explicitly remove some references, and other useless changes
parent
8599a9a1ca
commit
35b37510fc
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@ -1062,11 +1062,10 @@ namespace OpenSim.Framework
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if (WebUtil.DebugLevel >= 5)
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WebUtil.LogOutgoingDetail("SEND", reqnum, System.Text.Encoding.UTF8.GetString(data));
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Stream requestStream = null;
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try
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{
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requestStream = request.GetRequestStream();
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requestStream.Write(data, 0, length);
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using(Stream requestStream = request.GetRequestStream())
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requestStream.Write(data,0,length);
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}
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catch (Exception e)
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{
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@ -1076,9 +1075,6 @@ namespace OpenSim.Framework
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}
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finally
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{
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if (requestStream != null)
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requestStream.Dispose();
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// capture how much time was spent writing
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tickdata = Util.EnvironmentTickCountSubtract(tickstart);
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}
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@ -346,12 +346,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private bool m_VelocityInterpolate = false;
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private const uint MaxTransferBytesPerPacket = 600;
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/// <value>
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/// List used in construction of data blocks for an object update packet. This is to stop us having to
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/// continually recreate it.
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/// </value>
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protected List<ObjectUpdatePacket.ObjectDataBlock> m_fullUpdateDataBlocksBuilder;
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/// <value>
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/// Maintain a record of all the objects killed. This allows us to stop an update being sent from the
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/// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
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@ -511,7 +505,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_scene = scene;
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m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
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m_entityProps = new PriorityQueue(m_scene.Entities.Count);
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m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
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m_killRecord = new List<uint>();
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// m_attachmentsSent = new HashSet<uint>();
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@ -594,13 +587,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(disable, ThrottleOutPacketType.Unknown);
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}
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// Shutdown the image manager
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ImageManager.Close();
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// Fire the callback for this connection closing
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if (OnConnectionClosed != null)
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OnConnectionClosed(this);
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// Flush all of the packets out of the UDP server for this client
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if (m_udpServer != null)
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m_udpServer.Flush(m_udpClient);
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@ -616,7 +608,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Disable UDP handling for this client
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m_udpClient.Shutdown();
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m_udpClient.OnQueueEmpty -= HandleQueueEmpty;
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m_udpClient.HasUpdates -= HandleHasUpdates;
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m_udpClient.OnPacketStats -= PopulateStats;
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// Shutdown the image manager
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ImageManager.Close();
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ImageManager = null;
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m_entityUpdates = null;
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m_entityProps = null;
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m_killRecord.Clear();
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GroupsInView.Clear();
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m_scene = null;
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//m_log.InfoFormat("[CLIENTVIEW] Memory pre GC {0}", System.GC.GetTotalMemory(false));
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//GC.Collect();
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//m_log.InfoFormat("[CLIENTVIEW] Memory post GC {0}", System.GC.GetTotalMemory(true));
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@ -4095,19 +4099,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ResendPrimUpdate(update);
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}
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private List<ObjectUpdatePacket.ObjectDataBlock> objectUpdateBlocks = new List<ObjectUpdatePacket.ObjectDataBlock>();
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private List<ObjectUpdateCompressedPacket.ObjectDataBlock> compressedUpdateBlocks = new List<ObjectUpdateCompressedPacket.ObjectDataBlock>();
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private List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> terseUpdateBlocks = new List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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private List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> terseAgentUpdateBlocks = new List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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private void ProcessEntityUpdates(int maxUpdatesBytes)
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{
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OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> objectUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> compressedUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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// Check to see if this is a flush
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if (maxUpdatesBytes <= 0)
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{
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@ -4328,7 +4331,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ablock = CreateAvatarUpdateBlock((ScenePresence)update.Entity);
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else
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ablock = CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId);
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objectUpdateBlocks.Value.Add(ablock);
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objectUpdateBlocks.Add(ablock);
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objectUpdates.Value.Add(update);
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maxUpdatesBytes -= ablock.Length;
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@ -4337,7 +4340,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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ObjectUpdateCompressedPacket.ObjectDataBlock ablock =
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CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags);
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compressedUpdateBlocks.Value.Add(ablock);
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compressedUpdateBlocks.Add(ablock);
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compressedUpdates.Value.Add(update);
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maxUpdatesBytes -= ablock.Length;
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}
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@ -4348,14 +4351,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// ALL presence updates go into a special list
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ablock = CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures));
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terseAgentUpdateBlocks.Value.Add(ablock);
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terseAgentUpdateBlocks.Add(ablock);
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terseAgentUpdates.Value.Add(update);
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}
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else
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{
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// Everything else goes here
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ablock = CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures));
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terseUpdateBlocks.Value.Add(ablock);
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terseUpdateBlocks.Add(ablock);
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terseUpdates.Value.Add(update);
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}
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maxUpdatesBytes -= ablock.Length;
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@ -4366,74 +4369,69 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Packet Sending
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// const float TIME_DILATION = 1.0f;
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ushort timeDilation;
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// if(updatesThisCall > 0)
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// timeDilation = Utils.FloatToUInt16(avgTimeDilation/updatesThisCall, 0.0f, 1.0f);
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// else
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// timeDilation = ushort.MaxValue; // 1.0;
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timeDilation = Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
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if (terseAgentUpdateBlocks.IsValueCreated)
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if (terseAgentUpdateBlocks.Count > 0)
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{
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
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ImprovedTerseObjectUpdatePacket packet
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= (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ImprovedTerseObjectUpdate);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[terseAgentUpdateBlocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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for (int i = 0; i < terseAgentUpdateBlocks.Count; i++)
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packet.ObjectData[i] = terseAgentUpdateBlocks[i];
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terseAgentUpdateBlocks.Clear();
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OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
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}
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if (objectUpdateBlocks.IsValueCreated)
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if (objectUpdateBlocks.Count > 0)
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{
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List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
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ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[objectUpdateBlocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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for (int i = 0; i < objectUpdateBlocks.Count; i++)
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packet.ObjectData[i] = objectUpdateBlocks[i];
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objectUpdateBlocks.Clear();
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
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}
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if (compressedUpdateBlocks.IsValueCreated)
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if (compressedUpdateBlocks.Count > 0)
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{
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List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
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ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
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packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[compressedUpdateBlocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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for (int i = 0; i < compressedUpdateBlocks.Count; i++)
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packet.ObjectData[i] = compressedUpdateBlocks[i];
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compressedUpdateBlocks.Clear();
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
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}
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if (terseUpdateBlocks.IsValueCreated)
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if (terseUpdateBlocks.Count > 0)
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{
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List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
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ImprovedTerseObjectUpdatePacket packet
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= (ImprovedTerseObjectUpdatePacket)PacketPool.Instance.GetPacket(
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PacketType.ImprovedTerseObjectUpdate);
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packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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packet.RegionData.TimeDilation = timeDilation;
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[terseUpdateBlocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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for (int i = 0; i < terseUpdateBlocks.Count; i++)
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packet.ObjectData[i] = terseUpdateBlocks[i];
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terseUpdateBlocks.Clear();
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OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
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}
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@ -4828,21 +4826,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,0,false,true));
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}
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List<ObjectPropertiesFamilyPacket.ObjectDataBlock> objectFamilyBlocks = new
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List<ObjectPropertiesFamilyPacket.ObjectDataBlock>();
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List<ObjectPropertiesPacket.ObjectDataBlock> objectPropertiesBlocks =
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new List<ObjectPropertiesPacket.ObjectDataBlock>();
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List<SceneObjectPart> needPhysics = new List<SceneObjectPart>();
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private void ProcessEntityPropertyRequests(int maxUpdateBytes)
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{
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OpenSim.Framework.Lazy<List<ObjectPropertiesFamilyPacket.ObjectDataBlock>> objectFamilyBlocks =
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new OpenSim.Framework.Lazy<List<ObjectPropertiesFamilyPacket.ObjectDataBlock>>();
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// OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> familyUpdates =
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// new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
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OpenSim.Framework.Lazy<List<ObjectPropertiesPacket.ObjectDataBlock>> objectPropertiesBlocks =
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new OpenSim.Framework.Lazy<List<ObjectPropertiesPacket.ObjectDataBlock>>();
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// OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates =
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// new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
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OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> familyUpdates =
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new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
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OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>> propertyUpdates =
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new OpenSim.Framework.Lazy<List<ObjectPropertyUpdate>>();
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List<SceneObjectPart> needPhysics = new List<SceneObjectPart>();
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EntityUpdate iupdate;
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Int32 timeinqueue; // this is just debugging code & can be dropped later
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@ -4860,8 +4857,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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SceneObjectPart sop = (SceneObjectPart)update.Entity;
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ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesFamilyBlock(sop,update.Flags);
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objectFamilyBlocks.Value.Add(objPropDB);
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familyUpdates.Value.Add(update);
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objectFamilyBlocks.Add(objPropDB);
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// familyUpdates.Value.Add(update);
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maxUpdateBytes -= objPropDB.Length;
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}
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}
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@ -4873,23 +4870,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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SceneObjectPart sop = (SceneObjectPart)update.Entity;
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needPhysics.Add(sop);
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ObjectPropertiesPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesBlock(sop);
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objectPropertiesBlocks.Value.Add(objPropDB);
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propertyUpdates.Value.Add(update);
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objectPropertiesBlocks.Add(objPropDB);
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// propertyUpdates.Value.Add(update);
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maxUpdateBytes -= objPropDB.Length;
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}
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}
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}
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if (objectPropertiesBlocks.IsValueCreated)
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if (objectPropertiesBlocks.Count > 0)
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{
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List<ObjectPropertiesPacket.ObjectDataBlock> blocks = objectPropertiesBlocks.Value;
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List<ObjectPropertyUpdate> updates = propertyUpdates.Value;
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ObjectPropertiesPacket packet = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties);
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packet.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[blocks.Count];
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for (int i = 0; i < blocks.Count; i++)
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packet.ObjectData[i] = blocks[i];
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packet.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[objectPropertiesBlocks.Count];
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for (int i = 0; i < objectPropertiesBlocks.Count; i++)
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packet.ObjectData[i] = objectPropertiesBlocks[i];
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objectPropertiesBlocks.Clear();
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packet.Header.Zerocoded = true;
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// Pass in the delegate so that if this packet needs to be resent, we send the current properties
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@ -4898,7 +4894,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//OutPacket(packet, ThrottleOutPacketType.Task, true,
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// delegate(OutgoingPacket oPacket)
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// {
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// ResendPropertyUpdates(updates, oPacket);
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// ResendPropertyUpdates(propertyUpdates.Value, oPacket);
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// });
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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@ -4909,23 +4905,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Int32 fpcnt = 0;
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// Int32 fbcnt = 0;
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if (objectFamilyBlocks.IsValueCreated)
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if (objectFamilyBlocks.Count > 0)
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{
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List<ObjectPropertiesFamilyPacket.ObjectDataBlock> blocks = objectFamilyBlocks.Value;
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// one packet per object block... uggh...
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for (int i = 0; i < blocks.Count; i++)
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for (int i = 0; i < objectFamilyBlocks.Count; i++)
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{
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ObjectPropertiesFamilyPacket packet =
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(ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily);
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packet.ObjectData = blocks[i];
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packet.ObjectData = objectFamilyBlocks[i];
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packet.Header.Zerocoded = true;
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// Pass in the delegate so that if this packet needs to be resent, we send the current properties
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// of the object rather than the properties when the packet was created
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List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
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updates.Add(familyUpdates.Value[i]);
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// List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
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// updates.Add(familyUpdates.Value[i]);
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// HACK : Remove intelligent resending until it's fixed in core
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//OutPacket(packet, ThrottleOutPacketType.Task, true,
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// delegate(OutgoingPacket oPacket)
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@ -4937,6 +4931,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// fpcnt++;
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// fbcnt++;
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}
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objectFamilyBlocks.Clear();
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}
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if(needPhysics.Count > 0)
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@ -4962,6 +4957,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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eq.Enqueue(BuildEvent("ObjectPhysicsProperties", llsdBody),AgentId);
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}
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needPhysics.Clear();
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}
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// m_log.WarnFormat("[PACKETCOUNTS] queued {0} property packets with {1} blocks",ppcnt,pbcnt);
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@ -120,13 +120,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Circuit code that this client is connected on</summary>
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public readonly uint CircuitCode;
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/// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
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public readonly IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
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public IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
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/// <summary>Packets we have sent that need to be ACKed by the client</summary>
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public readonly UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
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public UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
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/// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
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public readonly DoubleLocklessQueue<uint> PendingAcks = new DoubleLocklessQueue<uint>();
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public DoubleLocklessQueue<uint> PendingAcks = new DoubleLocklessQueue<uint>();
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/// <summary>Current packet sequence number</summary>
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public int CurrentSequence;
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@ -170,7 +170,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private double m_nextOnQueueEmpty = 0;
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/// <summary>Throttle bucket for this agent's connection</summary>
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private readonly AdaptiveTokenBucket m_throttleClient;
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private AdaptiveTokenBucket m_throttleClient;
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public AdaptiveTokenBucket FlowThrottle
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{
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get { return m_throttleClient; }
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@ -179,10 +179,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Throttle buckets for each packet category</summary>
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private readonly TokenBucket[] m_throttleCategories;
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/// <summary>Outgoing queues for throttled packets</summary>
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private readonly DoubleLocklessQueue<OutgoingPacket>[] m_packetOutboxes = new DoubleLocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
|
||||
private DoubleLocklessQueue<OutgoingPacket>[] m_packetOutboxes = new DoubleLocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
|
||||
/// <summary>A container that can hold one packet for each outbox, used to store
|
||||
/// dequeued packets that are being held for throttling</summary>
|
||||
private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
|
||||
private OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
|
||||
/// <summary>A reference to the LLUDPServer that is managing this client</summary>
|
||||
private readonly LLUDPServer m_udpServer;
|
||||
|
||||
|
@ -288,14 +288,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
|
||||
{
|
||||
m_packetOutboxes[i].Clear();
|
||||
m_throttleCategories[i] = null;
|
||||
m_nextPackets[i] = null;
|
||||
}
|
||||
|
||||
// pull the throttle out of the scene throttle
|
||||
m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
|
||||
m_throttleClient = null;
|
||||
OnPacketStats = null;
|
||||
OnQueueEmpty = null;
|
||||
}
|
||||
PendingAcks.Clear();
|
||||
NeedAcks.Clear();
|
||||
NeedAcks = null;
|
||||
PendingAcks = null;
|
||||
m_nextPackets = null;
|
||||
m_packetOutboxes = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets information about this client connection
|
||||
|
|
|
@ -74,6 +74,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <summary>Holds information about pending removals</summary>
|
||||
private LocklessQueue<uint> m_pendingRemoves = new LocklessQueue<uint>();
|
||||
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
m_packets.Clear();
|
||||
m_pendingAdds = null;
|
||||
m_pendingAcknowledgements = null;
|
||||
m_pendingRemoves = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add an unacked packet to the collection
|
||||
/// </summary>
|
||||
|
|
|
@ -1104,7 +1104,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
AdjustKnownSeeds();
|
||||
|
||||
RegisterToEvents();
|
||||
RegisterToClientEvents();
|
||||
SetDirectionVectors();
|
||||
|
||||
Appearance = appearance;
|
||||
|
@ -1171,7 +1171,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
}
|
||||
|
||||
public void RegisterToEvents()
|
||||
public void RegisterToClientEvents()
|
||||
{
|
||||
ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
|
||||
ControllingClient.OnAgentUpdate += HandleAgentUpdate;
|
||||
|
@ -1190,6 +1190,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
|
||||
}
|
||||
|
||||
public void RemoveClientEvents()
|
||||
{
|
||||
ControllingClient.OnCompleteMovementToRegion -= CompleteMovement;
|
||||
ControllingClient.OnAgentUpdate -= HandleAgentUpdate;
|
||||
ControllingClient.OnAgentCameraUpdate -= HandleAgentCamerasUpdate;
|
||||
ControllingClient.OnAgentRequestSit -= HandleAgentRequestSit;
|
||||
ControllingClient.OnAgentSit -= HandleAgentSit;
|
||||
ControllingClient.OnSetAlwaysRun -= HandleSetAlwaysRun;
|
||||
ControllingClient.OnStartAnim -= HandleStartAnim;
|
||||
ControllingClient.OnStopAnim -= HandleStopAnim;
|
||||
ControllingClient.OnChangeAnim -= avnHandleChangeAnim;
|
||||
ControllingClient.OnForceReleaseControls -= HandleForceReleaseControls;
|
||||
ControllingClient.OnAutoPilotGo -= MoveToTarget;
|
||||
ControllingClient.OnUpdateThrottles -= RaiseUpdateThrottles;
|
||||
}
|
||||
|
||||
private void SetDirectionVectors()
|
||||
{
|
||||
Dir_Vectors[0] = new Vector3(AgentControlNormalVel,0,0); //FORWARD
|
||||
|
@ -5016,12 +5032,16 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
RemoveFromPhysicalScene();
|
||||
|
||||
m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
|
||||
RemoveClientEvents();
|
||||
|
||||
// if (Animator != null)
|
||||
// Animator.Close();
|
||||
Animator = null;
|
||||
|
||||
scriptedcontrols.Clear();
|
||||
ControllingClient = null;
|
||||
LifecycleState = ScenePresenceState.Removed;
|
||||
IsDeleted = true;
|
||||
}
|
||||
|
||||
public void AddAttachment(SceneObjectGroup gobj)
|
||||
|
|
Loading…
Reference in New Issue