatarTerseData data)
{
MovementEventMessage me = new MovementEventMessage();
me.ObjectIndex = data.localID;
me.Location = ToOmVector(data.position);
me.Orientation = ToOmQuaternion(data.rotation);
me.ObjectIndex = data.LocalID;
me.Location = ToOmVector(data.Position);
me.Orientation = ToOmQuaternion(data.Rotation);
Session.Send(me);
}
@ -1030,15 +1030,17 @@ namespace OpenSim.Client.MXP.ClientStack
public void SendPrimitiveToClient(SendPrimitiveData data)
{
MXPSendPrimitive(data.localID, data.ownerID, data.acc, data.rvel, data.primShape, data.pos, data.objectID, data.vel, data.rotation, data.flags, data.text, data.color, data.parentID, data.particleSystem, data.clickAction, data.material, data.textureanim);
MXPSendPrimitive(data.localID, data.ownerID, data.acc, data.rvel, data.primShape, data.pos, data.objectID, data.vel,
data.rotation, (uint)data.flags, data.text, data.color, data.parentID, data.particleSystem, data.clickAction,
data.material, data.textureanim);
}
public void SendPrimTerseUpdate(SendPrimitiveTerseData data)
{
MovementEventMessage me = new MovementEventMessage();
me.ObjectIndex = data.localID;
me.Location = ToOmVector(data.position);
me.Orientation = ToOmQuaternion(data.rotation);
me.ObjectIndex = data.LocalID;
me.Location = ToOmVector(data.Position);
me.Orientation = ToOmQuaternion(data.Rotation);
Session.Send(me);
}

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@ -523,124 +523,100 @@ namespace OpenSim.Framework
public struct SendAvatarData
{
private ulong m_regionHandle;
private string m_firstName;
private string m_lastName;
private string m_grouptitle;
private UUID m_avatarID;
private uint m_avatarLocalID;
private Vector3 m_Pos;
private byte[] m_textureEntry;
private uint m_parentID;
private Quaternion m_rotation;
public readonly ulong RegionHandle;
public readonly string FirstName;
public readonly string LastName;
public readonly string GroupTitle;
public readonly UUID AvatarID;
public readonly uint AvatarLocalID;
public readonly Vector3 Position;
public readonly byte[] TextureEntry;
public readonly uint ParentID;
public readonly Quaternion Rotation;
public SendAvatarData(ulong regionHandle, string firstName, string lastName, string grouptitle, UUID avatarID,
uint avatarLocalID,
Vector3 Pos, byte[] textureEntry, uint parentID, Quaternion rotation)
public SendAvatarData(ulong regionHandle, string firstName, string lastName, string groupTitle, UUID avatarID,
uint avatarLocalID, Vector3 position, byte[] textureEntry, uint parentID, Quaternion rotation)
{
this.m_regionHandle = regionHandle;
this.m_firstName = firstName;
this.m_lastName = lastName;
this.m_grouptitle = grouptitle;
this.m_avatarID = avatarID;
this.m_avatarLocalID = avatarLocalID;
this.m_Pos = Pos;
this.m_textureEntry = textureEntry;
this.m_parentID = parentID;
this.m_rotation = rotation;
RegionHandle = regionHandle;
FirstName = firstName;
LastName = lastName;
GroupTitle = groupTitle;
AvatarID = avatarID;
AvatarLocalID = avatarLocalID;
Position = position;
TextureEntry = textureEntry;
ParentID = parentID;
Rotation = rotation;
}
public ulong regionHandle { get { return this.m_regionHandle; } }
public string firstName { get { return this.m_firstName; } }
public string lastName { get { return this.m_lastName; } }
public string grouptitle { get { return this.m_grouptitle; } }
public UUID avatarID { get { return this.m_avatarID; } }
public uint avatarLocalID { get { return this.m_avatarLocalID; } }
public Vector3 Pos { get { return this.m_Pos; } }
public byte[] textureEntry { get { return this.m_textureEntry; } }
public uint parentID { get { return this.m_parentID; } }
public Quaternion rotation { get { return this.m_rotation; } }
}
public struct SendAvatarTerseData
{
private ulong m_regionHandle;
private ushort m_timeDilation;
private uint m_localID;
private Vector3 m_position;
private Vector3 m_velocity;
private Quaternion m_rotation;
private UUID m_agentid;
private double m_priority;
public readonly ulong RegionHandle;
public readonly ushort TimeDilation;
public readonly uint LocalID;
public readonly Vector3 Position;
public readonly Vector3 Velocity;
public readonly Vector3 Acceleration;
public readonly Quaternion Rotation;
public readonly Vector4 CollisionPlane;
public readonly UUID AgentID;
public readonly byte[] TextureEntry;
public readonly double Priority;
public SendAvatarTerseData(ulong regionHandle, ushort timeDilation, uint localID, Vector3 position,
Vector3 velocity, Quaternion rotation, UUID agentid, double priority)
public SendAvatarTerseData(ulong regionHandle, ushort timeDilation, uint localID, Vector3 position, Vector3 velocity,
Vector3 acceleration, Quaternion rotation, Vector4 collisionPlane, UUID agentid, byte[] textureEntry, double priority)
{
this.m_regionHandle = regionHandle;
this.m_timeDilation = timeDilation;
this.m_localID = localID;
this.m_position = position;
this.m_velocity = velocity;
this.m_rotation = rotation;
this.m_agentid = agentid;
this.m_priority = priority;
RegionHandle = regionHandle;
TimeDilation = timeDilation;
LocalID = localID;
Position = position;
Velocity = velocity;
Acceleration = acceleration;
Rotation = rotation;
CollisionPlane = collisionPlane;
AgentID = agentid;
TextureEntry = textureEntry;
Priority = priority;
}
public ulong regionHandle { get { return this.m_regionHandle; } }
public ushort timeDilation { get { return this.m_timeDilation; } }
public uint localID { get { return this.m_localID; } }
public Vector3 position { get { return this.m_position; } }
public Vector3 velocity { get { return this.m_velocity; } }
public Quaternion rotation { get { return this.m_rotation; } }
public UUID agentid { get { return this.m_agentid; } }
public double priority { get { return this.m_priority; } }
}
public struct SendPrimitiveTerseData
{
private ulong m_regionHandle;
private ushort m_timeDilation;
private uint m_localID;
private Vector3 m_position;
private Quaternion m_rotation;
private Vector3 m_velocity;
private Vector3 m_rotationalvelocity;
private byte m_state;
private UUID m_AssetId;
private UUID m_owner;
private int m_attachPoint;
private double m_priority;
public readonly ulong RegionHandle;
public readonly ushort TimeDilation;
public readonly uint LocalID;
public readonly Vector3 Position;
public readonly Quaternion Rotation;
public readonly Vector3 Velocity;
public readonly Vector3 Acceleration;
public readonly Vector3 AngularVelocity;
public readonly byte State;
public readonly UUID AssetID;
public readonly UUID OwnerID;
public readonly int AttachPoint;
public readonly byte[] TextureEntry;
public readonly double Priority;
public SendPrimitiveTerseData(ulong regionHandle, ushort timeDilation, uint localID, Vector3 position,
Quaternion rotation, Vector3 velocity, Vector3 rotationalvelocity, byte state,
UUID AssetId, UUID owner, int attachPoint, double priority)
Quaternion rotation, Vector3 velocity, Vector3 acceleration, Vector3 rotationalvelocity, byte state,
UUID assetID, UUID ownerID, int attachPoint, byte[] textureEntry, double priority)
{
this.m_regionHandle = regionHandle;
this.m_timeDilation = timeDilation;
this.m_localID = localID;
this.m_position = position;
this.m_rotation = rotation;
this.m_velocity = velocity;
this.m_rotationalvelocity = rotationalvelocity;
this.m_state = state;
this.m_AssetId = AssetId;
this.m_owner = owner;
this.m_attachPoint = attachPoint;
this.m_priority = priority;
RegionHandle = regionHandle;
TimeDilation = timeDilation;
LocalID = localID;
Position = position;
Rotation = rotation;
Velocity = velocity;
Acceleration = acceleration;
AngularVelocity = rotationalvelocity;
State = state;
AssetID = assetID;
OwnerID = ownerID;
AttachPoint = attachPoint;
TextureEntry = textureEntry;
Priority = priority;
}
public ulong regionHandle { get { return this.m_regionHandle; } }
public ushort timeDilation { get { return this.m_timeDilation; } }
public uint localID { get { return this.m_localID; } }
public Vector3 position { get { return this.m_position; } }
public Quaternion rotation { get { return this.m_rotation; } }
public Vector3 velocity { get { return this.m_velocity; } }
public Vector3 rotationalvelocity { get { return this.m_rotationalvelocity; } }
public byte state { get { return this.m_state; } }
public UUID AssetId { get { return this.m_AssetId; } }
public UUID owner { get { return this.m_owner; } }
public int attachPoint { get { return this.m_attachPoint; } }
public double priority { get { return this.m_priority; } }
}
public struct SendPrimitiveData
@ -654,7 +630,7 @@ namespace OpenSim.Framework
private Vector3 m_acc;
private Quaternion m_rotation;
private Vector3 m_rvel;
private uint m_flags;
private PrimFlags m_flags;
private UUID m_objectID;
private UUID m_ownerID;
private string m_text;
@ -699,7 +675,7 @@ namespace OpenSim.Framework
this.m_acc = acc;
this.m_rotation = rotation;
this.m_rvel = rvel;
this.m_flags = flags;
this.m_flags = (PrimFlags)flags;
this.m_objectID = objectID;
this.m_ownerID = ownerID;
this.m_text = text;
@ -728,7 +704,7 @@ namespace OpenSim.Framework
public Vector3 acc { get { return this.m_acc; } }
public Quaternion rotation { get { return this.m_rotation; } }
public Vector3 rvel { get { return this.m_rvel; } }
public uint flags { get { return this.m_flags; } }
public PrimFlags flags { get { return this.m_flags; } }
public UUID objectID { get { return this.m_objectID; } }
public UUID ownerID { get { return this.m_ownerID; } }
public string text { get { return this.m_text; } }

View File

@ -36,7 +36,7 @@ namespace OpenSim.Framework
/// </summary>
public static class Parallel
{
private static readonly int processorCount = System.Environment.ProcessorCount;
public static readonly int ProcessorCount = System.Environment.ProcessorCount;
/// <summary>
/// Executes a for loop in which iterations may run in parallel
@ -46,7 +46,7 @@ namespace OpenSim.Framework
/// <param name="body">Method body to run for each iteration of the loop</param>
public static void For(int fromInclusive, int toExclusive, Action<int> body)
{
For(processorCount, fromInclusive, toExclusive, body);
For(ProcessorCount, fromInclusive, toExclusive, body);
}
/// <summary>
@ -103,7 +103,7 @@ namespace OpenSim.Framework
/// <param name="body">Method body to run for each object in the collection</param>
public static void ForEach<T>(IEnumerable<T> enumerable, Action<T> body)
{
ForEach<T>(processorCount, enumerable, body);
ForEach<T>(ProcessorCount, enumerable, body);
}
/// <summary>
@ -161,7 +161,7 @@ namespace OpenSim.Framework
/// <param name="actions">A series of method bodies to execute</param>
public static void Invoke(params Action[] actions)
{
Invoke(processorCount, actions);
Invoke(ProcessorCount, actions);
}
/// <summary>

File diff suppressed because it is too large Load Diff

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@ -733,10 +733,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// on to en-US to avoid number parsing issues
Culture.SetCurrentCulture();
IncomingPacket incomingPacket = null;
while (base.IsRunning)
{
IncomingPacket incomingPacket = null;
try
{
if (packetInbox.Dequeue(100, ref incomingPacket))

View File

@ -357,13 +357,6 @@ namespace OpenSim.Region.Framework.Scenes
get { return m_defaultScriptEngine; }
}
// Reference to all of the agents in the scene (root and child)
protected Dictionary<UUID, ScenePresence> m_scenePresences
{
get { return m_sceneGraph.ScenePresences; }
set { m_sceneGraph.ScenePresences = value; }
}
public EntityManager Entities
{
get { return m_sceneGraph.Entities; }
@ -1183,14 +1176,13 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="stats">Stats on the Simulator's performance</param>
private void SendSimStatsPackets(SimStats stats)
{
List<ScenePresence> StatSendAgents = GetScenePresences();
foreach (ScenePresence agent in StatSendAgents)
{
if (!agent.IsChildAgent)
ForEachScenePresence(
delegate(ScenePresence agent)
{
agent.ControllingClient.SendSimStats(stats);
if (!agent.IsChildAgent)
agent.ControllingClient.SendSimStats(stats);
}
}
);
}
/// <summary>
@ -3501,10 +3493,8 @@ namespace OpenSim.Region.Framework.Scenes
{
ScenePresence presence;
lock (m_scenePresences)
{
m_scenePresences.TryGetValue(agentID, out presence);
}
lock (m_sceneGraph.ScenePresences)
m_sceneGraph.ScenePresences.TryGetValue(agentID, out presence);
if (presence != null)
{
@ -3714,12 +3704,9 @@ namespace OpenSim.Region.Framework.Scenes
public void RequestTeleportLocation(IClientAPI remoteClient, ulong regionHandle, Vector3 position,
Vector3 lookAt, uint teleportFlags)
{
ScenePresence sp = null;
lock (m_scenePresences)
{
if (m_scenePresences.ContainsKey(remoteClient.AgentId))
sp = m_scenePresences[remoteClient.AgentId];
}
ScenePresence sp;
lock (m_sceneGraph.ScenePresences)
m_sceneGraph.ScenePresences.TryGetValue(remoteClient.AgentId, out sp);
if (sp != null)
{
@ -4168,7 +4155,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ForEachScenePresence(Action<ScenePresence> action)
{
// We don't want to try to send messages if there are no avatars.
if (m_scenePresences != null)
if (m_sceneGraph != null && m_sceneGraph.ScenePresences != null)
{
try
{

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@ -3791,15 +3791,15 @@ if (m_shape != null) {
if (ParentGroup.RootPart == this)
lPos = AbsolutePosition;
}
// Causes this thread to dig into the Client Thread Data.
// Remember your locking here!
remoteClient.SendPrimTerseUpdate(new SendPrimitiveTerseData(m_regionHandle,
(ushort)(m_parentGroup.GetTimeDilation() *
(float)ushort.MaxValue), LocalId, lPos,
RotationOffset, Velocity,
RotationOffset, Velocity, Acceleration,
RotationalVelocity, state, FromItemID,
OwnerID, (int)AttachmentPoint, ParentGroup.GetUpdatePriority(remoteClient)));
OwnerID, (int)AttachmentPoint, null, ParentGroup.GetUpdatePriority(remoteClient)));
}
public void AddScriptLPS(int count)

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@ -1160,15 +1160,21 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
{
lock (m_agentUpdates)
const int AGENT_UPDATE_TIMEOUT_MS = 1000 * 3;
if (System.Threading.Monitor.TryEnter(m_agentUpdates, AGENT_UPDATE_TIMEOUT_MS))
{
if (m_updatesAllowed)
try
{
RealHandleAgentUpdate(remoteClient, agentData);
return;
if (m_updatesAllowed)
{
RealHandleAgentUpdate(remoteClient, agentData);
return;
}
m_agentUpdates.Add(agentData);
}
m_agentUpdates.Add(agentData);
finally { System.Threading.Monitor.Exit(m_agentUpdates); }
}
}
@ -2471,7 +2477,7 @@ namespace OpenSim.Region.Framework.Scenes
pos.Z -= m_appearance.HipOffset;
remoteClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_regionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
pos, m_velocity, m_rotation, m_uuid, GetUpdatePriority(remoteClient)));
pos, m_velocity, Vector3.Zero, m_rotation, Vector4.Zero, m_uuid, null, GetUpdatePriority(remoteClient)));
m_scene.StatsReporter.AddAgentTime(Environment.TickCount - m_perfMonMS);
m_scene.StatsReporter.AddAgentUpdates(1);
@ -3504,7 +3510,6 @@ namespace OpenSim.Region.Framework.Scenes
public void Close()
{
lock (m_attachments)
{
// Delete attachments from scene
@ -3535,7 +3540,6 @@ namespace OpenSim.Region.Framework.Scenes
m_sceneViewer.Close();
RemoveFromPhysicalScene();
GC.Collect();
}
public ScenePresence()