Putting the lock back in TryGetValue.

prioritization
Diva Canto 2009-10-08 15:42:08 -07:00
parent a0dd9f4bb4
commit 51ea39199b
2 changed files with 349 additions and 349 deletions

View File

@ -224,16 +224,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
////return success; ////return success;
//lock (m_sync) lock (m_sync)
// return Dictionary1.TryGetValue(key, out value); return Dictionary1.TryGetValue(key, out value);
try //try
{ //{
return Dictionary1.TryGetValue(key, out value); // return Dictionary1.TryGetValue(key, out value);
} //}
catch { } //catch { }
value = null; //value = null;
return false; //return false;
} }
public bool TryGetValue(IPEndPoint key, out LLUDPClient value) public bool TryGetValue(IPEndPoint key, out LLUDPClient value)

View File

@ -1,340 +1,340 @@
/* /*
* Copyright (c) 2006, Clutch, Inc. * Copyright (c) 2006, Clutch, Inc.
* Original Author: Jeff Cesnik * Original Author: Jeff Cesnik
* All rights reserved. * All rights reserved.
* *
* - Redistribution and use in source and binary forms, with or without * - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met: * modification, are permitted provided that the following conditions are met:
* *
* - Redistributions of source code must retain the above copyright notice, this * - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer. * list of conditions and the following disclaimer.
* - Neither the name of the openmetaverse.org nor the names * - Neither the name of the openmetaverse.org nor the names
* of its contributors may be used to endorse or promote products derived from * of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission. * this software without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE. * POSSIBILITY OF SUCH DAMAGE.
*/ */
using System; using System;
using System.Net; using System.Net;
using System.Net.Sockets; using System.Net.Sockets;
using System.Threading; using System.Threading;
using OpenMetaverse; using OpenMetaverse;
namespace OpenSim.Region.ClientStack.LindenUDP namespace OpenSim.Region.ClientStack.LindenUDP
{ {
/// <summary> /// <summary>
/// ///
/// </summary> /// </summary>
public abstract class OpenSimUDPBase public abstract class OpenSimUDPBase
{ {
// these abstract methods must be implemented in a derived class to actually do // these abstract methods must be implemented in a derived class to actually do
// something with the packets that are sent and received. // something with the packets that are sent and received.
protected abstract void PacketReceived(UDPPacketBuffer buffer); protected abstract void PacketReceived(UDPPacketBuffer buffer);
protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent); protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
// the port to listen on // the port to listen on
internal int udpPort; internal int udpPort;
// the UDP socket // the UDP socket
private Socket udpSocket; private Socket udpSocket;
// the ReaderWriterLock is used solely for the purposes of shutdown (Stop()). // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
// since there are potentially many "reader" threads in the internal .NET IOCP // since there are potentially many "reader" threads in the internal .NET IOCP
// thread pool, this is a cheaper synchronization primitive than using // thread pool, this is a cheaper synchronization primitive than using
// a Mutex object. This allows many UDP socket "reads" concurrently - when // a Mutex object. This allows many UDP socket "reads" concurrently - when
// Stop() is called, it attempts to obtain a writer lock which will then // Stop() is called, it attempts to obtain a writer lock which will then
// wait until all outstanding operations are completed before shutting down. // wait until all outstanding operations are completed before shutting down.
// this avoids the problem of closing the socket with outstanding operations // this avoids the problem of closing the socket with outstanding operations
// and trying to catch the inevitable ObjectDisposedException. // and trying to catch the inevitable ObjectDisposedException.
private ReaderWriterLock rwLock = new ReaderWriterLock(); private ReaderWriterLock rwLock = new ReaderWriterLock();
// number of outstanding operations. This is a reference count // number of outstanding operations. This is a reference count
// which we use to ensure that the threads exit cleanly. Note that // which we use to ensure that the threads exit cleanly. Note that
// we need this because the threads will potentially still need to process // we need this because the threads will potentially still need to process
// data even after the socket is closed. // data even after the socket is closed.
private int rwOperationCount = 0; private int rwOperationCount = 0;
// the all important shutdownFlag. This is synchronized through the ReaderWriterLock. // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
private volatile bool shutdownFlag = true; private volatile bool shutdownFlag = true;
// the remote endpoint to communicate with // the remote endpoint to communicate with
protected IPEndPoint remoteEndPoint = null; protected IPEndPoint remoteEndPoint = null;
/// <summary> /// <summary>
/// Initialize the UDP packet handler in server mode /// Initialize the UDP packet handler in server mode
/// </summary> /// </summary>
/// <param name="port">Port to listening for incoming UDP packets on</param> /// <param name="port">Port to listening for incoming UDP packets on</param>
public OpenSimUDPBase(int port) public OpenSimUDPBase(int port)
{ {
udpPort = port; udpPort = port;
} }
/// <summary> /// <summary>
/// Initialize the UDP packet handler in client mode /// Initialize the UDP packet handler in client mode
/// </summary> /// </summary>
/// <param name="endPoint">Remote UDP server to connect to</param> /// <param name="endPoint">Remote UDP server to connect to</param>
public OpenSimUDPBase(IPEndPoint endPoint) public OpenSimUDPBase(IPEndPoint endPoint)
{ {
remoteEndPoint = endPoint; remoteEndPoint = endPoint;
udpPort = 0; udpPort = 0;
} }
/// <summary> /// <summary>
/// ///
/// </summary> /// </summary>
public void Start() public void Start()
{ {
if (shutdownFlag) if (shutdownFlag)
{ {
if (remoteEndPoint == null) if (remoteEndPoint == null)
{ {
// Server mode // Server mode
// create and bind the socket // create and bind the socket
IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort); IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
udpSocket = new Socket( udpSocket = new Socket(
AddressFamily.InterNetwork, AddressFamily.InterNetwork,
SocketType.Dgram, SocketType.Dgram,
ProtocolType.Udp); ProtocolType.Udp);
udpSocket.Bind(ipep); udpSocket.Bind(ipep);
} }
else else
{ {
// Client mode // Client mode
IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort); IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
udpSocket = new Socket( udpSocket = new Socket(
AddressFamily.InterNetwork, AddressFamily.InterNetwork,
SocketType.Dgram, SocketType.Dgram,
ProtocolType.Udp); ProtocolType.Udp);
udpSocket.Bind(ipep); udpSocket.Bind(ipep);
//udpSocket.Connect(remoteEndPoint); //udpSocket.Connect(remoteEndPoint);
} }
// we're not shutting down, we're starting up // we're not shutting down, we're starting up
shutdownFlag = false; shutdownFlag = false;
// kick off an async receive. The Start() method will return, the // kick off an async receive. The Start() method will return, the
// actual receives will occur asynchronously and will be caught in // actual receives will occur asynchronously and will be caught in
// AsyncEndRecieve(). // AsyncEndRecieve().
AsyncBeginReceive(); AsyncBeginReceive();
} }
} }
/// <summary> /// <summary>
/// ///
/// </summary> /// </summary>
public void Stop() public void Stop()
{ {
if (!shutdownFlag) if (!shutdownFlag)
{ {
// wait indefinitely for a writer lock. Once this is called, the .NET runtime // wait indefinitely for a writer lock. Once this is called, the .NET runtime
// will deny any more reader locks, in effect blocking all other send/receive // will deny any more reader locks, in effect blocking all other send/receive
// threads. Once we have the lock, we set shutdownFlag to inform the other // threads. Once we have the lock, we set shutdownFlag to inform the other
// threads that the socket is closed. // threads that the socket is closed.
rwLock.AcquireWriterLock(-1); rwLock.AcquireWriterLock(-1);
shutdownFlag = true; shutdownFlag = true;
udpSocket.Close(); udpSocket.Close();
rwLock.ReleaseWriterLock(); rwLock.ReleaseWriterLock();
// wait for any pending operations to complete on other // wait for any pending operations to complete on other
// threads before exiting. // threads before exiting.
const int FORCE_STOP = 100; const int FORCE_STOP = 100;
int i = 0; int i = 0;
while (rwOperationCount > 0 && i < FORCE_STOP) while (rwOperationCount > 0 && i < FORCE_STOP)
{ {
Thread.Sleep(10); Thread.Sleep(10);
++i; ++i;
} }
if (i >= FORCE_STOP) if (i >= FORCE_STOP)
{ {
Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations", Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
Helpers.LogLevel.Warning); Helpers.LogLevel.Warning);
} }
} }
} }
/// <summary> /// <summary>
/// ///
/// </summary> /// </summary>
public bool IsRunning public bool IsRunning
{ {
get { return !shutdownFlag; } get { return !shutdownFlag; }
} }
private void AsyncBeginReceive() private void AsyncBeginReceive()
{ {
// this method actually kicks off the async read on the socket. // this method actually kicks off the async read on the socket.
// we aquire a reader lock here to ensure that no other thread // we aquire a reader lock here to ensure that no other thread
// is trying to set shutdownFlag and close the socket. // is trying to set shutdownFlag and close the socket.
rwLock.AcquireReaderLock(-1); rwLock.AcquireReaderLock(-1);
if (!shutdownFlag) if (!shutdownFlag)
{ {
// increment the count of pending operations // increment the count of pending operations
Interlocked.Increment(ref rwOperationCount); Interlocked.Increment(ref rwOperationCount);
// allocate a packet buffer // allocate a packet buffer
//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut(); //WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
UDPPacketBuffer buf = new UDPPacketBuffer(); UDPPacketBuffer buf = new UDPPacketBuffer();
try try
{ {
// kick off an async read // kick off an async read
udpSocket.BeginReceiveFrom( udpSocket.BeginReceiveFrom(
//wrappedBuffer.Instance.Data, //wrappedBuffer.Instance.Data,
buf.Data, buf.Data,
0, 0,
UDPPacketBuffer.BUFFER_SIZE, UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None, SocketFlags.None,
//ref wrappedBuffer.Instance.RemoteEndPoint, //ref wrappedBuffer.Instance.RemoteEndPoint,
ref buf.RemoteEndPoint, ref buf.RemoteEndPoint,
new AsyncCallback(AsyncEndReceive), new AsyncCallback(AsyncEndReceive),
//wrappedBuffer); //wrappedBuffer);
buf); buf);
} }
catch (SocketException) catch (SocketException)
{ {
// something bad happened // something bad happened
//Logger.Log( //Logger.Log(
// "A SocketException occurred in UDPServer.AsyncBeginReceive()", // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
// Helpers.LogLevel.Error, se); // Helpers.LogLevel.Error, se);
// an error occurred, therefore the operation is void. Decrement the reference count. // an error occurred, therefore the operation is void. Decrement the reference count.
Interlocked.Decrement(ref rwOperationCount); Interlocked.Decrement(ref rwOperationCount);
} }
} }
// we're done with the socket for now, release the reader lock. // we're done with the socket for now, release the reader lock.
rwLock.ReleaseReaderLock(); rwLock.ReleaseReaderLock();
} }
private void AsyncEndReceive(IAsyncResult iar) private void AsyncEndReceive(IAsyncResult iar)
{ {
// Asynchronous receive operations will complete here through the call // Asynchronous receive operations will complete here through the call
// to AsyncBeginReceive // to AsyncBeginReceive
// aquire a reader lock // aquire a reader lock
rwLock.AcquireReaderLock(-1); rwLock.AcquireReaderLock(-1);
if (!shutdownFlag) if (!shutdownFlag)
{ {
// get the buffer that was created in AsyncBeginReceive // get the buffer that was created in AsyncBeginReceive
// this is the received data // this is the received data
//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState; //WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
//UDPPacketBuffer buffer = wrappedBuffer.Instance; //UDPPacketBuffer buffer = wrappedBuffer.Instance;
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState; UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
try try
{ {
// get the length of data actually read from the socket, store it with the // get the length of data actually read from the socket, store it with the
// buffer // buffer
buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint); buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
// this operation is now complete, decrement the reference count // this operation is now complete, decrement the reference count
Interlocked.Decrement(ref rwOperationCount); Interlocked.Decrement(ref rwOperationCount);
// we're done with the socket, release the reader lock // we're done with the socket, release the reader lock
rwLock.ReleaseReaderLock(); rwLock.ReleaseReaderLock();
// call the abstract method PacketReceived(), passing the buffer that // call the abstract method PacketReceived(), passing the buffer that
// has just been filled from the socket read. // has just been filled from the socket read.
PacketReceived(buffer); PacketReceived(buffer);
} }
catch (SocketException) catch (SocketException)
{ {
// an error occurred, therefore the operation is void. Decrement the reference count. // an error occurred, therefore the operation is void. Decrement the reference count.
Interlocked.Decrement(ref rwOperationCount); Interlocked.Decrement(ref rwOperationCount);
// we're done with the socket for now, release the reader lock. // we're done with the socket for now, release the reader lock.
rwLock.ReleaseReaderLock(); rwLock.ReleaseReaderLock();
} }
finally finally
{ {
// start another receive - this keeps the server going! // start another receive - this keeps the server going!
AsyncBeginReceive(); AsyncBeginReceive();
//wrappedBuffer.Dispose(); //wrappedBuffer.Dispose();
} }
} }
else else
{ {
// nothing bad happened, but we are done with the operation // nothing bad happened, but we are done with the operation
// decrement the reference count and release the reader lock // decrement the reference count and release the reader lock
Interlocked.Decrement(ref rwOperationCount); Interlocked.Decrement(ref rwOperationCount);
rwLock.ReleaseReaderLock(); rwLock.ReleaseReaderLock();
} }
} }
public void AsyncBeginSend(UDPPacketBuffer buf) public void AsyncBeginSend(UDPPacketBuffer buf)
{ {
rwLock.AcquireReaderLock(-1); rwLock.AcquireReaderLock(-1);
if (!shutdownFlag) if (!shutdownFlag)
{ {
try try
{ {
Interlocked.Increment(ref rwOperationCount); Interlocked.Increment(ref rwOperationCount);
udpSocket.BeginSendTo( udpSocket.BeginSendTo(
buf.Data, buf.Data,
0, 0,
buf.DataLength, buf.DataLength,
SocketFlags.None, SocketFlags.None,
buf.RemoteEndPoint, buf.RemoteEndPoint,
new AsyncCallback(AsyncEndSend), new AsyncCallback(AsyncEndSend),
buf); buf);
} }
catch (SocketException) catch (SocketException)
{ {
//Logger.Log( //Logger.Log(
// "A SocketException occurred in UDPServer.AsyncBeginSend()", // "A SocketException occurred in UDPServer.AsyncBeginSend()",
// Helpers.LogLevel.Error, se); // Helpers.LogLevel.Error, se);
} }
} }
rwLock.ReleaseReaderLock(); rwLock.ReleaseReaderLock();
} }
private void AsyncEndSend(IAsyncResult iar) private void AsyncEndSend(IAsyncResult iar)
{ {
rwLock.AcquireReaderLock(-1); rwLock.AcquireReaderLock(-1);
if (!shutdownFlag) if (!shutdownFlag)
{ {
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState; UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
try try
{ {
int bytesSent = udpSocket.EndSendTo(iar); int bytesSent = udpSocket.EndSendTo(iar);
// note that call to the abstract PacketSent() method - we are passing the number // note that call to the abstract PacketSent() method - we are passing the number
// of bytes sent in a separate parameter, since we can't use buffer.DataLength which // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
// is the number of bytes to send (or bytes received depending upon whether this // is the number of bytes to send (or bytes received depending upon whether this
// buffer was part of a send or a receive). // buffer was part of a send or a receive).
PacketSent(buffer, bytesSent); PacketSent(buffer, bytesSent);
} }
catch (SocketException) catch (SocketException)
{ {
//Logger.Log( //Logger.Log(
// "A SocketException occurred in UDPServer.AsyncEndSend()", // "A SocketException occurred in UDPServer.AsyncEndSend()",
// Helpers.LogLevel.Error, se); // Helpers.LogLevel.Error, se);
} }
} }
Interlocked.Decrement(ref rwOperationCount); Interlocked.Decrement(ref rwOperationCount);
rwLock.ReleaseReaderLock(); rwLock.ReleaseReaderLock();
} }
} }
} }