Make the LLUDPServerShim inheritable. There is absolutely no reason for
this to be sealed!LSLKeyTest
parent
141205532b
commit
68c73951ef
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@ -51,33 +51,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// A shim around LLUDPServer that implements the IClientNetworkServer interface
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/// </summary>
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LLUDPServerShim")]
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public sealed class LLUDPServerShim : INonSharedRegionModule
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public class LLUDPServerShim : INonSharedRegionModule
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{
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private bool m_Enabled = true;
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private IConfigSource m_Config;
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protected IConfigSource m_Config;
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LLUDPServer m_udpServer;
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#region INonSharedRegionModule
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public string Name
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public virtual string Name
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{
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get { return "LLUDPServerShim"; }
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}
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public Type ReplaceableInterface
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public virtual Type ReplaceableInterface
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{
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get { return null; }
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}
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public void Initialise(IConfigSource source)
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public virtual void Initialise(IConfigSource source)
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{
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m_Config = source;
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}
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public void Close()
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public virtual void Close()
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{
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}
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public void AddRegion(Scene scene)
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public virtual void AddRegion(Scene scene)
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{
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uint port = (uint)scene.RegionInfo.InternalEndPoint.Port;
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@ -88,23 +87,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AddScene(scene);
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}
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public void RemoveRegion(Scene scene)
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public virtual void RemoveRegion(Scene scene)
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{
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Stop();
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}
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public void RegionLoaded(Scene scene)
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public virtual void RegionLoaded(Scene scene)
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{
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Start();
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}
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#endregion
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public void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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public virtual void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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{
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m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager);
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}
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public void AddScene(IScene scene)
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public virtual void AddScene(IScene scene)
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{
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m_udpServer.AddScene(scene);
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@ -228,17 +227,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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StatVerbosity.Debug));
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}
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public bool HandlesRegion(Location x)
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public virtual bool HandlesRegion(Location x)
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{
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return m_udpServer.HandlesRegion(x);
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}
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public void Start()
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public virtual void Start()
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{
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m_udpServer.Start();
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}
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public void Stop()
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public virtual void Stop()
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{
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m_udpServer.Stop();
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}
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@ -257,7 +256,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public const int MTU = 1400;
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/// <summary>Number of forced client logouts due to no receipt of packets before timeout.</summary>
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public int ClientLogoutsDueToNoReceives { get; private set; }
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public int ClientLogoutsDueToNoReceives { get; protected set; }
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/// <summary>
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/// Default packet debug level given to new clients
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@ -284,12 +283,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Handlers for incoming packets</summary>
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//PacketEventDictionary packetEvents = new PacketEventDictionary();
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/// <summary>Incoming packets that are awaiting handling</summary>
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//private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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//protected OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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private OpenSim.Framework.BlockingQueue<IncomingPacket> packetInbox = new OpenSim.Framework.BlockingQueue<IncomingPacket>();
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protected OpenSim.Framework.BlockingQueue<IncomingPacket> packetInbox = new OpenSim.Framework.BlockingQueue<IncomingPacket>();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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public TokenBucket Throttle { get; private set; }
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public TokenBucket Throttle { get; protected set; }
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/// <summary>Per client throttle rates enforced by this server</summary>
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/// <remarks>
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@ -297,43 +296,43 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// The other rates (resend, asset, etc.) are the defaults for a new client and can be changed (and usually
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/// do get changed immediately). They do not need to sum to the total.
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/// </remarks>
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public ThrottleRates ThrottleRates { get; private set; }
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public ThrottleRates ThrottleRates { get; protected set; }
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/// <summary>Manages authentication for agent circuits</summary>
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private AgentCircuitManager m_circuitManager;
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protected AgentCircuitManager m_circuitManager;
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/// <summary>Reference to the scene this UDP server is attached to</summary>
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public Scene Scene { get; private set; }
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public Scene Scene { get; protected set; }
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/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
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private Location m_location;
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protected Location m_location;
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/// <summary>The size of the receive buffer for the UDP socket. This value
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/// is passed up to the operating system and used in the system networking
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/// stack. Use zero to leave this value as the default</summary>
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private int m_recvBufferSize;
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protected int m_recvBufferSize;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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protected bool m_asyncPacketHandling;
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/// <summary>Tracks whether or not a packet was sent each round so we know
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/// whether or not to sleep</summary>
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private bool m_packetSent;
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protected bool m_packetSent;
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/// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
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private int m_elapsedMSSinceLastStatReport = 0;
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protected int m_elapsedMSSinceLastStatReport = 0;
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/// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
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private int m_tickLastOutgoingPacketHandler;
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protected int m_tickLastOutgoingPacketHandler;
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/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
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private int m_elapsedMSOutgoingPacketHandler;
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protected int m_elapsedMSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed100MSOutgoingPacketHandler;
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protected int m_elapsed100MSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
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private int m_elapsed500MSOutgoingPacketHandler;
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protected int m_elapsed500MSOutgoingPacketHandler;
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/// <summary>Flag to signal when clients should check for resends</summary>
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protected bool m_resendUnacked;
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@ -344,7 +343,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Flag to signal when clients should send pings</summary>
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protected bool m_sendPing;
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private int m_animationSequenceNumber;
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protected int m_animationSequenceNumber;
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public int NextAnimationSequenceNumber
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{
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@ -359,7 +358,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
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protected ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>> m_pendingCache = new ExpiringCache<IPEndPoint, Queue<UDPPacketBuffer>>();
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/// <summary>
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/// Event used to signal when queued packets are available for sending.
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@ -369,25 +368,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// Some data is sent immediately and not queued. That data would not trigger this event.
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/// WRONG use. May be usefull in future revision
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/// </remarks>
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// private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
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// protected AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
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private Pool<IncomingPacket> m_incomingPacketPool;
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protected Pool<IncomingPacket> m_incomingPacketPool;
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/// <summary>
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/// Stat for number of packets in the main pool awaiting use.
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/// </summary>
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private Stat m_poolCountStat;
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protected Stat m_poolCountStat;
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/// <summary>
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/// Stat for number of packets in the inbound packet pool awaiting use.
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/// </summary>
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private Stat m_incomingPacketPoolStat;
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protected Stat m_incomingPacketPoolStat;
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private int m_defaultRTO = 0;
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private int m_maxRTO = 0;
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private int m_ackTimeout = 0;
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private int m_pausedAckTimeout = 0;
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private bool m_disableFacelights = false;
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protected int m_defaultRTO = 0;
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protected int m_maxRTO = 0;
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protected int m_ackTimeout = 0;
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protected int m_pausedAckTimeout = 0;
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protected bool m_disableFacelights = false;
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public Socket Server { get { return null; } }
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@ -409,28 +408,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>
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/// Record how many inbound packets could not be recognized as LLUDP packets.
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/// </summary>
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public int IncomingMalformedPacketCount { get; private set; }
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public int IncomingMalformedPacketCount { get; protected set; }
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/// <summary>
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/// Record how many inbound packets could not be associated with a simulator circuit.
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/// </summary>
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public int IncomingOrphanedPacketCount { get; private set; }
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public int IncomingOrphanedPacketCount { get; protected set; }
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/// <summary>
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/// Record current outgoing client for monitoring purposes.
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/// </summary>
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private IClientAPI m_currentOutgoingClient;
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protected IClientAPI m_currentOutgoingClient;
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/// <summary>
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/// Recording current incoming client for monitoring purposes.
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/// </summary>
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private IClientAPI m_currentIncomingClient;
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protected IClientAPI m_currentIncomingClient;
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/// <summary>
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/// Queue some low priority but potentially high volume async requests so that they don't overwhelm available
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/// threadpool threads.
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/// </summary>
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public JobEngine IpahEngine { get; private set; }
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public JobEngine IpahEngine { get; protected set; }
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/// <summary>
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/// Run queue empty processing within a single persistent thread.
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@ -440,7 +439,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// connection schedule its own job in the threadpool which causes performance problems when there are many
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/// connections.
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/// </remarks>
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public JobEngine OqrEngine { get; private set; }
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public JobEngine OqrEngine { get; protected set; }
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public LLUDPServer(
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IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port,
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@ -662,7 +661,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
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/// </summary>
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/// <returns></returns>
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private string GetWatchdogIncomingAlarmData()
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protected string GetWatchdogIncomingAlarmData()
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{
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return string.Format(
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"Client is {0}",
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@ -673,7 +672,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
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/// </summary>
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/// <returns></returns>
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private string GetWatchdogOutgoingAlarmData()
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protected string GetWatchdogOutgoingAlarmData()
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{
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return string.Format(
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"Client is {0}",
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@ -1237,7 +1236,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
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}
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private void RecordMalformedInboundPacket(IPEndPoint endPoint)
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protected void RecordMalformedInboundPacket(IPEndPoint endPoint)
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{
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// if (m_malformedCount < 100)
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// m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString());
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@ -1666,7 +1665,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion BinaryStats
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private void HandleUseCircuitCode(object o)
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protected void HandleUseCircuitCode(object o)
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{
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IPEndPoint endPoint = null;
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IClientAPI client = null;
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@ -1775,7 +1774,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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/*
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private void HandleCompleteMovementIntoRegion(object o)
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protected void HandleCompleteMovementIntoRegion(object o)
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{
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IPEndPoint endPoint = null;
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IClientAPI client = null;
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@ -1895,7 +1894,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </remarks>
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/// <param name="remoteEndpoint"></param>
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/// <param name="sequenceNumber"></param>
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private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
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protected void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
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{
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PacketAckPacket ack = new PacketAckPacket();
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ack.Header.Reliable = false;
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@ -1919,7 +1918,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AsyncBeginSend(buffer);
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}
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private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)
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protected bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)
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{
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UUID agentID = useCircuitCode.CircuitCode.ID;
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UUID sessionID = useCircuitCode.CircuitCode.SessionID;
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@ -1989,7 +1988,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </remarks>
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/// <param name='client'></param>
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/// <param name='timeoutTicks'></param>
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private void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
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protected void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
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{
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lock (client.CloseSyncLock)
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{
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@ -2010,7 +2009,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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client.Close(true,true);
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}
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private void IncomingPacketHandler()
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protected void IncomingPacketHandler()
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{
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Thread.CurrentThread.Priority = ThreadPriority.Highest;
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IncomingPacket incomingPacket;
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@ -2052,7 +2051,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Watchdog.RemoveThread();
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}
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private void OutgoingPacketHandler()
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protected void OutgoingPacketHandler()
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{
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Thread.CurrentThread.Priority = ThreadPriority.Highest;
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@ -2181,27 +2180,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Emergency Monitoring
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// Alternative packet handler fuull of instrumentation
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// Handy for hunting bugs
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private Stopwatch watch1 = new Stopwatch();
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private Stopwatch watch2 = new Stopwatch();
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protected Stopwatch watch1 = new Stopwatch();
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protected Stopwatch watch2 = new Stopwatch();
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private float avgProcessingTicks = 0;
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private float avgResendUnackedTicks = 0;
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private float avgSendAcksTicks = 0;
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private float avgSendPingTicks = 0;
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private float avgDequeueTicks = 0;
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private long nticks = 0;
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private long nticksUnack = 0;
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private long nticksAck = 0;
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private long nticksPing = 0;
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private int npacksSent = 0;
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private int npackNotSent = 0;
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protected float avgProcessingTicks = 0;
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protected float avgResendUnackedTicks = 0;
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protected float avgSendAcksTicks = 0;
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protected float avgSendPingTicks = 0;
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protected float avgDequeueTicks = 0;
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protected long nticks = 0;
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protected long nticksUnack = 0;
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protected long nticksAck = 0;
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protected long nticksPing = 0;
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protected int npacksSent = 0;
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protected int npackNotSent = 0;
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/// <summary>
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/// Number of inbound packets processed since startup.
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/// </summary>
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public long IncomingPacketsProcessed { get; private set; }
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public long IncomingPacketsProcessed { get; protected set; }
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private void MonitoredClientOutgoingPacketHandler(IClientAPI client)
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protected void MonitoredClientOutgoingPacketHandler(IClientAPI client)
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{
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nticks++;
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watch1.Start();
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@ -2296,7 +2295,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion
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private void ProcessInPacket(IncomingPacket incomingPacket)
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protected void ProcessInPacket(IncomingPacket incomingPacket)
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{
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Packet packet = incomingPacket.Packet;
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LLClientView client = incomingPacket.Client;
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