A few updates necessary for load balancer.
- handle GetUser request for nonexistent user gracefully - include throttle levels in ClientInfo - code to save/restore throttles in client stack - only update/send updates to active clients - make animation classes serializableGenericGridServerConcept
parent
d81fb565c1
commit
bdf95e54a2
|
@ -45,5 +45,14 @@ namespace OpenSim.Framework
|
|||
public uint sequence;
|
||||
public byte[] usecircuit;
|
||||
public EndPoint userEP;
|
||||
|
||||
public int resendThrottle;
|
||||
public int landThrottle;
|
||||
public int windThrottle;
|
||||
public int cloudThrottle;
|
||||
public int taskThrottle;
|
||||
public int assetThrottle;
|
||||
public int textureThrottle;
|
||||
public int totalThrottle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -248,6 +248,9 @@ namespace OpenSim.Grid.UserServer.Modules
|
|||
{
|
||||
string query = (string) requestData["avatar_name"];
|
||||
|
||||
if (null == query)
|
||||
return CreateUnknownUserErrorResponse();
|
||||
|
||||
// Regex objAlphaNumericPattern = new Regex("[^a-zA-Z0-9]");
|
||||
|
||||
string[] querysplit = query.Split(' ');
|
||||
|
|
|
@ -561,8 +561,12 @@ namespace OpenSim
|
|||
{
|
||||
int port = regionInfo.InternalEndPoint.Port;
|
||||
|
||||
// set initial originRegionID to RegionID in RegionInfo. (it needs for loding prims)
|
||||
regionInfo.originRegionID = regionInfo.RegionID;
|
||||
// set initial RegionID to originRegionID in RegionInfo. (it needs for loding prims)
|
||||
// Commented this out because otherwise regions can't register with
|
||||
// the grid as there is already another region with the same UUID
|
||||
// at those coordinates. This is required for the load balancer to work.
|
||||
// --Mike, 2009.02.25
|
||||
//regionInfo.originRegionID = regionInfo.RegionID;
|
||||
|
||||
// set initial ServerURI
|
||||
regionInfo.ServerURI = "http://" + regionInfo.ExternalHostName + ":" + regionInfo.InternalEndPoint.Port;
|
||||
|
|
|
@ -2584,6 +2584,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
public void SendCoarseLocationUpdate(List<Vector3> CoarseLocations)
|
||||
{
|
||||
if (!IsActive) return; // We don't need to update inactive clients.
|
||||
|
||||
CoarseLocationUpdatePacket loc = (CoarseLocationUpdatePacket)PacketPool.Instance.GetPacket(PacketType.CoarseLocationUpdate);
|
||||
// TODO: don't create new blocks if recycling an old packet
|
||||
int total = CoarseLocations.Count;
|
||||
|
|
|
@ -196,13 +196,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
// configuration!
|
||||
//
|
||||
|
||||
if ((m_SynchronizeClient != null) && (!m_Client.IsActive))
|
||||
{
|
||||
if (m_SynchronizeClient(m_Client.Scene, packet,
|
||||
m_Client.AgentId, throttlePacketType))
|
||||
return;
|
||||
}
|
||||
|
||||
packet.Header.Sequence = 0;
|
||||
|
||||
lock (m_NeedAck)
|
||||
|
@ -480,26 +473,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
if (packet == null)
|
||||
return;
|
||||
|
||||
// If this client is on another partial instance, no need
|
||||
// to handle packets
|
||||
//
|
||||
if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
|
||||
{
|
||||
PacketPool.Instance.ReturnPacket(packet);
|
||||
return;
|
||||
}
|
||||
|
||||
// Any packet can have some packet acks in the header.
|
||||
// Process them here
|
||||
//
|
||||
if (packet.Header.AppendedAcks)
|
||||
{
|
||||
foreach (uint id in packet.Header.AckList)
|
||||
{
|
||||
ProcessAck(id);
|
||||
}
|
||||
}
|
||||
|
||||
// When too many acks are needed to be sent, the client sends
|
||||
// a packet consisting of acks only
|
||||
//
|
||||
|
@ -516,10 +489,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
PacketPool.Instance.ReturnPacket(packet);
|
||||
return;
|
||||
}
|
||||
else if (packet.Type == PacketType.StartPingCheck)
|
||||
|
||||
// Any packet can have some packet acks in the header.
|
||||
// Process them here
|
||||
//
|
||||
if (packet.Header.AppendedAcks)
|
||||
{
|
||||
foreach (uint id in packet.Header.AckList)
|
||||
{
|
||||
ProcessAck(id);
|
||||
}
|
||||
}
|
||||
|
||||
// If this client is on another partial instance, no need
|
||||
// to handle packets
|
||||
//
|
||||
if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
|
||||
{
|
||||
PacketPool.Instance.ReturnPacket(packet);
|
||||
return;
|
||||
}
|
||||
|
||||
if (packet.Type == PacketType.StartPingCheck)
|
||||
{
|
||||
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
|
||||
CompletePingCheckPacket endPing
|
||||
CompletePingCheckPacket endPing
|
||||
= (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);
|
||||
|
||||
endPing.PingID.PingID = startPing.PingID.PingID;
|
||||
|
@ -639,6 +633,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
|
||||
info.sequence = m_Sequence;
|
||||
|
||||
float multiplier = m_PacketQueue.ThrottleMultiplier;
|
||||
info.resendThrottle = (int) (m_PacketQueue.ResendThrottle.Throttle / multiplier);
|
||||
info.landThrottle = (int) (m_PacketQueue.LandThrottle.Throttle / multiplier);
|
||||
info.windThrottle = (int) (m_PacketQueue.WindThrottle.Throttle / multiplier);
|
||||
info.cloudThrottle = (int) (m_PacketQueue.CloudThrottle.Throttle / multiplier);
|
||||
info.taskThrottle = (int) (m_PacketQueue.TaskThrottle.Throttle / multiplier);
|
||||
info.assetThrottle = (int) (m_PacketQueue.AssetThrottle.Throttle / multiplier);
|
||||
info.textureThrottle = (int) (m_PacketQueue.TextureThrottle.Throttle / multiplier);
|
||||
info.totalThrottle = (int) (m_PacketQueue.TotalThrottle.Throttle / multiplier);
|
||||
|
||||
return info;
|
||||
}
|
||||
|
||||
|
@ -676,6 +680,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
}
|
||||
|
||||
m_Sequence = info.sequence;
|
||||
|
||||
m_PacketQueue.ResendThrottle.Throttle = info.resendThrottle;
|
||||
m_PacketQueue.LandThrottle.Throttle = info.landThrottle;
|
||||
m_PacketQueue.WindThrottle.Throttle = info.windThrottle;
|
||||
m_PacketQueue.CloudThrottle.Throttle = info.cloudThrottle;
|
||||
m_PacketQueue.TaskThrottle.Throttle = info.taskThrottle;
|
||||
m_PacketQueue.AssetThrottle.Throttle = info.assetThrottle;
|
||||
m_PacketQueue.TextureThrottle.Throttle = info.textureThrottle;
|
||||
m_PacketQueue.TotalThrottle.Throttle = info.totalThrottle;
|
||||
}
|
||||
|
||||
public void AddImportantPacket(PacketType type)
|
||||
|
|
|
@ -69,18 +69,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
// This value also determines how many times per throttletimems the timer will run
|
||||
// If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
|
||||
|
||||
private float throttleMultiplier = 2.0f; // Default value really doesn't matter.
|
||||
private int throttleTimeDivisor = 7;
|
||||
|
||||
private int throttletimems = 1000;
|
||||
|
||||
private LLPacketThrottle ResendThrottle;
|
||||
private LLPacketThrottle LandThrottle;
|
||||
private LLPacketThrottle WindThrottle;
|
||||
private LLPacketThrottle CloudThrottle;
|
||||
private LLPacketThrottle TaskThrottle;
|
||||
private LLPacketThrottle AssetThrottle;
|
||||
private LLPacketThrottle TextureThrottle;
|
||||
private LLPacketThrottle TotalThrottle;
|
||||
internal LLPacketThrottle ResendThrottle;
|
||||
internal LLPacketThrottle LandThrottle;
|
||||
internal LLPacketThrottle WindThrottle;
|
||||
internal LLPacketThrottle CloudThrottle;
|
||||
internal LLPacketThrottle TaskThrottle;
|
||||
internal LLPacketThrottle AssetThrottle;
|
||||
internal LLPacketThrottle TextureThrottle;
|
||||
internal LLPacketThrottle TotalThrottle;
|
||||
|
||||
// private long LastThrottle;
|
||||
// private long ThrottleInterval;
|
||||
|
@ -108,6 +109,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
TextureOutgoingPacketQueue = new Queue<LLQueItem>();
|
||||
AssetOutgoingPacketQueue = new Queue<LLQueItem>();
|
||||
|
||||
// Store the throttle multiplier for posterity.
|
||||
throttleMultiplier = userSettings.ClientThrottleMultipler;
|
||||
|
||||
// Set up the throttle classes (min, max, current) in bits per second
|
||||
ResendThrottle = new LLPacketThrottle(5000, 100000, 16000, userSettings.ClientThrottleMultipler);
|
||||
LandThrottle = new LLPacketThrottle(1000, 100000, 2000, userSettings.ClientThrottleMultipler);
|
||||
|
@ -624,5 +628,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
{
|
||||
return SendQueue.GetQueueArray();
|
||||
}
|
||||
|
||||
public float ThrottleMultiplier
|
||||
{
|
||||
get { return throttleMultiplier; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -25,11 +25,13 @@
|
|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.StructuredData;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
[Serializable]
|
||||
public class Animation
|
||||
{
|
||||
private UUID animID;
|
||||
|
|
|
@ -25,11 +25,13 @@
|
|||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
[Serializable]
|
||||
public class AnimationSet
|
||||
{
|
||||
public static AvatarAnimations Animations = new AvatarAnimations();
|
||||
|
|
|
@ -2048,17 +2048,22 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <param name="remoteClient"></param>
|
||||
public void SendTerseUpdateToClient(IClientAPI remoteClient)
|
||||
{
|
||||
m_perfMonMS = System.Environment.TickCount;
|
||||
// If the client is inactive, it's getting its updates from another
|
||||
// server.
|
||||
if (remoteClient.IsActive)
|
||||
{
|
||||
m_perfMonMS = System.Environment.TickCount;
|
||||
|
||||
Vector3 pos = m_pos;
|
||||
Vector3 vel = Velocity;
|
||||
Quaternion rot = m_bodyRot;
|
||||
pos.Z -= m_appearance.HipOffset;
|
||||
remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z),
|
||||
new Vector3(vel.X, vel.Y, vel.Z), rot);
|
||||
Vector3 pos = m_pos;
|
||||
Vector3 vel = Velocity;
|
||||
Quaternion rot = m_bodyRot;
|
||||
pos.Z -= m_appearance.HipOffset;
|
||||
remoteClient.SendAvatarTerseUpdate(m_regionHandle, (ushort)(m_scene.TimeDilation * (float)ushort.MaxValue), LocalId, new Vector3(pos.X, pos.Y, pos.Z),
|
||||
new Vector3(vel.X, vel.Y, vel.Z), rot);
|
||||
|
||||
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
||||
m_scene.AddAgentUpdates(1);
|
||||
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
|
||||
m_scene.AddAgentUpdates(1);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Reference in New Issue