Make it possible to separate start and stop lludp packet processing from the console for debug processes.
This is controlled via the "debug lludp start <in|out|all>" and "debug lludp stop <in|out|all>" region console commands. The command "debug lludp status" will show current status.connector_plugin
parent
8459b98f68
commit
db4ca57590
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@ -37,6 +37,7 @@ using log4net;
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using Nini.Config;
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using OpenMetaverse.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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@ -274,16 +275,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void Start()
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{
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if (m_scene == null)
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throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
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StartInbound();
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StartOutbound();
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m_elapsedMSSinceLastStatReport = Environment.TickCount;
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}
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private void StartInbound()
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{
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m_log.InfoFormat(
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"[LLUDPSERVER]: Starting the LLUDP server in {0} mode",
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"[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode",
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m_asyncPacketHandling ? "asynchronous" : "synchronous");
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base.Start(m_recvBufferSize, m_asyncPacketHandling);
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base.StartInbound(m_recvBufferSize, m_asyncPacketHandling);
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// Start the packet processing threads
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// This thread will process the packets received that are placed on the packetInbox
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Watchdog.StartThread(
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IncomingPacketHandler,
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string.Format("Incoming Packets ({0})", m_scene.RegionInfo.RegionName),
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@ -292,7 +298,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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true,
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GetWatchdogIncomingAlarmData,
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Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
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}
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private void StartOutbound()
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{
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m_log.Info("[LLUDPSERVER]: Starting outbound packet processing for the LLUDP server");
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base.StartOutbound();
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// This thread will process the packets received that are placed on the packetInbox
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Watchdog.StartThread(
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OutgoingPacketHandler,
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string.Format("Outgoing Packets ({0})", m_scene.RegionInfo.RegionName),
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@ -301,8 +315,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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true,
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GetWatchdogOutgoingAlarmData,
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Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
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}
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m_elapsedMSSinceLastStatReport = Environment.TickCount;
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public new void Stop()
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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base.StopOutbound();
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base.StopInbound();
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}
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/// <summary>
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@ -327,12 +346,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_currentOutgoingClient != null ? m_currentOutgoingClient.Name : "none");
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}
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public new void Stop()
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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base.Stop();
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}
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public void AddScene(IScene scene)
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{
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if (m_scene != null)
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@ -349,6 +362,81 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_scene = (Scene)scene;
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m_location = new Location(m_scene.RegionInfo.RegionHandle);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug lludp start",
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"debug lludp start <in|out|all>",
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"Control LLUDP packet processing.",
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"No effect if packet processing has already started.\n"
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+ "in - start inbound processing.\n"
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+ "out - start outbound processing.\n"
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+ "all - start in and outbound processing.\n",
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HandleStartCommand);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug lludp stop",
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"debug lludp stop <in|out|all>",
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"Stop LLUDP packet processing.",
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"No effect if packet processing has already stopped.\n"
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+ "in - stop inbound processing.\n"
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+ "out - stop outbound processing.\n"
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+ "all - stop in and outbound processing.\n",
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HandleStopCommand);
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MainConsole.Instance.Commands.AddCommand(
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"Debug",
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false,
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"debug lludp status",
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"debug lludp status",
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"Return status of LLUDP packet processing.",
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HandleStatusCommand);
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}
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private void HandleStartCommand(string module, string[] args)
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{
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if (args.Length != 4)
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{
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MainConsole.Instance.Output("Usage: debug lludp start <in|out|all>");
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return;
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}
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string subCommand = args[3];
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if (subCommand == "in" || subCommand == "all")
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StartInbound();
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if (subCommand == "out" || subCommand == "all")
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StartOutbound();
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}
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private void HandleStopCommand(string module, string[] args)
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{
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if (args.Length != 4)
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{
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MainConsole.Instance.Output("Usage: debug lludp stop <in|out|all>");
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return;
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}
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string subCommand = args[3];
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if (subCommand == "in" || subCommand == "all")
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StopInbound();
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if (subCommand == "out" || subCommand == "all")
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StopOutbound();
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}
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private void HandleStatusCommand(string module, string[] args)
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{
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MainConsole.Instance.OutputFormat(
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"IN LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningInbound ? "enabled" : "disabled");
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MainConsole.Instance.OutputFormat(
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"OUT LLUDP packet processing for {0} is {1}", m_scene.Name, IsRunningOutbound ? "enabled" : "disabled");
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}
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public bool HandlesRegion(Location x)
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@ -1174,7 +1262,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// on to en-US to avoid number parsing issues
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Culture.SetCurrentCulture();
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while (base.IsRunning)
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while (base.IsRunningInbound)
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{
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try
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{
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@ -1216,7 +1304,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Action generic every round
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Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
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while (base.IsRunning)
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while (base.IsRunningOutbound)
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{
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try
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{
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@ -58,11 +58,12 @@ namespace OpenMetaverse
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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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/// <summary>The all important shutdown flag</summary>
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private volatile bool m_shutdownFlag = true;
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/// <summary>Returns true if the server is currently listening for inbound packets, otherwise false</summary>
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public bool IsRunningInbound { get; private set; }
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/// <summary>Returns true if the server is currently listening, otherwise false</summary>
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public bool IsRunning { get { return !m_shutdownFlag; } }
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/// <summary>Returns true if the server is currently sending outbound packets, otherwise false</summary>
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/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
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public bool IsRunningOutbound { get; private set; }
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/// <summary>
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/// Default constructor
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@ -76,7 +77,7 @@ namespace OpenMetaverse
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}
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/// <summary>
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/// Start the UDP server
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/// Start inbound UDP packet handling.
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/// </summary>
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/// <param name="recvBufferSize">The size of the receive buffer for
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/// the UDP socket. This value is passed up to the operating system
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@ -91,11 +92,11 @@ namespace OpenMetaverse
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/// manner (not throwing an exception when the remote side resets the
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/// connection). This call is ignored on Mono where the flag is not
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/// necessary</remarks>
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public void Start(int recvBufferSize, bool asyncPacketHandling)
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public void StartInbound(int recvBufferSize, bool asyncPacketHandling)
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{
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m_asyncPacketHandling = asyncPacketHandling;
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if (m_shutdownFlag)
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if (!IsRunningInbound)
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{
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const int SIO_UDP_CONNRESET = -1744830452;
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@ -127,8 +128,7 @@ namespace OpenMetaverse
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m_udpSocket.Bind(ipep);
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// we're not shutting down, we're starting up
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m_shutdownFlag = false;
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IsRunningInbound = true;
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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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@ -138,28 +138,38 @@ namespace OpenMetaverse
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}
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/// <summary>
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/// Stops the UDP server
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/// Start outbound UDP packet handling.
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/// </summary>
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public void Stop()
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public void StartOutbound()
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{
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if (!m_shutdownFlag)
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IsRunningOutbound = true;
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}
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public void StopInbound()
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{
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if (IsRunningInbound)
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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. Once we have the lock, we set IsRunningInbound = false to inform the other
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// threads that the socket is closed.
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m_shutdownFlag = true;
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IsRunningInbound = false;
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m_udpSocket.Close();
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}
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}
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public void StopOutbound()
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{
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IsRunningOutbound = false;
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}
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private void AsyncBeginReceive()
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{
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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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if (!m_shutdownFlag)
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if (IsRunningInbound)
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{
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try
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{
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@ -212,7 +222,7 @@ namespace OpenMetaverse
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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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if (!m_shutdownFlag)
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if (IsRunningInbound)
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{
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// Asynchronous mode will start another receive before the
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// callback for this packet is even fired. Very parallel :-)
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@ -252,7 +262,7 @@ namespace OpenMetaverse
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public void AsyncBeginSend(UDPPacketBuffer buf)
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{
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if (!m_shutdownFlag)
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if (IsRunningOutbound)
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{
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try
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{
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