Merge branch 'master' of /var/git/opensim/

viewer-2-initial-appearance
opensim mirror account 2010-12-01 18:10:02 -08:00
commit 3da12c2d3f
3 changed files with 50 additions and 19 deletions

View File

@ -3562,24 +3562,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
EntityUpdate update; EntityUpdate update;
while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update)) while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
{ {
if (update.Entity is SceneObjectPart)
{
SceneObjectPart part = (SceneObjectPart)update.Entity;
// Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
// will never receive an update after a prim kill. Even then, keeping the kill record may be a good // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
// safety measure. // safety measure.
// //
// Receiving updates after kills results in undeleteable prims that persist until relog and // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
// currently occurs because prims can be deleted before all queued updates are sent. // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
if (m_killRecord.Contains(update.Entity.LocalId)) // updates and kills on different threads with different scheduling strategies, hence this protection.
//
// This doesn't appear to apply to child prims - a client will happily ignore these updates
// after the root prim has been deleted.
if (m_killRecord.Contains(part.LocalId))
{ {
// m_log.WarnFormat( // m_log.WarnFormat(
// "[CLIENT]: Preventing full update for prim with local id {0} after client for user {1} told it was deleted", // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
// update.Entity.LocalId, Name); // part.LocalId, Name);
continue; continue;
} }
if (update.Entity is SceneObjectPart)
{
SceneObjectPart part = (SceneObjectPart)update.Entity;
if (part.ParentGroup.IsAttachment && m_disableFacelights) if (part.ParentGroup.IsAttachment && m_disableFacelights)
{ {
if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&

View File

@ -399,7 +399,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return data; return data;
} }
public bool EnqueueOutgoing(OutgoingPacket packet) /// <summary>
/// Queue an outgoing packet if appropriate.
/// </summary>
/// <param name="packet"></param>
/// <param name="forceQueue">Always queue the packet if at all possible.</param>
/// <returns>
/// true if the packet has been queued,
/// false if the packet has not been queued and should be sent immediately.
/// </returns>
public bool EnqueueOutgoing(OutgoingPacket packet, bool forceQueue)
{ {
int category = (int)packet.Category; int category = (int)packet.Category;
@ -408,14 +417,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
TokenBucket bucket = m_throttleCategories[category]; TokenBucket bucket = m_throttleCategories[category];
if (bucket.RemoveTokens(packet.Buffer.DataLength)) if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
{ {
// Enough tokens were removed from the bucket, the packet will not be queued // Enough tokens were removed from the bucket, the packet will not be queued
return false; return false;
} }
else else
{ {
// Not enough tokens in the bucket, queue this packet // Force queue specified or not enough tokens in the bucket, queue this packet
queue.Enqueue(packet); queue.Enqueue(packet);
return true; return true;
} }

View File

@ -312,6 +312,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
} }
/// <summary>
/// Start the process of sending a packet to the client.
/// </summary>
/// <param name="udpClient"></param>
/// <param name="packet"></param>
/// <param name="category"></param>
/// <param name="allowSplitting"></param>
public void SendPacket(LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting) public void SendPacket(LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting)
{ {
// CoarseLocationUpdate packets cannot be split in an automated way // CoarseLocationUpdate packets cannot be split in an automated way
@ -339,6 +346,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
} }
/// <summary>
/// Start the process of sending a packet to the client.
/// </summary>
/// <param name="udpClient"></param>
/// <param name="data"></param>
/// <param name="type"></param>
/// <param name="category"></param>
public void SendPacketData(LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category) public void SendPacketData(LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category)
{ {
int dataLength = data.Length; int dataLength = data.Length;
@ -396,7 +410,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category); OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category);
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
// continue to display the deleted object until relog. Therefore, we need to always queue a kill object
// packet so that it isn't sent before a queued update packet.
bool requestQueue = type == PacketType.KillObject;
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, requestQueue))
SendPacketFinal(outgoingPacket); SendPacketFinal(outgoingPacket);
#endregion Queue or Send #endregion Queue or Send
@ -489,7 +507,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//Interlocked.Increment(ref Stats.ResentPackets); //Interlocked.Increment(ref Stats.ResentPackets);
// Requeue or resend the packet // Requeue or resend the packet
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, false))
SendPacketFinal(outgoingPacket); SendPacketFinal(outgoingPacket);
} }
} }