Putting this to exactly what it was yesterday around this time, so we can do the 100-ppl load test in WP. We need to carefully play with this code in order to understand all the problems.
parent
78f57283f4
commit
8231cb2231
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@ -247,16 +247,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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////return success;
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////return success;
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lock (m_sync)
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//lock (m_sync)
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return Dictionary2.TryGetValue(key, out value);
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//try
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//{
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// return Dictionary2.TryGetValue(key, out value);
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// return Dictionary2.TryGetValue(key, out value);
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//}
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//catch { }
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try
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//value = null;
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{
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//return false;
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return Dictionary2.TryGetValue(key, out value);
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}
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catch { }
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value = null;
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return false;
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}
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}
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@ -1,29 +1,30 @@
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/*
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//--------- Modified Version -------------------
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* Copyright (c) 2006, Clutch, Inc.
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///*
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* Original Author: Jeff Cesnik
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// * Copyright (c) 2006, Clutch, Inc.
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* All rights reserved.
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// * Original Author: Jeff Cesnik
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*
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// * All rights reserved.
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* - Redistribution and use in source and binary forms, with or without
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// *
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* modification, are permitted provided that the following conditions are met:
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// * - Redistribution and use in source and binary forms, with or without
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*
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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 notice, this
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// *
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* list of conditions and the following disclaimer.
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// * - Redistributions of source code must retain the above copyright notice, this
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* - Neither the name of the openmetaverse.org nor the names
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// * list of conditions and the following disclaimer.
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* of its contributors may be used to endorse or promote products derived from
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// * - Neither the name of the openmetaverse.org nor the names
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* this software without specific prior written permission.
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// * of its contributors may be used to endorse or promote products derived from
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*
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// * this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// *
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* POSSIBILITY OF SUCH DAMAGE.
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// * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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*/
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// * POSSIBILITY OF SUCH DAMAGE.
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// */
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using System;
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using System;
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using System.Net;
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using System.Net;
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@ -31,6 +32,317 @@ using System.Net.Sockets;
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using System.Threading;
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using System.Threading;
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using OpenMetaverse;
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using OpenMetaverse;
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//namespace OpenSim.Region.ClientStack.LindenUDP
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//{
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// /// <summary>
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// ///
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// /// </summary>
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// public abstract class OpenSimUDPBase
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// {
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// // these abstract methods must be implemented in a derived class to actually do
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// // something with the packets that are sent and received.
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// protected abstract void PacketReceived(UDPPacketBuffer buffer);
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// protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
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// // the port to listen on
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// internal int udpPort;
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// // the UDP socket
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// private Socket udpSocket;
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// // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
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// // since there are potentially many "reader" threads in the internal .NET IOCP
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// // thread pool, this is a cheaper synchronization primitive than using
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// // a Mutex object. This allows many UDP socket "reads" concurrently - when
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// // Stop() is called, it attempts to obtain a writer lock which will then
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// // wait until all outstanding operations are completed before shutting down.
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// // this avoids the problem of closing the socket with outstanding operations
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// // and trying to catch the inevitable ObjectDisposedException.
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// private ReaderWriterLock rwLock = new ReaderWriterLock();
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// // number of outstanding operations. This is a reference count
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// // which we use to ensure that the threads exit cleanly. Note that
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// // we need this because the threads will potentially still need to process
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// // data even after the socket is closed.
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// private int rwOperationCount = 0;
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// // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
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// private volatile bool shutdownFlag = true;
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// // the remote endpoint to communicate with
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// protected IPEndPoint remoteEndPoint = null;
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// /// <summary>
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// /// Initialize the UDP packet handler in server mode
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// /// </summary>
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// /// <param name="port">Port to listening for incoming UDP packets on</param>
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// public OpenSimUDPBase(int port)
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// {
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// udpPort = port;
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// }
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// /// <summary>
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// /// Initialize the UDP packet handler in client mode
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// /// </summary>
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// /// <param name="endPoint">Remote UDP server to connect to</param>
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// public OpenSimUDPBase(IPEndPoint endPoint)
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// {
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// remoteEndPoint = endPoint;
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// udpPort = 0;
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// }
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// /// <summary>
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// ///
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// /// </summary>
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// public void Start()
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// {
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// if (shutdownFlag)
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// {
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// if (remoteEndPoint == null)
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// {
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// // Server mode
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// // create and bind the socket
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// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
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// udpSocket = new Socket(
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// AddressFamily.InterNetwork,
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// SocketType.Dgram,
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// ProtocolType.Udp);
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// udpSocket.Bind(ipep);
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// }
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// else
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// {
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// // Client mode
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// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
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// udpSocket = new Socket(
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// AddressFamily.InterNetwork,
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// SocketType.Dgram,
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// ProtocolType.Udp);
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// udpSocket.Bind(ipep);
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// //udpSocket.Connect(remoteEndPoint);
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// }
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// // we're not shutting down, we're starting up
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// shutdownFlag = false;
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// // kick off an async receive. The Start() method will return, the
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// // actual receives will occur asynchronously and will be caught in
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// // AsyncEndRecieve().
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// AsyncBeginReceive();
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// }
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// }
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// /// <summary>
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// ///
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// /// </summary>
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// public void Stop()
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// {
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// if (!shutdownFlag)
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// {
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// // wait indefinitely for a writer lock. Once this is called, the .NET runtime
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// // will deny any more reader locks, in effect blocking all other send/receive
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// // threads. Once we have the lock, we set shutdownFlag to inform the other
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// // threads that the socket is closed.
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// rwLock.AcquireWriterLock(-1);
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// shutdownFlag = true;
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// udpSocket.Close();
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// rwLock.ReleaseWriterLock();
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// // wait for any pending operations to complete on other
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// // threads before exiting.
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// const int FORCE_STOP = 100;
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// int i = 0;
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// while (rwOperationCount > 0 && i < FORCE_STOP)
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// {
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// Thread.Sleep(10);
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// ++i;
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// }
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// if (i >= FORCE_STOP)
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// {
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// Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
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// Helpers.LogLevel.Warning);
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// }
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// }
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// }
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// /// <summary>
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// ///
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// /// </summary>
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// public bool IsRunning
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// {
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// get { return !shutdownFlag; }
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// }
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// private void AsyncBeginReceive()
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// {
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// // this method actually kicks off the async read on the socket.
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// // we aquire a reader lock here to ensure that no other thread
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// // is trying to set shutdownFlag and close the socket.
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// rwLock.AcquireReaderLock(-1);
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// if (!shutdownFlag)
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// {
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// // increment the count of pending operations
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// Interlocked.Increment(ref rwOperationCount);
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// // allocate a packet buffer
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// //WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
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// UDPPacketBuffer buf = new UDPPacketBuffer();
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// try
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// {
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// // kick off an async read
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// udpSocket.BeginReceiveFrom(
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// //wrappedBuffer.Instance.Data,
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// buf.Data,
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// 0,
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// UDPPacketBuffer.BUFFER_SIZE,
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// SocketFlags.None,
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// //ref wrappedBuffer.Instance.RemoteEndPoint,
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// ref buf.RemoteEndPoint,
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// new AsyncCallback(AsyncEndReceive),
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// //wrappedBuffer);
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// buf);
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// }
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// catch (SocketException)
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// {
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// // something bad happened
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// //Logger.Log(
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// // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
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// // Helpers.LogLevel.Error, se);
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// // an error occurred, therefore the operation is void. Decrement the reference count.
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// Interlocked.Decrement(ref rwOperationCount);
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// }
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// }
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// // we're done with the socket for now, release the reader lock.
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// rwLock.ReleaseReaderLock();
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// }
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// private void AsyncEndReceive(IAsyncResult iar)
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// {
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// // Asynchronous receive operations will complete here through the call
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// // to AsyncBeginReceive
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// // aquire a reader lock
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// rwLock.AcquireReaderLock(-1);
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// if (!shutdownFlag)
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// {
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// // get the buffer that was created in AsyncBeginReceive
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// // this is the received data
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// //WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
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// //UDPPacketBuffer buffer = wrappedBuffer.Instance;
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// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
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// try
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// {
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// // get the length of data actually read from the socket, store it with the
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// // buffer
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// buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
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// // this operation is now complete, decrement the reference count
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// Interlocked.Decrement(ref rwOperationCount);
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// // we're done with the socket, release the reader lock
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// rwLock.ReleaseReaderLock();
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// // call the abstract method PacketReceived(), passing the buffer that
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// // has just been filled from the socket read.
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// PacketReceived(buffer);
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// }
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// catch (SocketException)
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// {
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// // an error occurred, therefore the operation is void. Decrement the reference count.
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// Interlocked.Decrement(ref rwOperationCount);
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// // we're done with the socket for now, release the reader lock.
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// rwLock.ReleaseReaderLock();
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// }
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// finally
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// {
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// // start another receive - this keeps the server going!
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// AsyncBeginReceive();
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// //wrappedBuffer.Dispose();
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// }
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// }
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// else
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// {
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// // nothing bad happened, but we are done with the operation
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// // decrement the reference count and release the reader lock
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// Interlocked.Decrement(ref rwOperationCount);
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// rwLock.ReleaseReaderLock();
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|
// }
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|
// }
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// public void AsyncBeginSend(UDPPacketBuffer buf)
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// {
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// rwLock.AcquireReaderLock(-1);
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// if (!shutdownFlag)
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// {
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// try
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// {
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// Interlocked.Increment(ref rwOperationCount);
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// udpSocket.BeginSendTo(
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// buf.Data,
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// 0,
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|
// buf.DataLength,
|
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|
// SocketFlags.None,
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|
// buf.RemoteEndPoint,
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|
// new AsyncCallback(AsyncEndSend),
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|
// buf);
|
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|
// }
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||||||
|
// catch (SocketException)
|
||||||
|
// {
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||||||
|
// //Logger.Log(
|
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|
// // "A SocketException occurred in UDPServer.AsyncBeginSend()",
|
||||||
|
// // Helpers.LogLevel.Error, se);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// rwLock.ReleaseReaderLock();
|
||||||
|
// }
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||||||
|
|
||||||
|
// private void AsyncEndSend(IAsyncResult iar)
|
||||||
|
// {
|
||||||
|
// rwLock.AcquireReaderLock(-1);
|
||||||
|
|
||||||
|
// if (!shutdownFlag)
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||||||
|
// {
|
||||||
|
// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
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||||||
|
|
||||||
|
// try
|
||||||
|
// {
|
||||||
|
// int bytesSent = udpSocket.EndSendTo(iar);
|
||||||
|
|
||||||
|
// // 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
|
||||||
|
// // is the number of bytes to send (or bytes received depending upon whether this
|
||||||
|
// // buffer was part of a send or a receive).
|
||||||
|
// PacketSent(buffer, bytesSent);
|
||||||
|
// }
|
||||||
|
// catch (SocketException)
|
||||||
|
// {
|
||||||
|
// //Logger.Log(
|
||||||
|
// // "A SocketException occurred in UDPServer.AsyncEndSend()",
|
||||||
|
// // Helpers.LogLevel.Error, se);
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// Interlocked.Decrement(ref rwOperationCount);
|
||||||
|
// rwLock.ReleaseReaderLock();
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
|
||||||
|
//--------- Original Version -------------------
|
||||||
|
|
||||||
|
|
||||||
namespace OpenSim.Region.ClientStack.LindenUDP
|
namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -49,29 +361,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
// the UDP socket
|
// the UDP socket
|
||||||
private Socket udpSocket;
|
private Socket udpSocket;
|
||||||
|
|
||||||
// the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
|
// the all important shutdownFlag.
|
||||||
// since there are potentially many "reader" threads in the internal .NET IOCP
|
|
||||||
// thread pool, this is a cheaper synchronization primitive than using
|
|
||||||
// a Mutex object. This allows many UDP socket "reads" concurrently - when
|
|
||||||
// Stop() is called, it attempts to obtain a writer lock which will then
|
|
||||||
// wait until all outstanding operations are completed before shutting down.
|
|
||||||
// this avoids the problem of closing the socket with outstanding operations
|
|
||||||
// and trying to catch the inevitable ObjectDisposedException.
|
|
||||||
private ReaderWriterLock rwLock = new ReaderWriterLock();
|
|
||||||
|
|
||||||
// number of outstanding operations. This is a reference count
|
|
||||||
// which we use to ensure that the threads exit cleanly. Note that
|
|
||||||
// we need this because the threads will potentially still need to process
|
|
||||||
// data even after the socket is closed.
|
|
||||||
private int rwOperationCount = 0;
|
|
||||||
|
|
||||||
// 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>
|
||||||
|
@ -98,29 +393,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
{
|
{
|
||||||
if (shutdownFlag)
|
if (shutdownFlag)
|
||||||
{
|
{
|
||||||
if (remoteEndPoint == null)
|
const int SIO_UDP_CONNRESET = -1744830452;
|
||||||
{
|
|
||||||
// Server mode
|
|
||||||
|
|
||||||
// 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);
|
try
|
||||||
udpSocket.Bind(ipep);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
{
|
||||||
// Client mode
|
// this udp socket flag is not supported under mono,
|
||||||
IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
|
// so we'll catch the exception and continue
|
||||||
udpSocket = new Socket(
|
udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
|
||||||
AddressFamily.InterNetwork,
|
|
||||||
SocketType.Dgram,
|
|
||||||
ProtocolType.Udp);
|
|
||||||
udpSocket.Bind(ipep);
|
|
||||||
//udpSocket.Connect(remoteEndPoint);
|
|
||||||
}
|
}
|
||||||
|
catch (SocketException)
|
||||||
|
{
|
||||||
|
Logger.DebugLog("UDP SIO_UDP_CONNRESET flag not supported on this platform");
|
||||||
|
}
|
||||||
|
udpSocket.Bind(ipep);
|
||||||
|
|
||||||
// we're not shutting down, we're starting up
|
// we're not shutting down, we're starting up
|
||||||
shutdownFlag = false;
|
shutdownFlag = false;
|
||||||
|
@ -143,26 +433,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
// 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);
|
|
||||||
shutdownFlag = true;
|
shutdownFlag = true;
|
||||||
udpSocket.Close();
|
udpSocket.Close();
|
||||||
rwLock.ReleaseWriterLock();
|
|
||||||
|
|
||||||
// wait for any pending operations to complete on other
|
|
||||||
// threads before exiting.
|
|
||||||
const int FORCE_STOP = 100;
|
|
||||||
int i = 0;
|
|
||||||
while (rwOperationCount > 0 && i < FORCE_STOP)
|
|
||||||
{
|
|
||||||
Thread.Sleep(10);
|
|
||||||
++i;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (i >= FORCE_STOP)
|
|
||||||
{
|
|
||||||
Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
|
|
||||||
Helpers.LogLevel.Warning);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -176,20 +448,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
|
|
||||||
private void AsyncBeginReceive()
|
private void AsyncBeginReceive()
|
||||||
{
|
{
|
||||||
// this method actually kicks off the async read on the socket.
|
// allocate a packet buffer
|
||||||
// we aquire a reader lock here to ensure that no other thread
|
//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
|
||||||
// is trying to set shutdownFlag and close the socket.
|
UDPPacketBuffer buf = new UDPPacketBuffer();
|
||||||
rwLock.AcquireReaderLock(-1);
|
|
||||||
|
|
||||||
if (!shutdownFlag)
|
if (!shutdownFlag)
|
||||||
{
|
{
|
||||||
// increment the count of pending operations
|
|
||||||
Interlocked.Increment(ref rwOperationCount);
|
|
||||||
|
|
||||||
// allocate a packet buffer
|
|
||||||
//WrappedObject<UDPPacketBuffer> wrappedBuffer = Pool.CheckOut();
|
|
||||||
UDPPacketBuffer buf = new UDPPacketBuffer();
|
|
||||||
|
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
// kick off an async read
|
// kick off an async read
|
||||||
|
@ -199,38 +463,53 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
0,
|
0,
|
||||||
UDPPacketBuffer.BUFFER_SIZE,
|
UDPPacketBuffer.BUFFER_SIZE,
|
||||||
SocketFlags.None,
|
SocketFlags.None,
|
||||||
//ref wrappedBuffer.Instance.RemoteEndPoint,
|
|
||||||
ref buf.RemoteEndPoint,
|
ref buf.RemoteEndPoint,
|
||||||
new AsyncCallback(AsyncEndReceive),
|
AsyncEndReceive,
|
||||||
//wrappedBuffer);
|
//wrappedBuffer);
|
||||||
buf);
|
buf);
|
||||||
}
|
}
|
||||||
catch (SocketException)
|
catch (SocketException e)
|
||||||
{
|
{
|
||||||
// something bad happened
|
if (e.SocketErrorCode == SocketError.ConnectionReset)
|
||||||
//Logger.Log(
|
{
|
||||||
// "A SocketException occurred in UDPServer.AsyncBeginReceive()",
|
Logger.Log("SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + udpPort, Helpers.LogLevel.Error);
|
||||||
// Helpers.LogLevel.Error, se);
|
bool salvaged = false;
|
||||||
|
while (!salvaged)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
udpSocket.BeginReceiveFrom(
|
||||||
|
//wrappedBuffer.Instance.Data,
|
||||||
|
buf.Data,
|
||||||
|
0,
|
||||||
|
UDPPacketBuffer.BUFFER_SIZE,
|
||||||
|
SocketFlags.None,
|
||||||
|
ref buf.RemoteEndPoint,
|
||||||
|
AsyncEndReceive,
|
||||||
|
//wrappedBuffer);
|
||||||
|
buf);
|
||||||
|
salvaged = true;
|
||||||
|
}
|
||||||
|
catch (SocketException) { }
|
||||||
|
catch (ObjectDisposedException) { return; }
|
||||||
|
}
|
||||||
|
|
||||||
// an error occurred, therefore the operation is void. Decrement the reference count.
|
Logger.Log("Salvaged the UDP listener on port " + udpPort, Helpers.LogLevel.Info);
|
||||||
Interlocked.Decrement(ref rwOperationCount);
|
}
|
||||||
}
|
}
|
||||||
|
catch (ObjectDisposedException) { }
|
||||||
}
|
}
|
||||||
|
|
||||||
// we're done with the socket for now, release the reader lock.
|
|
||||||
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
|
|
||||||
rwLock.AcquireReaderLock(-1);
|
|
||||||
|
|
||||||
if (!shutdownFlag)
|
if (!shutdownFlag)
|
||||||
{
|
{
|
||||||
|
// start another receive - this keeps the server going!
|
||||||
|
AsyncBeginReceive();
|
||||||
|
|
||||||
// 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;
|
||||||
|
@ -243,98 +522,48 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
// 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
|
|
||||||
Interlocked.Decrement(ref rwOperationCount);
|
|
||||||
|
|
||||||
// we're done with the socket, release the reader lock
|
|
||||||
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) { }
|
||||||
{
|
catch (ObjectDisposedException) { }
|
||||||
// an error occurred, therefore the operation is void. Decrement the reference count.
|
//finally { wrappedBuffer.Dispose(); }
|
||||||
Interlocked.Decrement(ref rwOperationCount);
|
|
||||||
|
|
||||||
// we're done with the socket for now, release the reader lock.
|
|
||||||
rwLock.ReleaseReaderLock();
|
|
||||||
}
|
|
||||||
finally
|
|
||||||
{
|
|
||||||
// start another receive - this keeps the server going!
|
|
||||||
AsyncBeginReceive();
|
|
||||||
|
|
||||||
//wrappedBuffer.Dispose();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// nothing bad happened, but we are done with the operation
|
|
||||||
// decrement the reference count and release the reader lock
|
|
||||||
Interlocked.Decrement(ref rwOperationCount);
|
|
||||||
rwLock.ReleaseReaderLock();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AsyncBeginSend(UDPPacketBuffer buf)
|
public void AsyncBeginSend(UDPPacketBuffer buf)
|
||||||
{
|
{
|
||||||
rwLock.AcquireReaderLock(-1);
|
|
||||||
|
|
||||||
if (!shutdownFlag)
|
if (!shutdownFlag)
|
||||||
{
|
{
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
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),
|
AsyncEndSend,
|
||||||
buf);
|
buf);
|
||||||
}
|
}
|
||||||
catch (SocketException)
|
catch (SocketException) { }
|
||||||
{
|
catch (ObjectDisposedException) { }
|
||||||
//Logger.Log(
|
|
||||||
// "A SocketException occurred in UDPServer.AsyncBeginSend()",
|
|
||||||
// Helpers.LogLevel.Error, se);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
rwLock.ReleaseReaderLock();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void AsyncEndSend(IAsyncResult iar)
|
void AsyncEndSend(IAsyncResult result)
|
||||||
{
|
{
|
||||||
rwLock.AcquireReaderLock(-1);
|
try
|
||||||
|
|
||||||
if (!shutdownFlag)
|
|
||||||
{
|
{
|
||||||
UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
|
UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
|
||||||
|
int bytesSent = udpSocket.EndSendTo(result);
|
||||||
|
|
||||||
try
|
PacketSent(buf, bytesSent);
|
||||||
{
|
|
||||||
int bytesSent = udpSocket.EndSendTo(iar);
|
|
||||||
|
|
||||||
// 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
|
|
||||||
// is the number of bytes to send (or bytes received depending upon whether this
|
|
||||||
// buffer was part of a send or a receive).
|
|
||||||
PacketSent(buffer, bytesSent);
|
|
||||||
}
|
|
||||||
catch (SocketException)
|
|
||||||
{
|
|
||||||
//Logger.Log(
|
|
||||||
// "A SocketException occurred in UDPServer.AsyncEndSend()",
|
|
||||||
// Helpers.LogLevel.Error, se);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
catch (SocketException) { }
|
||||||
Interlocked.Decrement(ref rwOperationCount);
|
catch (ObjectDisposedException) { }
|
||||||
rwLock.ReleaseReaderLock();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue