retire our BlockingQueue replaced by BlockingCollection and cross fingers
parent
437369778d
commit
d38161f83d
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@ -1,148 +0,0 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using System.Threading;
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namespace OpenSim.Framework
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{
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public class BlockingQueue<T>
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{
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private readonly Queue<T> m_pqueue = new Queue<T>();
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private readonly Queue<T> m_queue = new Queue<T>();
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private readonly object m_queueSync = new object();
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public void PriorityEnqueue(T value)
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{
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lock (m_queueSync)
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{
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m_pqueue.Enqueue(value);
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Monitor.Pulse(m_queueSync);
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}
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}
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public void Enqueue(T value)
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{
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lock (m_queueSync)
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{
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m_queue.Enqueue(value);
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Monitor.Pulse(m_queueSync);
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}
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}
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public T Dequeue()
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{
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lock (m_queueSync)
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{
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while (m_queue.Count < 1 && m_pqueue.Count < 1)
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{
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Monitor.Wait(m_queueSync);
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}
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if (m_pqueue.Count > 0)
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return m_pqueue.Dequeue();
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if (m_queue.Count > 0)
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return m_queue.Dequeue();
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return default(T);
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}
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}
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public T Dequeue(int msTimeout)
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{
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lock (m_queueSync)
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{
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if (m_queue.Count < 1 && m_pqueue.Count < 1)
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{
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if(!Monitor.Wait(m_queueSync, msTimeout))
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return default(T);
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}
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if (m_pqueue.Count > 0)
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return m_pqueue.Dequeue();
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if (m_queue.Count > 0)
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return m_queue.Dequeue();
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return default(T);
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}
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}
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/// <summary>
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/// Indicate whether this queue contains the given item.
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/// </summary>
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/// <remarks>
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/// This method is not thread-safe. Do not rely on the result without consistent external locking.
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/// </remarks>
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public bool Contains(T item)
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{
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lock (m_queueSync)
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{
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if (m_queue.Count < 1 && m_pqueue.Count < 1)
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return false;
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if (m_pqueue.Contains(item))
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return true;
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return m_queue.Contains(item);
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}
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}
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/// <summary>
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/// Return a count of the number of requests on this queue.
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/// </summary>
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public int Count()
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{
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lock (m_queueSync)
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return m_queue.Count + m_pqueue.Count;
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}
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/// <summary>
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/// Return the array of items on this queue.
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/// </summary>
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/// <remarks>
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/// This method is not thread-safe. Do not rely on the result without consistent external locking.
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/// </remarks>
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public T[] GetQueueArray()
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{
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lock (m_queueSync)
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{
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if (m_queue.Count < 1 && m_pqueue.Count < 1)
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return new T[0];
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return m_queue.ToArray();
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}
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}
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public void Clear()
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{
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lock (m_queueSync)
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{
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m_pqueue.Clear();
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m_queue.Clear();
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Monitor.Pulse(m_queueSync);
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}
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}
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}
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}
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@ -27,6 +27,7 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using System.Diagnostics;
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using System.IO;
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using System.Net;
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@ -285,7 +286,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Incoming packets that are awaiting handling</summary>
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//protected OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
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protected OpenSim.Framework.BlockingQueue<IncomingPacket> packetInbox = new OpenSim.Framework.BlockingQueue<IncomingPacket>();
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protected BlockingCollection<IncomingPacket> packetInbox = new BlockingCollection<IncomingPacket>();
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/// <summary>Bandwidth throttle for this UDP server</summary>
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public TokenBucket Throttle { get; protected set; }
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@ -712,7 +713,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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scene.Name,
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StatType.Pull,
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MeasuresOfInterest.AverageChangeOverTime,
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stat => stat.Value = packetInbox.Count(),
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stat => stat.Value = packetInbox.Count,
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StatVerbosity.Debug));
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// XXX: These stats are also pool stats but we register them separately since they are currently not
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@ -1546,10 +1547,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// if (incomingPacket.Packet.Type == PacketType.AgentUpdate ||
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// incomingPacket.Packet.Type == PacketType.ChatFromViewer)
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if (incomingPacket.Packet.Type == PacketType.ChatFromViewer)
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packetInbox.PriorityEnqueue(incomingPacket);
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else
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packetInbox.Enqueue(incomingPacket);
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// if (incomingPacket.Packet.Type == PacketType.ChatFromViewer)
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// packetInbox.PriorityEnqueue(incomingPacket);
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// else
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// packetInbox.Enqueue(incomingPacket);
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packetInbox.Add(incomingPacket);
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}
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@ -2018,7 +2020,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Scene.ThreadAlive(1);
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try
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{
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incomingPacket = packetInbox.Dequeue(250);
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packetInbox.TryTake(out incomingPacket, 250);
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if (incomingPacket != null && IsRunningInbound)
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{
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@ -2040,9 +2042,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Watchdog.UpdateThread();
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}
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if (packetInbox.Count() > 0)
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m_log.Warn("[LLUDPSERVER]: IncomingPacketHandler is shutting down, dropping " + packetInbox.Count() + " packets");
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packetInbox.Clear();
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if (packetInbox.Count > 0)
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m_log.Warn("[LLUDPSERVER]: IncomingPacketHandler is shutting down, dropping " + packetInbox.Count + " packets");
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packetInbox.Dispose();
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Watchdog.RemoveThread();
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}
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@ -26,7 +26,7 @@
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*/
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using System;
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using System.Collections;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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@ -668,7 +668,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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public UUID user;
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}
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private OpenSim.Framework.BlockingQueue<EstateAccessDeltaRequest> deltaRequests = new OpenSim.Framework.BlockingQueue<EstateAccessDeltaRequest>();
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private BlockingCollection<EstateAccessDeltaRequest> deltaRequests = new BlockingCollection<EstateAccessDeltaRequest>();
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private void handleEstateAccessDeltaRequest(IClientAPI _remote_client, UUID _invoice, int _estateAccessType, UUID _user)
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{
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newreq.estateAccessType = _estateAccessType;
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newreq.user = _user;
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deltaRequests.Enqueue(newreq);
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deltaRequests.Add(newreq);
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lock(deltareqLock)
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{
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bool sentGroupsFull = false;
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bool sentManagersFull = false;
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EstateAccessDeltaRequest req;
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while(Scene.IsRunning)
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{
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EstateAccessDeltaRequest req = deltaRequests.Dequeue(500);
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req = null;
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deltaRequests.TryTake(out req, 500);
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if(!Scene.IsRunning)
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break;
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changed.Clear();
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lock(deltareqLock)
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{
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if(deltaRequests.Count() != 0)
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if(deltaRequests.Count != 0)
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continue;
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runnigDeltaExec = false;
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return;
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using System;
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using System.Collections;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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@ -67,7 +68,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
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private static readonly string DEFAULT_WORLD_MAP_EXPORT_PATH = "exportmap.jpg";
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private static readonly UUID STOP_UUID = UUID.Random();
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private OpenSim.Framework.BlockingQueue<MapRequestState> requests = new OpenSim.Framework.BlockingQueue<MapRequestState>();
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private BlockingCollection<MapRequestState> requests = new BlockingCollection<MapRequestState>();
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private ManualResetEvent m_mapBlockRequestEvent = new ManualResetEvent(false);
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private Dictionary<UUID, Queue<MapBlockRequestData>> m_mapBlockRequests = new Dictionary<UUID, Queue<MapBlockRequestData>>();
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st.itemtype = 0;
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st.regionhandle = 0;
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requests.Enqueue(st);
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requests.Add(st);
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MapBlockRequestData req = new MapBlockRequestData();
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av = null;
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st = null;
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st = requests.Dequeue(4500);
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requests.TryTake(out st, 4500);
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Watchdog.UpdateThread();
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if (st == null || st.agentID == UUID.Zero)
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else
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{
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// request still beeing processed, enqueue it back
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requests.Enqueue(st);
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if (requests.Count() < 3)
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requests.Add(st);
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if (requests.Count < 3)
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Thread.Sleep(100);
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}
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}
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st.itemtype = itemtype;
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st.regionhandle = regionhandle;
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requests.Enqueue(st);
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requests.Add(st);
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}
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uint[] itemTypesForcedSend = new uint[] { 6, 1, 7, 10 }; // green dots, infohub, land sells
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*/
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using System;
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using System.Collections.Concurrent;
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using System.Threading;
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using OpenSim.Framework;
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using OpenSim.Region.PhysicsModules.SharedBase;
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@ -73,7 +74,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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public float MeshSculptphysicalLOD = 32;
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public float MinSizeToMeshmerize = 0.1f;
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private OpenSim.Framework.BlockingQueue<ODEPhysRepData> workQueue = new OpenSim.Framework.BlockingQueue<ODEPhysRepData>();
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private BlockingCollection<ODEPhysRepData> workQueue = new BlockingCollection<ODEPhysRepData>();
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private bool m_running;
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private Thread m_thread;
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private void DoWork()
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{
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m_mesher.ExpireFileCache();
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ODEPhysRepData nextRep;
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while(m_running)
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{
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ODEPhysRepData nextRep = workQueue.Dequeue();
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workQueue.TryTake(out nextRep, -1);
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if(!m_running)
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return;
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if (nextRep == null)
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try
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{
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m_thread.Abort();
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workQueue.Clear();
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// workQueue.Dispose();
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}
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catch
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{
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@ -189,7 +191,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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repData.meshState = MeshState.loadingAsset;
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repData.comand = meshWorkerCmnds.getmesh;
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workQueue.Enqueue(repData);
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workQueue.Add(repData);
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}
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}
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if (needsMeshing(repData)) // no need for pbs now?
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{
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repData.comand = meshWorkerCmnds.changefull;
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workQueue.Enqueue(repData);
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workQueue.Add(repData);
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}
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}
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else
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