Reverted my changes to jhurliman's packet stack since it currently causes more problems than it resolves. The stack DOES need a rework particularly with regards to priorities, but this is not it.
parent
6dbe25360e
commit
31bf25d05e
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@ -402,7 +402,6 @@ 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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@ -514,7 +513,6 @@ 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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@ -570,27 +568,8 @@ 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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//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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// Put the UDP payload on the wire
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if (outgoingPacket.Type == PacketType.ImprovedTerseObjectUpdate)
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{
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SyncBeginPrioritySend(buffer, 2); // highest priority
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}
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else if (outgoingPacket.Type == PacketType.ObjectUpdate
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|| outgoingPacket.Type == PacketType.LayerData)
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{
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SyncBeginPrioritySend(buffer, 1); // medium priority
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}
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else
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{
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SyncBeginPrioritySend(buffer, 0); // normal priority
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}
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//AsyncBeginSend(buffer);
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AsyncBeginSend(buffer);
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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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@ -872,7 +851,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length);
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SyncBeginPrioritySend(buffer, 1); //Setting this to a medium priority should help minimise resends
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AsyncBeginSend(buffer);
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}
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private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)
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@ -29,7 +29,6 @@ using System;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using System.Collections.Generic;
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using log4net;
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namespace OpenMetaverse
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@ -53,30 +52,12 @@ namespace OpenMetaverse
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/// <summary>Local IP address to bind to in server mode</summary>
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protected IPAddress m_localBindAddress;
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/// <summary>
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/// Standard queue for our outgoing SyncBeginPrioritySend
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/// </summary>
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private List<UDPPacketBuffer> m_standardQueue = new List<UDPPacketBuffer>();
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/// <summary>
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/// Medium priority queue for our outgoing SyncBeginPrioritySend
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/// </summary>
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private List<UDPPacketBuffer> m_mediumPriorityQueue = new List<UDPPacketBuffer>();
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/// <summary>
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/// Prioritised queue for our outgoing SyncBeginPrioritySend
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/// </summary>
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private List<UDPPacketBuffer> m_priorityQueue = new List<UDPPacketBuffer>();
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/// <summary>UDP socket, used in either client or server mode</summary>
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private Socket m_udpSocket;
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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>Are we currently sending data asynchronously?</summary>
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private volatile bool m_sendingData = false;
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/// <summary>The all important shutdown flag</summary>
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private volatile bool m_shutdownFlag = true;
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@ -265,51 +246,7 @@ namespace OpenMetaverse
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}
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}
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public void SyncBeginPrioritySend(UDPPacketBuffer buf, int Priority)
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{
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if (!m_shutdownFlag)
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{
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if (!m_sendingData)
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{
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m_sendingData = true;
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try
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{
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AsyncBeginSend(buf);
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}
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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}
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else
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{
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if (Priority == 2)
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{
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lock (m_priorityQueue)
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{
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m_priorityQueue.Add(buf);
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}
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}
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else
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{
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if (Priority != 0)
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{
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lock (m_mediumPriorityQueue)
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{
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m_mediumPriorityQueue.Add(buf);
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}
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}
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else
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{
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lock (m_standardQueue)
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{
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m_standardQueue.Add(buf);
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}
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}
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}
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}
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}
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}
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private void AsyncBeginSend(UDPPacketBuffer buf)
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public void AsyncBeginSend(UDPPacketBuffer buf)
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{
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if (!m_shutdownFlag)
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{
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@ -333,48 +270,8 @@ namespace OpenMetaverse
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{
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try
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{
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// UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
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m_udpSocket.EndSendTo(result);
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if (m_sendingData)
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{
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lock (m_priorityQueue)
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{
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if (m_priorityQueue.Count > 0)
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{
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UDPPacketBuffer buf = m_priorityQueue[0];
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m_priorityQueue.RemoveAt(0);
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AsyncBeginSend(buf);
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}
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else
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{
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lock (m_mediumPriorityQueue)
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{
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if (m_mediumPriorityQueue.Count > 0)
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{
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UDPPacketBuffer buf = m_mediumPriorityQueue[0];
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m_mediumPriorityQueue.RemoveAt(0);
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AsyncBeginSend(buf);
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}
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else
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{
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lock (m_standardQueue)
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{
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if (m_standardQueue.Count > 0)
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{
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UDPPacketBuffer buf = m_standardQueue[0];
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m_standardQueue.RemoveAt(0);
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AsyncBeginSend(buf);
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}
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else
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{
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m_sendingData = false;
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}
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}
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}
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}
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}
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}
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}
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}
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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@ -28,7 +28,6 @@
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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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@ -53,8 +52,7 @@ 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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