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 serializable
GenericGridServerConcept
Mike Mazur 2009-02-25 00:32:26 +00:00
parent d81fb565c1
commit bdf95e54a2
9 changed files with 98 additions and 49 deletions

View File

@ -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;
}
}

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@ -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(' ');

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@ -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;

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@ -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;

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@ -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
//
@ -516,7 +489,28 @@ 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
@ -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)

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@ -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; }
}
}
}

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@ -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;

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@ -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();

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@ -2047,6 +2047,10 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="remoteClient"></param>
public void SendTerseUpdateToClient(IClientAPI remoteClient)
{
// If the client is inactive, it's getting its updates from another
// server.
if (remoteClient.IsActive)
{
m_perfMonMS = System.Environment.TickCount;
@ -2060,6 +2064,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
m_scene.AddAgentUpdates(1);
}
}
/// <summary>
/// Send a location/velocity/accelleration update to all agents in scene