Add IncomingPacketsProcessedCount stat for diagnostics.
Also puts some packet processing counts in a container named after the scene so that stats can be collected from more than one scene.connector_plugin
parent
35fd4474b2
commit
2c36106675
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@ -70,6 +70,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void AddScene(IScene scene)
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{
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m_udpServer.AddScene(scene);
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StatsManager.RegisterStat(
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new Stat(
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"IncomingPacketsProcessedCount",
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"Number of inbound UDP packets processed",
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"Number of inbound UDP packets processed",
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"",
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"clientstack",
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scene.Name,
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StatType.Pull,
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stat => stat.Value = m_udpServer.IncomingPacketsProcessed,
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StatVerbosity.Debug));
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}
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public bool HandlesRegion(Location x)
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@ -170,6 +182,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private Pool<IncomingPacket> m_incomingPacketPool;
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/// <summary>
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/// Stat for number of packets in the main pool awaiting use.
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/// </summary>
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private Stat m_poolCountStat;
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/// <summary>
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/// Stat for number of packets in the inbound packet pool awaiting use.
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/// </summary>
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private Stat m_incomingPacketPoolStat;
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private int m_defaultRTO = 0;
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@ -342,20 +362,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
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m_incomingPacketPoolStat
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= new Stat(
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"IncomingPacketPoolCount",
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"Objects within incoming packet pool",
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"The number of objects currently stored within the incoming packet pool",
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"",
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"clientstack",
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"packetpool",
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StatType.Pull,
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stat => stat.Value = m_incomingPacketPool.Count,
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StatVerbosity.Debug);
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StatsManager.RegisterStat(m_incomingPacketPoolStat);
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return true;
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}
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@ -378,6 +384,53 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return false;
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}
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/// <summary>
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/// This is a seperate method so that it can be called once we have an m_scene to distinguish different scene
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/// stats.
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/// </summary>
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private void EnablePoolStats()
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{
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m_poolCountStat
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= new Stat(
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"UDPPacketBufferPoolCount",
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"Objects within the UDPPacketBuffer pool",
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"The number of objects currently stored within the UDPPacketBuffer pool",
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"",
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"clientstack",
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m_scene.Name,
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StatType.Pull,
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stat => stat.Value = Pool.Count,
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StatVerbosity.Debug);
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StatsManager.RegisterStat(m_poolCountStat);
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m_incomingPacketPoolStat
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= new Stat(
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"IncomingPacketPoolCount",
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"Objects within incoming packet pool",
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"The number of objects currently stored within the incoming packet pool",
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"",
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"clientstack",
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m_scene.Name,
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StatType.Pull,
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stat => stat.Value = m_incomingPacketPool.Count,
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StatVerbosity.Debug);
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StatsManager.RegisterStat(m_incomingPacketPoolStat);
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}
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/// <summary>
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/// Disables pool stats.
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/// </summary>
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private void DisablePoolStats()
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{
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StatsManager.DeregisterStat(m_poolCountStat);
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m_poolCountStat = null;
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StatsManager.DeregisterStat(m_incomingPacketPoolStat);
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m_incomingPacketPoolStat = null;
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}
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/// <summary>
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/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
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/// </summary>
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@ -416,6 +469,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_scene = (Scene)scene;
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m_location = new Location(m_scene.RegionInfo.RegionHandle);
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// We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
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// scene name
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if (UsePools)
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EnablePoolStats();
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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@ -505,12 +563,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (enabled == "on")
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{
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if (EnablePools())
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{
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EnablePoolStats();
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MainConsole.Instance.OutputFormat("Packet pools enabled on {0}", m_scene.Name);
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}
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}
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else if (enabled == "off")
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{
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if (DisablePools())
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{
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DisablePoolStats();
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MainConsole.Instance.OutputFormat("Packet pools disabled on {0}", m_scene.Name);
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}
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}
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else
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{
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@ -1556,6 +1620,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int npacksSent = 0;
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private int npackNotSent = 0;
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/// <summary>
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/// Number of inbound packets processed since startup.
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/// </summary>
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public long IncomingPacketsProcessed { get; private set; }
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private void MonitoredClientOutgoingPacketHandler(IClientAPI client)
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{
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nticks++;
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@ -1615,7 +1684,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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npacksSent++;
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}
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else
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{
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npackNotSent++;
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}
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watch2.Stop();
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avgDequeueTicks = (nticks - 1) / (float)nticks * avgDequeueTicks + (watch2.ElapsedTicks / (float)nticks);
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@ -1623,7 +1694,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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m_log.WarnFormat("[LLUDPSERVER]: Client is not connected");
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}
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}
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}
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catch (Exception ex)
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@ -1687,6 +1760,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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"[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
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packet.Type, client.Name, m_scene.RegionInfo.RegionName);
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}
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IncomingPacketsProcessed++;
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}
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protected void LogoutHandler(IClientAPI client)
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@ -60,16 +60,16 @@ namespace OpenMetaverse
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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>
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/// Pool to use for handling data. May be null if UsePools = false;
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/// </summary>
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protected OpenSim.Framework.Pool<UDPPacketBuffer> m_pool;
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/// <summary>
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/// Are we to use object pool(s) to reduce memory churn when receiving data?
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/// </summary>
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public bool UsePools { get; protected set; }
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/// <summary>
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/// Pool to use for handling data. May be null if UsePools = false;
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/// </summary>
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protected OpenSim.Framework.Pool<UDPPacketBuffer> Pool { get; private set; }
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/// <summary>Returns true if the server is currently listening for inbound packets, otherwise false</summary>
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public bool IsRunningInbound { get; private set; }
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@ -77,8 +77,6 @@ namespace OpenMetaverse
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/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
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public bool IsRunningOutbound { get; private set; }
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private Stat m_poolCountStat;
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/// <summary>
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/// Default constructor
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/// </summary>
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@ -182,21 +180,7 @@ namespace OpenMetaverse
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{
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if (!UsePools)
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{
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m_pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
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m_poolCountStat
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= new Stat(
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"UDPPacketBufferPoolCount",
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"Objects within the UDPPacketBuffer pool",
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"The number of objects currently stored within the UDPPacketBuffer pool",
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"",
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"clientstack",
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"packetpool",
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StatType.Pull,
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stat => stat.Value = m_pool.Count,
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StatVerbosity.Debug);
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StatsManager.RegisterStat(m_poolCountStat);
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Pool = new Pool<UDPPacketBuffer>(() => new UDPPacketBuffer(), 500);
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UsePools = true;
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@ -211,7 +195,6 @@ namespace OpenMetaverse
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if (UsePools)
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{
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UsePools = false;
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StatsManager.DeregisterStat(m_poolCountStat);
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// We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
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@ -226,7 +209,7 @@ namespace OpenMetaverse
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UDPPacketBuffer buf;
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if (UsePools)
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buf = m_pool.GetObject();
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buf = Pool.GetObject();
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else
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buf = new UDPPacketBuffer();
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@ -309,7 +292,7 @@ namespace OpenMetaverse
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finally
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{
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if (UsePools)
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m_pool.ReturnObject(buffer);
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Pool.ReturnObject(buffer);
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// Synchronous mode waits until the packet callback completes
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// before starting the receive to fetch another packet
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