- Lower TIME_MS_TOLERANCE to 200ms - Allow m_updateFlag to be reset to 0 in the event of a terse update being rejected - Re-add a synchronous SendTo for certain types of packets
parent
d5c18f6149
commit
28aa8010b2
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@ -399,6 +399,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Queue or Send
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OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category);
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outgoingPacket.Type = type;
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if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
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SendPacketFinal(outgoingPacket);
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@ -510,6 +511,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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byte flags = buffer.Data[0];
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bool isResend = (flags & Helpers.MSG_RESENT) != 0;
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bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
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bool sendSynchronous = false;
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LLUDPClient udpClient = outgoingPacket.Client;
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if (!udpClient.IsConnected)
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@ -565,9 +567,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (isReliable)
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Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength);
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// Put the UDP payload on the wire
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AsyncBeginSend(buffer);
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//Some packet types need to be sent synchonously.
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//Sorry, i know it's not optimal, but until the LL client
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//manages packets correctly and re-orders them as required, this is necessary.
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if (outgoingPacket.Type == PacketType.ImprovedTerseObjectUpdate
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|| outgoingPacket.Type == PacketType.ChatFromSimulator
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|| outgoingPacket.Type == PacketType.ObjectUpdate
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|| outgoingPacket.Type == PacketType.LayerData)
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{
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sendSynchronous = true;
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}
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// Put the UDP payload on the wire
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if (sendSynchronous == true)
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{
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SyncBeginSend(buffer);
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}
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else
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{
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AsyncBeginSend(buffer);
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}
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// Keep track of when this packet was sent out (right now)
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outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
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}
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@ -246,6 +246,24 @@ namespace OpenMetaverse
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}
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}
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public void SyncBeginSend(UDPPacketBuffer buf)
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{
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if (!m_shutdownFlag)
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{
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try
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{
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m_udpSocket.SendTo(
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buf.Data,
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0,
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buf.DataLength,
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SocketFlags.None,
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buf.RemoteEndPoint);
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}
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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}
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}
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public void AsyncBeginSend(UDPPacketBuffer buf)
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{
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if (!m_shutdownFlag)
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@ -28,6 +28,7 @@
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using System;
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using OpenSim.Framework;
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using OpenMetaverse;
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using OpenMetaverse.Packets;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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@ -52,7 +53,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public int TickCount;
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/// <summary>Category this packet belongs to</summary>
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public ThrottleOutPacketType Category;
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/// <summary>The type of packet so its delivery method can be determined</summary>
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public PacketType Type;
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/// <summary>
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/// Default constructor
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/// </summary>
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@ -1064,14 +1064,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Clear all pending updates of parts to clients
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/// </summary>
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private void ClearUpdateSchedule()
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{
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m_updateFlag = 0;
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}
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private void SendObjectPropertiesToClient(UUID AgentID)
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{
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ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
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@ -2387,8 +2379,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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const float ROTATION_TOLERANCE = 0.01f;
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const float VELOCITY_TOLERANCE = 0.001f;
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const float POSITION_TOLERANCE = 0.05f;
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const int TIME_MS_TOLERANCE = 3000;
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const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
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const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
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if (m_updateFlag == 1)
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{
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@ -2401,7 +2393,7 @@ namespace OpenSim.Region.Framework.Scenes
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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{
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AddTerseUpdateToAllAvatars();
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ClearUpdateSchedule();
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// This causes the Scene to 'poll' physical objects every couple of frames
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// bad, so it's been replaced by an event driven method.
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@ -2419,13 +2411,15 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastAngularVelocity = AngularVelocity;
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m_lastTerseSent = Environment.TickCount;
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}
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//Moved this outside of the if clause so updates don't get blocked.. *sigh*
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m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
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}
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else
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{
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if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
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{
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AddFullUpdateToAllAvatars();
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ClearUpdateSchedule();
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m_updateFlag = 0; //Same here
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}
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}
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}
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