* Added missing references to prebuild.xml and commented out the LindenUDP tests until a new test harness is written
* Clients are no longer disconnected when a packet handler crashes. We'll see how this works out in practice * Added documentation and cleanup, getting ready for the first public push * Deleted an old LLUDP fileprioritization
parent
fb19d1ca0a
commit
61b5372153
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@ -32,11 +32,26 @@ using OpenMetaverse.Packets;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public struct IncomingPacket
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/// <summary>
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/// Holds a reference to a <seealso cref="LLUDPClient"/> and a <seealso cref="Packet"/>
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/// for incoming packets
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/// </summary>
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public sealed class IncomingPacket
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{
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/// <summary>Client this packet came from</summary>
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public LLUDPClient Client;
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/// <summary>Packet data that has been received</summary>
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public Packet Packet;
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="client">Reference to the client this packet came from</param>
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/// <param name="packet">Packet data</param>
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public IncomingPacket(LLUDPClient client, Packet packet)
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{
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Client = client;
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Packet = packet;
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}
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}
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}
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@ -1,128 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public class LLPacketThrottle
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{
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private readonly int m_maxAllowableThrottle;
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private readonly int m_minAllowableThrottle;
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private int m_currentThrottle;
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private const int m_throttleTimeDivisor = 7;
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private int m_currentBitsSent;
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private int m_throttleBits;
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/// <value>
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/// Value with which to multiply all the throttle fields
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/// </value>
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private float m_throttleMultiplier;
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public int Max
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{
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get { return m_maxAllowableThrottle; }
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}
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public int Min
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{
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get { return m_minAllowableThrottle; }
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}
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public int Current
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{
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get { return m_currentThrottle; }
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}
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/// <summary>
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/// Constructor.
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/// </summary>
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/// <param name="min"></param>
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/// <param name="max"></param>
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/// <param name="throttle"></param>
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/// <param name="throttleMultiplier">
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/// A parameter that's ends up multiplying all throttle settings. An alternative solution would have been
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/// to multiply all the parameters by this before giving them to the constructor. But doing it this way
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/// represents the fact that the multiplier is a hack that pumps data to clients much faster than the actual
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/// settings that we are given.
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/// </param>
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public LLPacketThrottle(int min, int max, int throttle, float throttleMultiplier)
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{
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m_throttleMultiplier = throttleMultiplier;
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m_maxAllowableThrottle = max;
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m_minAllowableThrottle = min;
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m_currentThrottle = throttle;
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m_currentBitsSent = 0;
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CalcBits();
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}
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/// <summary>
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/// Calculate the actual throttle required.
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/// </summary>
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private void CalcBits()
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{
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m_throttleBits = (int)((float)m_currentThrottle * m_throttleMultiplier / (float)m_throttleTimeDivisor);
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}
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public void Reset()
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{
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m_currentBitsSent = 0;
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}
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public bool UnderLimit()
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{
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return m_currentBitsSent < m_throttleBits;
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}
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public int AddBytes(int bytes)
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{
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m_currentBitsSent += bytes * 8;
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return m_currentBitsSent;
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}
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public int Throttle
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{
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get { return m_currentThrottle; }
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set
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{
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if (value < m_minAllowableThrottle)
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{
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m_currentThrottle = m_minAllowableThrottle;
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}
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else if (value > m_maxAllowableThrottle)
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{
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m_currentThrottle = m_maxAllowableThrottle;
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}
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else
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{
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m_currentThrottle = value;
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}
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CalcBits();
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}
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}
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}
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}
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@ -33,16 +33,40 @@ using OpenMetaverse;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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#region Delegates
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/// <summary>
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/// Fired when updated networking stats are produced for this client
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/// </summary>
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/// <param name="inPackets">Number of incoming packets received since this
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/// event was last fired</param>
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/// <param name="outPackets">Number of outgoing packets sent since this
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/// event was last fired</param>
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/// <param name="unAckedBytes">Current total number of bytes in packets we
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/// are waiting on ACKs for</param>
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public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
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/// <summary>
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/// Fired when the queue for a packet category is empty. This event can be
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/// hooked to put more data on the empty queue
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/// </summary>
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/// <param name="category">Category of the packet queue that is empty</param>
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public delegate void QueueEmpty(ThrottleOutPacketType category);
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public class LLUDPClient
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#endregion Delegates
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/// <summary>
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/// Tracks state for a client UDP connection and provides client-specific methods
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/// </summary>
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public sealed class LLUDPClient
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{
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/// <summary>The number of packet categories to throttle on. If a throttle category is added
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/// or removed, this number must also change</summary>
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const int THROTTLE_CATEGORY_COUNT = 7;
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/// <summary>Fired when updated networking stats are produced for this client</summary>
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public event PacketStats OnPacketStats;
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/// <summary>Fired when the queue for a packet category is empty. This event can be
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/// hooked to put more data on the empty queue</summary>
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public event QueueEmpty OnQueueEmpty;
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/// <summary>AgentID for this client</summary>
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/// <summary>A reference to the LLUDPServer that is managing this client</summary>
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private readonly LLUDPServer udpServer;
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="server">Reference to the UDP server this client is connected to</param>
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/// <param name="rates">Default throttling rates and maximum throttle limits</param>
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/// <param name="parentThrottle">Parent HTB (hierarchical token bucket)
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/// that the child throttles will be governed by</param>
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/// <param name="circuitCode">Circuit code for this connection</param>
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/// <param name="agentID">AgentID for the connected agent</param>
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/// <param name="remoteEndPoint">Remote endpoint for this connection</param>
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public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint)
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{
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udpServer = server;
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RTO = 3000;
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}
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/// <summary>
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/// Shuts down this client connection
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/// </summary>
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public void Shutdown()
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{
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// TODO: Do we need to invalidate the circuit?
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IsConnected = false;
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}
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/// <summary>
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/// Gets information about this client connection
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/// </summary>
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/// <returns>Information about the client connection</returns>
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public ClientInfo GetClientInfo()
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{
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// TODO: This data structure is wrong in so many ways
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// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
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// of pending and needed ACKs for every client every time some method wants information about
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// this connection is a recipe for poor performance
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ClientInfo info = new ClientInfo();
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info.pendingAcks = new Dictionary<uint, uint>();
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info.needAck = new Dictionary<uint, byte[]>();
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return info;
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}
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/// <summary>
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/// Modifies the UDP throttles
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/// </summary>
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/// <param name="info">New throttling values</param>
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public void SetClientInfo(ClientInfo info)
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{
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// TODO: Allowing throttles to be manually set from this function seems like a reasonable
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// idea. On the other hand, letting external code manipulate our ACK accounting is not
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// going to happen
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throw new NotImplementedException();
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}
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public string GetStats()
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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public class LLUDPServerShim : IClientNetworkServer
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/// <summary>
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/// A shim around LLUDPServer that implements the IClientNetworkServer interface
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/// </summary>
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public sealed class LLUDPServerShim : IClientNetworkServer
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{
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LLUDPServer m_udpServer;
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}
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}
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/// <summary>
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/// The LLUDP server for a region. This handles incoming and outgoing
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/// packets for all UDP connections to the region
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/// </summary>
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public class LLUDPServer : UDPBase
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public new void Stop()
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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base.Stop();
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}
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@ -591,11 +599,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (packet.Type != PacketType.PacketAck)
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{
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// Inbox insertion
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IncomingPacket incomingPacket;
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incomingPacket.Client = client;
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incomingPacket.Packet = packet;
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packetInbox.Enqueue(incomingPacket);
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packetInbox.Enqueue(new IncomingPacket(client, packet));
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}
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}
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@ -683,7 +687,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// on to en-US to avoid number parsing issues
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Culture.SetCurrentCulture();
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IncomingPacket incomingPacket = default(IncomingPacket);
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IncomingPacket incomingPacket = null;
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while (base.IsRunning)
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{
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@ -696,59 +700,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packetInbox.Clear();
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}
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private void ProcessInPacket(object state)
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{
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IncomingPacket incomingPacket = (IncomingPacket)state;
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Packet packet = incomingPacket.Packet;
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LLUDPClient client = incomingPacket.Client;
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if (packet != null && client != null)
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{
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try
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{
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client.ClientAPI.ProcessInPacket(packet);
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}
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catch (ThreadAbortException)
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{
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throw;
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}
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catch (Exception e)
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{
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if (StatsManager.SimExtraStats != null)
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StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
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// Don't let a failure in an individual client thread crash the whole sim.
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m_log.ErrorFormat("[LLUDPSERVER]: Client thread for {0} crashed. Logging them out", client.AgentID);
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m_log.Error(e.Message, e);
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try
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{
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// Make an attempt to alert the user that their session has crashed
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AgentAlertMessagePacket alert = client.ClientAPI.BuildAgentAlertPacket(
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"Unfortunately the session for this client on the server has crashed.\n" +
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"Any further actions taken will not be processed.\n" +
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"Please relog", true);
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SendPacket(client, alert, ThrottleOutPacketType.Unknown, false);
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// TODO: There may be a better way to do this. Perhaps kick? Not sure this propogates notifications to
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// listeners yet, though.
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client.ClientAPI.SendLogoutPacket();
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RemoveClient(client.ClientAPI);
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}
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catch (ThreadAbortException)
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{
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throw;
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}
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catch (Exception e2)
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{
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m_log.Error("[LLUDPSERVER]: Further exception thrown on forced session logout for " + client.AgentID);
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m_log.Error(e2.Message, e2);
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}
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}
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}
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}
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private void OutgoingPacketHandler()
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{
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// Set this culture for the thread that outgoing packets are sent
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@ -812,6 +763,38 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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private void ProcessInPacket(object state)
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{
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IncomingPacket incomingPacket = (IncomingPacket)state;
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Packet packet = incomingPacket.Packet;
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LLUDPClient client = incomingPacket.Client;
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// Sanity check
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if (packet == null || client == null || client.ClientAPI == null)
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{
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m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", Client=\"{1}\", Client.ClientAPI=\"{2}\"",
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packet, client, (client != null) ? client.ClientAPI : null);
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}
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try
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{
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// Process this packet
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client.ClientAPI.ProcessInPacket(packet);
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}
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catch (ThreadAbortException)
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{
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// If something is trying to abort the packet processing thread, take that as a hint that it's time to shut down
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m_log.Info("[LLUDPSERVER]: Caught a thread abort, shutting down the LLUDP server");
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Stop();
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}
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catch (Exception e)
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{
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// Don't let a failure in an individual client thread crash the whole sim.
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m_log.ErrorFormat("[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw an exception", client.AgentID, packet.Type);
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m_log.Error(e.Message, e);
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}
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}
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private void LogoutHandler(IClientAPI client)
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{
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client.SendLogoutPacket();
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|
|
|
@ -31,6 +31,13 @@ using OpenMetaverse;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// Holds a reference to the <seealso cref="LLUDPClient"/> this packet is
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/// destined for, along with the serialized packet data, sequence number
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/// (if this is a resend), number of times this packet has been resent,
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/// the time of the last resend, and the throttling category for this
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/// packet
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/// </summary>
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public sealed class OutgoingPacket
|
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{
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/// <summary>Client this packet is destined for</summary>
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|
@ -46,6 +53,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Category this packet belongs to</summary>
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public ThrottleOutPacketType Category;
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/// <summary>
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/// Default constructor
|
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/// </summary>
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/// <param name="client">Reference to the client this packet is destined for</param>
|
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/// <param name="buffer">Serialized packet data. If the flags or sequence number
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/// need to be updated, they will be injected directly into this binary buffer</param>
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/// <param name="category">Throttling category for this packet</param>
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public OutgoingPacket(LLUDPClient client, UDPPacketBuffer buffer, ThrottleOutPacketType category)
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{
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Client = client;
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|
|
|
@ -30,24 +30,47 @@ using Nini.Config;
|
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|
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namespace OpenSim.Region.ClientStack.LindenUDP
|
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{
|
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/// <summary>
|
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/// Holds drip rates and maximum burst rates for throttling with hierarchical
|
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/// token buckets. The maximum burst rates set here are hard limits and can
|
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/// not be overridden by client requests
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/// </summary>
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public sealed class ThrottleRates
|
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{
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/// <summary>Drip rate for resent packets</summary>
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public int Resend;
|
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/// <summary>Drip rate for terrain packets</summary>
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public int Land;
|
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/// <summary>Drip rate for wind packets</summary>
|
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public int Wind;
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/// <summary>Drip rate for cloud packets</summary>
|
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public int Cloud;
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/// <summary>Drip rate for task (state and transaction) packets</summary>
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public int Task;
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/// <summary>Drip rate for texture packets</summary>
|
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public int Texture;
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/// <summary>Drip rate for asset packets</summary>
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public int Asset;
|
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|
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/// <summary>Maximum burst rate for resent packets</summary>
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public int ResendLimit;
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/// <summary>Maximum burst rate for land packets</summary>
|
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public int LandLimit;
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/// <summary>Maximum burst rate for wind packets</summary>
|
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public int WindLimit;
|
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/// <summary>Maximum burst rate for cloud packets</summary>
|
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public int CloudLimit;
|
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/// <summary>Maximum burst rate for task (state and transaction) packets</summary>
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public int TaskLimit;
|
||||
/// <summary>Maximum burst rate for texture packets</summary>
|
||||
public int TextureLimit;
|
||||
/// <summary>Maximum burst rate for asset packets</summary>
|
||||
public int AssetLimit;
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
/// <param name="config">Config source to load defaults from</param>
|
||||
public ThrottleRates(IConfigSource config)
|
||||
{
|
||||
try
|
||||
|
|
|
@ -32,19 +32,34 @@ using OpenMetaverse;
|
|||
|
||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
{
|
||||
/// <summary>
|
||||
/// Special collection that is optimized for tracking unacknowledged packets
|
||||
/// </summary>
|
||||
public sealed class UnackedPacketCollection
|
||||
{
|
||||
/// <summary>Synchronization primitive. A lock must be acquired on this
|
||||
/// object before calling any of the unsafe methods</summary>
|
||||
public object SyncRoot = new object();
|
||||
|
||||
SortedDictionary<uint, OutgoingPacket> packets;
|
||||
/// <summary>Holds the actual unacked packet data, sorted by sequence number</summary>
|
||||
private SortedDictionary<uint, OutgoingPacket> packets = new SortedDictionary<uint, OutgoingPacket>();
|
||||
|
||||
/// <summary>Gets the total number of unacked packets</summary>
|
||||
public int Count { get { return packets.Count; } }
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
/// </summary>
|
||||
public UnackedPacketCollection()
|
||||
{
|
||||
packets = new SortedDictionary<uint, OutgoingPacket>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add an unacked packet to the collection
|
||||
/// </summary>
|
||||
/// <param name="packet">Packet that is awaiting acknowledgement</param>
|
||||
/// <returns>True if the packet was successfully added, false if the
|
||||
/// packet already existed in the collection</returns>
|
||||
public bool Add(OutgoingPacket packet)
|
||||
{
|
||||
lock (SyncRoot)
|
||||
|
@ -58,11 +73,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a packet from the collection without attempting to obtain a
|
||||
/// lock first
|
||||
/// </summary>
|
||||
/// <param name="sequenceNumber">Sequence number of the packet to remove</param>
|
||||
/// <returns>True if the packet was found and removed, otherwise false</returns>
|
||||
public bool RemoveUnsafe(uint sequenceNumber)
|
||||
{
|
||||
return packets.Remove(sequenceNumber);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a packet from the collection without attempting to obtain a
|
||||
/// lock first
|
||||
/// </summary>
|
||||
/// <param name="sequenceNumber">Sequence number of the packet to remove</param>
|
||||
/// <param name="packet">Returns the removed packet</param>
|
||||
/// <returns>True if the packet was found and removed, otherwise false</returns>
|
||||
public bool RemoveUnsafe(uint sequenceNumber, out OutgoingPacket packet)
|
||||
{
|
||||
if (packets.TryGetValue(sequenceNumber, out packet))
|
||||
|
@ -74,6 +102,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the packet with the lowest sequence number
|
||||
/// </summary>
|
||||
/// <returns>The packet with the lowest sequence number, or null if the
|
||||
/// collection is empty</returns>
|
||||
public OutgoingPacket GetOldest()
|
||||
{
|
||||
lock (SyncRoot)
|
||||
|
@ -83,7 +116,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
}
|
||||
|
||||
public List<OutgoingPacket> GetExpiredPackets(int timeout)
|
||||
/// <summary>
|
||||
/// Returns a list of all of the packets with a TickCount older than
|
||||
/// the specified timeout
|
||||
/// </summary>
|
||||
/// <param name="timeoutMS">Number of ticks (milliseconds) before a
|
||||
/// packet is considered expired</param>
|
||||
/// <returns>A list of all expired packets according to the given
|
||||
/// expiration timeout</returns>
|
||||
public List<OutgoingPacket> GetExpiredPackets(int timeoutMS)
|
||||
{
|
||||
List<OutgoingPacket> expiredPackets = null;
|
||||
|
||||
|
@ -95,7 +136,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
if (packet.TickCount == 0)
|
||||
continue;
|
||||
|
||||
if (now - packet.TickCount >= timeout)
|
||||
if (now - packet.TickCount >= timeoutMS)
|
||||
{
|
||||
if (expiredPackets == null)
|
||||
expiredPackets = new List<OutgoingPacket>();
|
||||
|
|
|
@ -131,6 +131,7 @@
|
|||
|
||||
<ReferencePath>../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="System.Xml"/>
|
||||
<Reference name="System.Data"/>
|
||||
<Reference name="System.Drawing"/>
|
||||
|
@ -1755,6 +1756,7 @@
|
|||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="System.Xml"/>
|
||||
<Reference name="OpenMetaverseTypes.dll"/>
|
||||
<Reference name="OpenMetaverse.StructuredData.dll"/>
|
||||
|
@ -3695,6 +3697,7 @@
|
|||
</Files>
|
||||
</Project>
|
||||
|
||||
<!-- Commented for now until new unit tests are written for the new LLUDP implementation
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.ClientStack.LindenUDP.Tests" path="OpenSim/Region/ClientStack/LindenUDP/Tests" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
|
@ -3728,6 +3731,7 @@
|
|||
<Match pattern="*.cs" recurse="false"/>
|
||||
</Files>
|
||||
</Project>
|
||||
-->
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.ScriptEngine.Tests" path="OpenSim/Region/ScriptEngine" type="Library">
|
||||
<Configuration name="Debug">
|
||||
|
|
Loading…
Reference in New Issue