Refactor the packet scheduling out of ClientView. Add intelligent

resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
0.6.0-stable
Melanie Thielker 2008-07-22 17:58:42 +00:00
parent b2b5675bd4
commit f112cebde2
13 changed files with 837 additions and 834 deletions

View File

@ -32,9 +32,19 @@ namespace OpenSim.Framework
{
public class BlockingQueue<T>
{
private readonly Queue<T> m_pqueue = new Queue<T>();
private readonly Queue<T> m_queue = new Queue<T>();
private readonly object m_queueSync = new object();
public void PriorityEnqueue(T value)
{
lock (m_queueSync)
{
m_pqueue.Enqueue(value);
Monitor.Pulse(m_queueSync);
}
}
public void Enqueue(T value)
{
lock (m_queueSync)
@ -48,11 +58,13 @@ namespace OpenSim.Framework
{
lock (m_queueSync)
{
if (m_queue.Count < 1)
if (m_queue.Count < 1 && m_pqueue.Count < 1)
{
Monitor.Wait(m_queueSync);
}
if(m_pqueue.Count > 0)
return m_pqueue.Dequeue();
return m_queue.Dequeue();
}
}
@ -61,6 +73,8 @@ namespace OpenSim.Framework
{
lock (m_queueSync)
{
if(m_pqueue.Contains(item))
return true;
return m_queue.Contains(item);
}
}
@ -69,7 +83,7 @@ namespace OpenSim.Framework
{
lock (m_queueSync)
{
return m_queue.Count;
return m_queue.Count+m_pqueue.Count;
}
}

View File

@ -254,8 +254,6 @@ namespace OpenSim.Framework
public delegate void FriendshipTermination(IClientAPI remoteClient, LLUUID agentID, LLUUID ExID);
public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
public delegate void MoneyTransferRequest(LLUUID sourceID, LLUUID destID, int amount, int transactionType, string description);
public delegate void ParcelBuy(LLUUID agentId, LLUUID groupId, bool final, bool groupOwned,
@ -324,6 +322,8 @@ namespace OpenSim.Framework
string LastName { get; }
IScene Scene { get; }
// [Obsolete("LLClientView Specific - Replace with ???")]
int NextAnimationSequenceNumber { get; }
@ -460,7 +460,6 @@ namespace OpenSim.Framework
event FriendActionDelegate OnApproveFriendRequest;
event FriendActionDelegate OnDenyFriendRequest;
event FriendshipTermination OnTerminateFriendship;
event PacketStats OnPacketStats;
// Financial packets
event MoneyTransferRequest OnMoneyTransferRequest;
@ -526,7 +525,6 @@ namespace OpenSim.Framework
void SendLayerData(float[] map);
void SendLayerData(int px, int py, float[] map);
void SendLayerData(int px, int py, float[] map, bool track);
void MoveAgentIntoRegion(RegionInfo regInfo, LLVector3 pos, LLVector3 look);
void InformClientOfNeighbour(ulong neighbourHandle, IPEndPoint neighbourExternalEndPoint);
@ -561,13 +559,14 @@ namespace OpenSim.Framework
LLVector3 pos, LLVector3 vel, LLVector3 acc, LLQuaternion rotation, LLVector3 rvel,
uint flags,
LLUUID objectID, LLUUID ownerID, string text, byte[] color, uint parentID, byte[] particleSystem,
byte clickAction, byte[] textureanim, bool attachment, uint AttachPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius, bool track);
byte clickAction, byte[] textureanim, bool attachment, uint AttachPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius);
void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID, PrimitiveBaseShape primShape,
LLVector3 pos, LLVector3 vel, LLVector3 acc, LLQuaternion rotation, LLVector3 rvel,
uint flags, LLUUID objectID, LLUUID ownerID, string text, byte[] color,
uint parentID, byte[] particleSystem, byte clickAction, bool track);
uint parentID, byte[] particleSystem, byte clickAction);
void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position,
LLQuaternion rotation, LLVector3 velocity, LLVector3 rotationalvelocity, byte state, LLUUID AssetId);
@ -703,6 +702,7 @@ namespace OpenSim.Framework
void SetDebug(int newDebug);
void InPacket(Packet NewPack);
void ProcessInPacket(Packet NewPack);
void Close(bool ShutdownCircuit);
void Kick(string message);
void Stop();

View File

@ -10,6 +10,7 @@ namespace OpenSim.Framework
Texture = 5,
Asset = 6,
Unknown = 7, // Also doubles as 'do not throttle'
Back = 8
Back = 8,
LowpriorityTask = 9
}
}

View File

@ -49,20 +49,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public delegate bool PacketMethod(IClientAPI simClient, Packet packet);
/// <summary>
/// Class that keeps track of past packets so that they don't get
/// duplicated when the client doesn't get back an ack
/// </summary>
public class PacketDupeLimiter
{
public PacketType pktype;
public int timeIn;
public uint packetId;
public PacketDupeLimiter()
{
}
}
/// <summary>
/// Handles new client connections
/// Constructor takes a single Packet and authenticates everything
@ -79,7 +65,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/* static variables */
public static TerrainManager TerrainManager = new TerrainManager(new SecondLife());
public delegate bool SynchronizeClientHandler(IScene scene, Packet packet, LLUUID agentID, ThrottleOutPacketType throttlePacketType);
public static SynchronizeClientHandler SynchronizeClient = null;
/* private variables */
private readonly LLUUID m_sessionId;
@ -93,15 +78,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool m_clientBlocked = false;
// for sim stats
private int m_packetsReceived = 0;
private int m_lastPacketsReceivedSentToScene = 0;
private int m_unAckedBytes = 0;
private int m_packetsSent = 0;
private int m_lastPacketsSentSentToScene = 0;
private int m_clearDuplicatePacketTrackingOlderThenXSeconds = 30;
private int m_probesWithNoIngressPackets = 0;
private int m_lastPacketsReceived = 0;
private byte[] ZeroOutBuffer = new byte[4096];
@ -109,8 +85,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private readonly LLUUID m_agentId;
private readonly uint m_circuitCode;
private int m_moneyBalance;
private Dictionary<uint, PacketDupeLimiter> m_dupeLimiter = new Dictionary<uint, PacketDupeLimiter>();
private IPacketHandler m_PacketHandler;
private int m_animationSequenceNumber = 1;
@ -118,8 +93,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private Dictionary<string, LLUUID> m_defaultAnimations = new Dictionary<string, LLUUID>();
private LLPacketTracker m_packetTracker;
/* protected variables */
protected static Dictionary<PacketType, PacketMethod> PacketHandlers =
@ -130,17 +103,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected IScene m_scene;
protected AgentCircuitManager m_authenticateSessionsHandler;
protected LLPacketQueue m_packetQueue;
protected Dictionary<uint, uint> m_pendingAcks = new Dictionary<uint, uint>();
protected Dictionary<uint, Packet> m_needAck = new Dictionary<uint, Packet>();
protected Timer m_ackTimer;
protected uint m_sequence = 0;
protected object m_sequenceLock = new object();
protected const int MAX_APPENDED_ACKS = 10;
protected const int RESEND_TIMEOUT = 4000;
protected const int MAX_SEQUENCE = 0xFFFFFF;
protected LLPacketServer m_networkServer;
/* public variables */
@ -263,7 +225,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private UpdateVector handlerUpdateVector = null; //OnUpdatePrimGroupPosition;
private UpdatePrimRotation handlerUpdatePrimRotation = null; //OnUpdatePrimGroupRotation;
// private UpdatePrimGroupRotation handlerUpdatePrimGroupRotation = null; //OnUpdatePrimGroupMouseRotation;
private PacketStats handlerPacketStats = null; // OnPacketStats;#
// private RequestAsset handlerRequestAsset = null; // OnRequestAsset;
private UUIDNameRequest handlerTeleportHomeRequest = null;
@ -378,13 +339,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
get { return m_animationSequenceNumber++; }
}
public IPacketHandler PacketHandler
{
get { return m_PacketHandler; }
}
bool m_IsActive = true;
public bool IsActive
{
get { return m_IsActive; }
set { m_IsActive = value; }
}
/* METHODS */
public LLClientView(EndPoint remoteEP, IScene scene, AssetCache assetCache, LLPacketServer packServer,
AgentCircuitManager authenSessions, LLUUID agentId, LLUUID sessionId, uint circuitCode, EndPoint proxyEP)
{
m_packetTracker = new LLPacketTracker(this);
m_moneyBalance = 1000;
m_channelVersion = Helpers.StringToField(scene.GetSimulatorVersion());
@ -414,7 +386,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// in it to process. It's an on-purpose threadlock though because
// without it, the clientloop will suck up all sim resources.
m_packetQueue = new LLPacketQueue(agentId);
m_PacketHandler = new LLPacketHandler(this);
m_PacketHandler.SynchronizeClient = SynchronizeClient;
RegisterLocalPacketHandlers();
@ -423,7 +396,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_clientThread.Name = "ClientThread";
m_clientThread.IsBackground = true;
m_clientThread.Start();
ThreadTracker.Add(m_clientThread);
}
public void SetDebug(int newDebug)
@ -444,12 +416,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
OutPacket(disable, ThrottleOutPacketType.Unknown);
m_packetQueue.Close();
Thread.Sleep(2000);
// Shut down timers
m_ackTimer.Stop();
m_clientPingTimer.Stop();
// This is just to give the client a reasonable chance of
@ -479,7 +448,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// Pull Client out of Region
m_log.Info("[CLIENT]: Close has been called");
m_packetQueue.Flush();
m_PacketHandler.Flush();
//raiseevent on the packet server to Shutdown the circuit
if (shutdownCircuit)
@ -509,20 +478,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void Stop()
{
// Shut down timers
m_ackTimer.Stop();
m_clientPingTimer.Stop();
}
public void Restart()
{
// re-construct
m_pendingAcks = new Dictionary<uint, uint>();
m_needAck = new Dictionary<uint, Packet>();
m_sequence += 1000000;
m_ackTimer = new Timer(750);
m_ackTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
m_ackTimer.Start();
m_PacketHandler.Clear();
m_clientPingTimer = new Timer(5000);
m_clientPingTimer.Elapsed += new ElapsedEventHandler(CheckClientConnectivity);
@ -531,8 +493,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void Terminate()
{
// disable blocking queue
m_packetQueue.Enqueue(null);
m_PacketHandler.Stop();
// wait for thread stoped
m_clientThread.Join();
@ -638,7 +599,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_log.Info("[CLIENT]: Entered loop");
while (true)
{
LLQueItem nextPacket = m_packetQueue.Dequeue();
LLQueItem nextPacket = m_PacketHandler.PacketQueue.Dequeue();
if (nextPacket == null)
{
m_log.Error("Got a NULL packet in Client Loop, bailing out of our client loop");
@ -646,12 +607,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
if (nextPacket.Incoming)
{
if (nextPacket.Packet.Type != PacketType.AgentUpdate)
{
m_packetsReceived++;
}
DebugPacket("IN", nextPacket.Packet);
ProcessInPacket(nextPacket.Packet);
m_PacketHandler.ProcessInPacket(nextPacket.Packet);
}
else
{
@ -672,7 +629,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="e"></param>
protected void CheckClientConnectivity(object sender, ElapsedEventArgs e)
{
if (m_packetsReceived == m_lastPacketsReceived)
if (m_PacketHandler.PacketsReceived == m_PacketHandler.PacketsReceivedReported)
{
m_probesWithNoIngressPackets++;
if ((m_probesWithNoIngressPackets > 30 && !m_clientBlocked) || (m_probesWithNoIngressPackets > 90 && m_clientBlocked))
@ -693,19 +650,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// Something received in the meantime - we can reset the counters
m_probesWithNoIngressPackets = 0;
m_lastPacketsReceived = m_packetsReceived;
}
//SendPacketStats();
m_packetTracker.Process();
if (m_terrainCheckerCount >= 4)
{
m_packetTracker.TerrainPacketCheck();
// m_packetTracker.PrimPacketCheck();
m_terrainCheckerCount = -1;
}
m_terrainCheckerCount++;
}
# region Setup
@ -719,9 +665,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache);
// Establish our two timers. We could probably get this down to one
m_ackTimer = new Timer(750);
m_ackTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
m_ackTimer.Start();
m_clientPingTimer = new Timer(5000);
m_clientPingTimer.Elapsed += new ElapsedEventHandler(CheckClientConnectivity);
@ -754,7 +697,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
"[CLIENT]: New user request denied to avatar {0} connecting with circuit code {1} from {2}",
m_agentId, m_circuitCode, m_userEndPoint);
m_packetQueue.Close();
m_PacketHandler.Stop();
m_clientThread.Abort();
}
else
@ -920,7 +863,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public event FriendActionDelegate OnApproveFriendRequest;
public event FriendActionDelegate OnDenyFriendRequest;
public event FriendshipTermination OnTerminateFriendship;
public event PacketStats OnPacketStats;
public event MoneyTransferRequest OnMoneyTransferRequest;
public event EconomyDataRequest OnEconomyDataRequest;
public event MoneyBalanceRequest OnMoneyBalanceRequest;
@ -1105,7 +1047,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public virtual void SendLayerData(float[] map)
{
ThreadPool.QueueUserWorkItem(new WaitCallback(DoSendLayerData), (object)map);
}
/// <summary>
@ -1165,11 +1106,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="py">Patch coordinate (y) 0..15</param>
/// <param name="map">heightmap</param>
public void SendLayerData(int px, int py, float[] map)
{
SendLayerData(px, py, map, true);
}
public void SendLayerData(int px, int py, float[] map, bool track)
{
try
{
@ -1183,12 +1119,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
LayerDataPacket layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches);
layerpack.Header.Zerocoded = true;
if (track)
{
layerpack.Header.Sequence = NextSeqNum();
m_packetTracker.TrackTerrainPacket(layerpack.Header.Sequence, px, py);
}
OutPacket(layerpack, ThrottleOutPacketType.Land);
}
catch (Exception e)
@ -2309,14 +2239,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ulong regionHandle, ushort timeDilation, uint localID, PrimitiveBaseShape primShape,
LLVector3 pos, LLVector3 vel, LLVector3 acc, LLQuaternion rotation, LLVector3 rvel,
uint flags, LLUUID objectID, LLUUID ownerID, string text, byte[] color,
uint parentID, byte[] particleSystem, byte clickAction, bool track)
uint parentID, byte[] particleSystem, byte clickAction)
{
byte[] textureanim = new byte[0];
SendPrimitiveToClient(regionHandle, timeDilation, localID, primShape, pos, vel,
acc, rotation, rvel, flags,
objectID, ownerID, text, color, parentID, particleSystem,
clickAction, textureanim, false, (uint)0, LLUUID.Zero, LLUUID.Zero, 0, 0, 0, track);
clickAction, textureanim, false, (uint)0, LLUUID.Zero, LLUUID.Zero, 0, 0, 0);
}
public void SendPrimitiveToClient(
@ -2324,7 +2254,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
LLVector3 pos, LLVector3 velocity, LLVector3 acceleration, LLQuaternion rotation, LLVector3 rotational_velocity,
uint flags,
LLUUID objectID, LLUUID ownerID, string text, byte[] color, uint parentID, byte[] particleSystem,
byte clickAction, byte[] textureanim, bool attachment, uint AttachPoint, LLUUID AssetId, LLUUID SoundId, double SoundGain, byte SoundFlags, double SoundRadius, bool track)
byte clickAction, byte[] textureanim, bool attachment, uint AttachPoint, LLUUID AssetId, LLUUID SoundId, double SoundGain, byte SoundFlags, double SoundRadius)
{
if (rotation.X == rotation.Y && rotation.Y == rotation.Z && rotation.Z == rotation.W && rotation.W == 0)
@ -2410,13 +2340,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
outPacket.Header.Zerocoded = true;
if (track)
{
outPacket.Header.Sequence = NextSeqNum();
m_packetTracker.TrackPrimPacket(outPacket.Header.Sequence, objectID);
}
OutPacket(outPacket, ThrottleOutPacketType.Task);
OutPacket(outPacket, ThrottleOutPacketType.LowpriorityTask);
}
/// <summary>
@ -2440,7 +2364,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
terse.ObjectData[0] = CreatePrimImprovedBlock(localID, position, rotation, velocity, rotationalvelocity, state); // AssetID should fall into here probably somehow...
terse.Header.Reliable = false;
terse.Header.Zerocoded = true;
OutPacket(terse, ThrottleOutPacketType.Task);
OutPacket(terse, ThrottleOutPacketType.LowpriorityTask);
}
public void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position,
@ -2456,7 +2380,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
terse.ObjectData[0] = CreatePrimImprovedBlock(localID, position, rotation, velocity, rotationalvelocity, 0);
terse.Header.Reliable = false;
terse.Header.Zerocoded = true;
OutPacket(terse, ThrottleOutPacketType.Task);
OutPacket(terse, ThrottleOutPacketType.LowpriorityTask);
}
public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, LLUUID AssetFullID)
@ -3736,7 +3660,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <returns></returns>
public byte[] GetThrottlesPacked(float multiplier)
{
return m_packetQueue.GetThrottlesPacked(multiplier);
return m_PacketHandler.PacketQueue.GetThrottlesPacked(multiplier);
}
/// <summary>
/// sets the throttles from values supplied by the client
@ -3744,86 +3668,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="throttles"></param>
public void SetChildAgentThrottle(byte[] throttles)
{
m_packetQueue.SetThrottleFromClient(throttles);
m_PacketHandler.PacketQueue.SetThrottleFromClient(throttles);
}
// Previously ClientView.m_packetQueue
// A thread safe sequence number allocator.
protected uint NextSeqNum()
{
// Set the sequence number
uint seq = 1;
lock (m_sequenceLock)
{
if (m_sequence >= MAX_SEQUENCE)
{
m_sequence = 1;
}
else
{
m_sequence++;
}
seq = m_sequence;
}
return seq;
}
protected void AddAck(Packet Pack)
{
lock (m_needAck)
{
if (!m_needAck.ContainsKey(Pack.Header.Sequence))
{
try
{
m_needAck.Add(Pack.Header.Sequence, Pack);
m_unAckedBytes += Pack.ToBytes().Length;
}
//BUG: severity=major - This looks like a framework bug!?
catch (Exception) // HACKY
{
// Ignore
// Seems to throw a exception here occasionally
// of 'duplicate key' despite being locked.
// !?!?!?
}
}
else
{
// Client.Log("Attempted to add a duplicate sequence number (" +
// packet.Header.m_sequence + ") to the m_needAck dictionary for packet type " +
// packet.Type.ToString(), Helpers.LogLevel.Warning);
}
}
}
/// <summary>
/// Append any ACKs that need to be sent out to this packet
/// </summary>
/// <param name="Pack"></param>
protected virtual void SetPendingAcks(ref Packet Pack)
{
lock (m_pendingAcks)
{
// TODO: If we are over MAX_APPENDED_ACKS we should drain off some of these
if (m_pendingAcks.Count > 0 && m_pendingAcks.Count < MAX_APPENDED_ACKS)
{
Pack.Header.AckList = new uint[m_pendingAcks.Count];
int i = 0;
foreach (uint ack in m_pendingAcks.Values)
{
Pack.Header.AckList[i] = ack;
i++;
}
m_pendingAcks.Clear();
Pack.Header.AppendedAcks = true;
}
}
}
/// <summary>
/// Helper routine to prepare the packet for sending to UDP client
/// This converts it to bytes and puts it on the outgoing buffer
@ -3834,24 +3683,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Keep track of when this packet was sent out
Pack.TickCount = System.Environment.TickCount;
if (!Pack.Header.Resent)
{
if (Pack.Header.Sequence == 0)
{
Pack.Header.Sequence = NextSeqNum();
}
if (Pack.Header.Reliable) //DIRTY HACK
{
AddAck(Pack); // this adds the need to ack this packet later
if (Pack.Type != PacketType.PacketAck && Pack.Type != PacketType.LogoutRequest)
{
SetPendingAcks(ref Pack);
}
}
}
// Actually make the byte array and send it
try
{
@ -3886,248 +3717,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="NewPack"></param>
public virtual void InPacket(Packet NewPack)
{
if (!m_packetProcessingEnabled && NewPack.Type != PacketType.LogoutRequest)
{
PacketPool.Instance.ReturnPacket(NewPack);
return;
}
// Handle appended ACKs
if (NewPack != null)
{
if (NewPack.Header.AppendedAcks)
{
lock (m_needAck)
{
foreach (uint ackedPacketId in NewPack.Header.AckList)
{
RemovePacketFromNeedAckList(ackedPacketId);
}
}
}
// Handle PacketAck packets
if (NewPack.Type == PacketType.PacketAck)
{
PacketAckPacket ackPacket = (PacketAckPacket)NewPack;
lock (m_needAck)
{
foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets)
{
uint ackedPackId = block.ID;
RemovePacketFromNeedAckList(ackedPackId);
}
}
}
else if ((NewPack.Type == PacketType.StartPingCheck))
{
//reply to pingcheck
StartPingCheckPacket startPing = (StartPingCheckPacket)NewPack;
CompletePingCheckPacket endPing = (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);
endPing.PingID.PingID = startPing.PingID.PingID;
OutPacket(endPing, ThrottleOutPacketType.Task);
}
else
{
LLQueItem item = new LLQueItem();
item.Packet = NewPack;
item.Incoming = true;
m_packetQueue.Enqueue(item);
}
}
}
private void RemovePacketFromNeedAckList(uint ackedPackId)
{
Packet ackedPacket;
if (m_needAck.TryGetValue(ackedPackId, out ackedPacket))
{
m_unAckedBytes -= ackedPacket.ToBytes().Length;
m_needAck.Remove(ackedPackId);
m_packetTracker.PacketAck(ackedPackId);
}
m_PacketHandler.InPacket(NewPack);
}
/// <summary>
/// The dreaded OutPacket. This should only be called from withink the ClientStack itself right now
/// This is the entry point for simulator packets to go out to the client.
/// The dreaded OutPacket. This should only be called from within
/// the ClientStack itself right now
/// This is the entry point for simulator packets to go out to
/// the client.
/// </summary>
/// <param name="NewPack"></param>
/// <param name="throttlePacketType">Corresponds to the type of data that is going out. Enum</param>
public virtual void OutPacket(Packet NewPack, ThrottleOutPacketType throttlePacketType)
{
if ((SynchronizeClient != null) && (!IsActive))
{
// Sending packet to active client's server.
if (SynchronizeClient(m_scene, NewPack, m_agentId, throttlePacketType))
{
return;
m_PacketHandler.OutPacket(NewPack, throttlePacketType);
}
}
LLQueItem item = new LLQueItem();
item.Packet = NewPack;
item.Incoming = false;
item.throttleType = throttlePacketType; // Packet throttle type
m_packetQueue.Enqueue(item);
m_packetsSent++;
}
# region Low Level Packet Methods
protected void ack_pack(Packet Pack)
{
if (Pack.Header.Reliable)
{
PacketAckPacket ack_it = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// TODO: don't create new blocks if recycling an old packet
ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
ack_it.Packets[0].ID = Pack.Header.Sequence;
ack_it.Header.Reliable = false;
OutPacket(ack_it, ThrottleOutPacketType.Unknown);
}
/*
if (Pack.Header.Reliable)
{
lock (m_pendingAcks)
{
uint sequence = (uint)Pack.Header.m_sequence;
if (!m_pendingAcks.ContainsKey(sequence)) { m_pendingAcks[sequence] = sequence; }
}
}*/
}
protected void ResendUnacked()
{
int now = System.Environment.TickCount;
lock (m_needAck)
{
foreach (Packet packet in m_needAck.Values)
{
if ((now - packet.TickCount > RESEND_TIMEOUT) && (!packet.Header.Resent))
{
//m_log.Debug("[NETWORK]: Resending " + packet.Type.ToString() + " packet, " +
//(now - packet.TickCount) + "ms have passed");
packet.Header.Resent = true;
OutPacket(packet, ThrottleOutPacketType.Resend);
}
}
}
}
protected void SendAcks()
{
lock (m_pendingAcks)
{
if (m_pendingAcks.Count > 0)
{
if (m_pendingAcks.Count > 250)
{
// FIXME: Handle the odd case where we have too many pending ACKs queued up
m_log.Info("[NETWORK]: Too many ACKs queued up!");
return;
}
//m_log.Info("[NETWORK]: Sending PacketAck");
int i = 0;
PacketAckPacket acks = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// TODO: don't create new blocks if recycling an old packet
acks.Packets = new PacketAckPacket.PacketsBlock[m_pendingAcks.Count];
foreach (uint ack in m_pendingAcks.Values)
{
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
acks.Packets[i].ID = ack;
i++;
}
acks.Header.Reliable = false;
OutPacket(acks, ThrottleOutPacketType.Unknown);
m_pendingAcks.Clear();
}
}
}
protected void AckTimer_Elapsed(object sender, ElapsedEventArgs ea)
{
SendAcks();
ResendUnacked();
SendPacketStats();
// TerrainPacketTrack();
}
/// <summary>
/// Keeps track of the packet stats for the simulator stats reporter
/// </summary>
protected void SendPacketStats()
{
handlerPacketStats = OnPacketStats;
if (handlerPacketStats != null)
{
handlerPacketStats(m_packetsReceived - m_lastPacketsReceivedSentToScene, m_packetsSent - m_lastPacketsSentSentToScene, m_unAckedBytes);
m_lastPacketsReceivedSentToScene = m_packetsReceived;
m_lastPacketsSentSentToScene = m_packetsSent;
}
}
/// <summary>
/// Emties out the old packets in the packet duplication tracking table.
/// </summary>
protected void ClearOldPacketDupeTracking()
{
lock (m_dupeLimiter)
{
List<uint> toEliminate = new List<uint>();
try
{
foreach (uint seq in m_dupeLimiter.Keys)
{
PacketDupeLimiter pkdata = null;
m_dupeLimiter.TryGetValue(seq, out pkdata);
if (pkdata != null)
{
// doing a foreach loop, so we don't want to modify the dictionary while we're searching it
if (Util.UnixTimeSinceEpoch() - pkdata.timeIn > m_clearDuplicatePacketTrackingOlderThenXSeconds)
toEliminate.Add(seq);
}
}
}
catch (InvalidOperationException)
{
m_log.Info("[PACKET]: Unable to clear dupe check packet data");
}
// remove the dupe packets that we detected in the loop above.
uint[] seqsToRemove = toEliminate.ToArray();
for (int i = 0; i < seqsToRemove.Length; i++)
{
if (m_dupeLimiter.ContainsKey(seqsToRemove[i]))
m_dupeLimiter.Remove(seqsToRemove[i]);
}
}
}
#endregion
public void TriggerTerrainUnackedEvent(int patchX, int patchY)
{
handlerUnackedTerrain = OnUnackedTerrain;
if (handlerUnackedTerrain != null)
{
handlerUnackedTerrain(this, patchX, patchY);
}
}
// Previously ClientView.ProcessPackets
public bool AddMoney(int debit)
{
@ -4143,14 +3747,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
private bool m_packetProcessingEnabled = true;
public bool IsActive
{
get { return m_packetProcessingEnabled; }
set { m_packetProcessingEnabled = value; }
}
/// <summary>
/// Breaks down the genericMessagePacket into specific events
/// </summary>
@ -4206,31 +3802,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// all UDP packets from the client will end up here
/// </summary>
/// <param name="Pack">libsecondlife.packet</param>
protected void ProcessInPacket(Packet Pack)
public void ProcessInPacket(Packet Pack)
{
// always ack the packet!
ack_pack(Pack);
// check for duplicate packets.. packets that the client is
// resending because it didn't receive our ack
lock (m_dupeLimiter)
{
if (m_dupeLimiter.ContainsKey(Pack.Header.Sequence))
{
//m_log.Info("[CLIENT]: Warning Duplicate packet detected" + Pack.Type.ToString() + " Dropping.");
return;
}
else
{
PacketDupeLimiter pkdedupe = new PacketDupeLimiter();
pkdedupe.packetId = Pack.Header.ID;
pkdedupe.pktype = Pack.Type;
pkdedupe.timeIn = Util.UnixTimeSinceEpoch();
m_dupeLimiter.Add(Pack.Header.Sequence, pkdedupe);
}
}
// check if we've got a local packet handler for this packet.type. See RegisterLocalPacketHandlers()
if (ProcessPacketMethod(Pack))
{
@ -4702,7 +4275,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
case PacketType.AgentThrottle:
AgentThrottlePacket atpack = (AgentThrottlePacket)Pack;
m_packetQueue.SetThrottleFromClient(atpack.Throttle.Throttles);
m_PacketHandler.PacketQueue.SetThrottleFromClient(atpack.Throttle.Throttles);
break;
case PacketType.AgentPause:
@ -6648,76 +6221,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public ClientInfo GetClientInfo()
{
//MainLog.Instance.Verbose("CLIENT", "GetClientInfo BGN");
ClientInfo info = m_PacketHandler.GetClientInfo();
ClientInfo info = new ClientInfo();
info.userEP = this.m_userEndPoint;
info.proxyEP = this.m_proxyEndPoint;
info.agentcircuit = new sAgentCircuitData(RequestClientInfo());
info.pendingAcks = m_pendingAcks;
info.needAck = new Dictionary<uint, byte[]>();
lock (m_needAck)
{
foreach (uint key in m_needAck.Keys)
{
info.needAck.Add(key, m_needAck[key].ToBytes());
}
}
/* pending
QueItem[] queitems = m_packetQueue.GetQueueArray();
MainLog.Instance.Verbose("CLIENT", "Queue Count : [{0}]", queitems.Length);
for (int i = 0; i < queitems.Length; i++)
{
if (queitems[i].Incoming == false)
{
info.out_packets.Add(queitems[i].Packet.ToBytes());
MainLog.Instance.Verbose("CLIENT", "Add OutPacket [{0}]", queitems[i].Packet.Type.ToString());
}
}
*/
info.sequence = m_sequence;
//MainLog.Instance.Verbose("CLIENT", "GetClientInfo END");
return info;
}
public void SetClientInfo(ClientInfo info)
{
m_pendingAcks = info.pendingAcks;
m_needAck = new Dictionary<uint, Packet>();
Packet packet = null;
int packetEnd = 0;
byte[] zero = new byte[3000];
foreach (uint key in info.needAck.Keys)
{
byte[] buff = info.needAck[key];
packetEnd = buff.Length - 1;
try
{
packet = PacketPool.Instance.GetPacket(buff, ref packetEnd, zero);
}
catch (Exception)
{
}
m_needAck.Add(key, packet);
}
m_sequence = info.sequence;
m_PacketHandler.SetClientInfo(info);
}
#region Media Parcel Members

View File

@ -0,0 +1,692 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Timers;
using libsecondlife;
using libsecondlife.Packets;
using Timer = System.Timers.Timer;
using OpenSim.Framework;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
public delegate void PacketDrop(Packet pack, Object id);
public delegate bool SynchronizeClientHandler(IScene scene, Packet packet, LLUUID agentID, ThrottleOutPacketType throttlePacketType);
public interface IPacketHandler
{
event PacketStats OnPacketStats;
event PacketDrop OnPacketDrop;
SynchronizeClientHandler SynchronizeClient { set; }
int PacketsReceived { get; }
int PacketsReceivedReported { get; }
uint SilenceLimit { get; set; }
uint DiscardTimeout { get; set; }
uint ResendTimeout { get; set; }
void InPacket(Packet packet);
void ProcessInPacket(Packet packet);
void OutPacket(Packet NewPack,
ThrottleOutPacketType throttlePacketType);
void OutPacket(Packet NewPack,
ThrottleOutPacketType throttlePacketType, Object id);
LLPacketQueue PacketQueue { get; }
void Stop();
void Flush();
void Clear();
ClientInfo GetClientInfo();
void SetClientInfo(ClientInfo info);
void AddImportantPacket(PacketType type);
void RemoveImportantPacket(PacketType type);
}
public class LLPacketHandler : IPacketHandler
{
// Packet queues
//
LLPacketQueue m_PacketQueue;
public LLPacketQueue PacketQueue
{
get { return m_PacketQueue; }
}
// Timer to run stats and acks on
//
private Timer m_AckTimer = new Timer(250);
// A list of the packets we haven't acked yet
//
private Dictionary<uint,uint> m_PendingAcks = new Dictionary<uint,uint>();
// Dictionary of the packets that need acks from the client.
//
private class AckData
{
public AckData(Packet packet, Object identifier)
{
Packet = packet;
Identifier = identifier;
}
public Packet Packet;
public Object Identifier;
}
private Dictionary<uint, AckData> m_NeedAck =
new Dictionary<uint, AckData>();
private uint m_ResendTimeout = 1000;
public uint ResendTimeout
{
get { return m_ResendTimeout; }
set { m_ResendTimeout = value; }
}
private uint m_DiscardTimeout = 8000;
public uint DiscardTimeout
{
get { return m_DiscardTimeout; }
set { m_DiscardTimeout = value; }
}
private uint m_SilenceLimit = 250;
public uint SilenceLimit
{
get { return m_SilenceLimit; }
set { m_SilenceLimit = value; }
}
private int m_LastAck = 0;
// Track duplicated packets. This uses a Dictionary. Both insertion
// and lookup are common operations and need to take advantage of
// the hashing. Expiration is less common and can be allowed the
// time for a linear scan.
//
private Dictionary<uint, int> m_DupeTracker =
new Dictionary<uint, int>();
private uint m_DupeTrackerWindow = 30;
// Values for the SimStatsReporter
//
private int m_PacketsReceived = 0;
private int m_PacketsReceivedReported = 0;
private int m_PacketsSent = 0;
private int m_PacketsSentReported = 0;
private int m_UnackedBytes = 0;
public int PacketsReceived
{
get { return m_PacketsReceived; }
}
public int PacketsReceivedReported
{
get { return m_PacketsReceivedReported; }
}
// The client we are working for
//
private IClientAPI m_Client;
// Some events
//
public event PacketStats OnPacketStats;
public event PacketDrop OnPacketDrop;
private SynchronizeClientHandler m_SynchronizeClient = null;
public SynchronizeClientHandler SynchronizeClient
{
set { m_SynchronizeClient = value; }
}
// Packet sequencing
//
private uint m_Sequence = 0;
private object m_SequenceLock = new object();
private const int MAX_SEQUENCE = 0xFFFFFF;
List<PacketType> m_ImportantPackets = new List<PacketType>();
////////////////////////////////////////////////////////////////////
// Constructors
//
public LLPacketHandler(IClientAPI client)
{
m_Client = client;
m_PacketQueue = new LLPacketQueue(client.AgentId);
m_AckTimer.Elapsed += AckTimerElapsed;
m_AckTimer.Start();
}
public void Stop()
{
m_AckTimer.Stop();
m_PacketQueue.Enqueue(null);
}
// Send one packet. This actually doesn't send anything, it queues
// it. Designed to be fire-and-forget, but there is an optional
// notifier.
//
public void OutPacket(
Packet packet, ThrottleOutPacketType throttlePacketType)
{
OutPacket(packet, throttlePacketType, null);
}
public void OutPacket(
Packet packet, ThrottleOutPacketType throttlePacketType,
Object id)
{
// Call the load balancer's hook. If this is not active here
// we defer to the sim server this client is actually connected
// to. Packet drop notifies will not be triggered in this
// configuration!
//
if ((m_SynchronizeClient != null) && (!m_Client.IsActive))
{
if (m_SynchronizeClient(m_Client.Scene, packet,
m_Client.AgentId, throttlePacketType))
return;
}
packet.Header.Sequence = NextPacketSequenceNumber();
lock(m_NeedAck)
{
DropResend(id);
QueuePacket(packet, throttlePacketType, id);
// We want to see that packet arrive if it's reliable
if(packet.Header.Reliable)
{
m_UnackedBytes += packet.ToBytes().Length;
m_NeedAck[packet.Header.Sequence] = new AckData(packet, id);
}
}
}
private void QueuePacket(
Packet packet, ThrottleOutPacketType throttlePacketType,
Object id)
{
// Add acks to outgoing packets
//
lock(m_PendingAcks)
{
if(m_PendingAcks.Count > 0)
{
int count = m_PendingAcks.Count;
if(count > 10)
count = 10;
packet.Header.AckList = new uint[count];
int i = 0;
foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
{
packet.Header.AckList[i] = ack;
i++;
m_PendingAcks.Remove(ack);
if (i >= 10) // That is how much space there is
break;
}
}
}
packet.TickCount = System.Environment.TickCount;
LLQueItem item = new LLQueItem();
item.Packet = packet;
item.Incoming = false;
item.throttleType = throttlePacketType;
item.Identifier = id;
m_PacketQueue.Enqueue(item);
m_PacketsSent++;
}
private void ResendUnacked()
{
int now = System.Environment.TickCount;
int lastAck = m_LastAck;
// Unless we have received at least one ack, don't bother resending
// anything. There may not be a client there, don't clog up the
// pipes.
//
if(lastAck == 0)
return;
lock (m_NeedAck)
{
// Nothing to do
//
if(m_NeedAck.Count == 0)
return;
// If we have seen no acks in <SilenceLimit> s but are
// waiting for acks, then there may be no one listening.
// No need to resend anything. Keep it until it gets stale,
// then it will be dropped.
//
if (((now - lastAck) > m_SilenceLimit) &&
m_NeedAck.Count > 0)
{
return;
}
foreach (AckData data in new List<AckData>(m_NeedAck.Values))
{
Packet packet = data.Packet;
// Packets this old get resent
//
if ((now - packet.TickCount) > m_ResendTimeout)
{
// Resend the packet. Set the packet's tick count to
// now, and keep it marked as resent.
//
packet.Header.Resent = true;
QueuePacket(packet, ThrottleOutPacketType.Resend,
data.Identifier);
}
// The discard logic
// If the packet is in the queue for <DiscardTimeout> s
// without having been processed, then we have clogged
// pipes. Most likely, the client is gone
// Drop the packets
//
if ((now - packet.TickCount) > m_DiscardTimeout)
{
if(!m_ImportantPackets.Contains(packet.Type))
m_NeedAck.Remove(packet.Header.Sequence);
TriggerOnPacketDrop(packet, data.Identifier);
continue;
}
}
}
}
// Send the pending packet acks to the client
// Will send blocks of acks for up to 250 packets
//
private void SendAcks()
{
lock (m_PendingAcks)
{
if (m_PendingAcks.Count == 0)
return;
PacketAckPacket acks = (PacketAckPacket)PacketPool.Instance.GetPacket(PacketType.PacketAck);
// The case of equality is more common than one might think,
// because this function will be called unconditionally when
// the counter reaches 250. So there is a good chance another
// packet with 250 blocks exists.
//
if(acks.Packets == null ||
acks.Packets.Length != m_PendingAcks.Count)
acks.Packets = new PacketAckPacket.PacketsBlock[m_PendingAcks.Count];
int i = 0;
foreach (uint ack in new List<uint>(m_PendingAcks.Keys))
{
acks.Packets[i] = new PacketAckPacket.PacketsBlock();
acks.Packets[i].ID = ack;
m_PendingAcks.Remove(ack);
i++;
}
acks.Header.Reliable = false;
OutPacket(acks, ThrottleOutPacketType.Unknown);
}
}
// Queue a packet ack. It will be sent either after 250 acks are
// queued, or when the timer fires.
//
private void AckPacket(Packet packet)
{
lock (m_PendingAcks)
{
if(m_PendingAcks.Count < 250)
{
if(!m_PendingAcks.ContainsKey(packet.Header.Sequence))
m_PendingAcks.Add(packet.Header.Sequence,
packet.Header.Sequence);
return;
}
}
SendAcks();
lock (m_PendingAcks)
{
// If this is still full we have a truly exceptional
// condition (means, can't happen)
//
if(m_PendingAcks.Count < 250)
{
if(!m_PendingAcks.ContainsKey(packet.Header.Sequence))
m_PendingAcks.Add(packet.Header.Sequence,
packet.Header.Sequence);
return;
}
}
}
// When the timer elapses, send the pending acks, trigger resends
// and report all the stats.
//
private void AckTimerElapsed(object sender, ElapsedEventArgs ea)
{
SendAcks();
ResendUnacked();
SendPacketStats();
}
// Push out pachet counts for the sim status reporter
//
private void SendPacketStats()
{
PacketStats handlerPacketStats = OnPacketStats;
if (handlerPacketStats != null)
{
handlerPacketStats(
m_PacketsReceived - m_PacketsReceivedReported,
m_PacketsSent - m_PacketsSentReported,
m_UnackedBytes);
m_PacketsReceivedReported = m_PacketsReceived;
m_PacketsSentReported = m_PacketsSent;
}
}
// We can't keep an unlimited record of dupes. This will prune the
// dictionary by age.
//
private void PruneDupeTracker()
{
lock (m_DupeTracker)
{
Dictionary<uint, int> packs =
new Dictionary<uint, int>(m_DupeTracker);
foreach (uint pack in packs.Keys)
{
if(Util.UnixTimeSinceEpoch() - m_DupeTracker[pack] >
m_DupeTrackerWindow)
m_DupeTracker.Remove(pack);
}
}
}
public void InPacket(Packet packet)
{
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
//
if(packet.Type == PacketType.PacketAck)
{
PacketAckPacket ackPacket = (PacketAckPacket)packet;
foreach (PacketAckPacket.PacketsBlock block in
ackPacket.Packets)
{
ProcessAck(block.ID);
}
PacketPool.Instance.ReturnPacket(packet);
return;
}
else if(packet.Type == PacketType.StartPingCheck)
{
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
CompletePingCheckPacket endPing = (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);
endPing.PingID.PingID = startPing.PingID.PingID;
OutPacket(endPing, ThrottleOutPacketType.Task);
}
else
{
LLQueItem item = new LLQueItem();
item.Packet = packet;
item.Incoming = true;
m_PacketQueue.Enqueue(item);
}
}
public void ProcessInPacket(Packet packet)
{
// Always ack the packet!
//
AckPacket(packet);
if (packet.Type != PacketType.AgentUpdate)
m_PacketsReceived++;
// Check for duplicate packets.. packets that the client is
// resending because it didn't receive our ack
//
lock (m_DupeTracker)
{
if (m_DupeTracker.ContainsKey(packet.Header.Sequence))
return;
m_DupeTracker.Add(packet.Header.Sequence,
Util.UnixTimeSinceEpoch());
}
m_Client.ProcessInPacket(packet);
}
public void Flush()
{
m_PacketQueue.Flush();
}
public void Clear()
{
m_NeedAck.Clear();
m_PendingAcks.Clear();
m_Sequence += 1000000;
}
private void ProcessAck(uint id)
{
AckData data;
Packet packet;
lock(m_NeedAck)
{
if(!m_NeedAck.TryGetValue(id, out data))
return;
packet = data.Packet;
m_NeedAck.Remove(id);
m_UnackedBytes -= packet.ToBytes().Length;
m_LastAck = System.Environment.TickCount;
}
}
// Allocate packet sequence numbers in a threadsave manner
//
protected uint NextPacketSequenceNumber()
{
// Set the sequence number
uint seq = 1;
lock (m_SequenceLock)
{
if (m_Sequence >= MAX_SEQUENCE)
{
m_Sequence = 1;
}
else
{
m_Sequence++;
}
seq = m_Sequence;
}
return seq;
}
public ClientInfo GetClientInfo()
{
ClientInfo info = new ClientInfo();
info.pendingAcks = m_PendingAcks;
info.needAck = new Dictionary<uint, byte[]>();
lock (m_NeedAck)
{
foreach (uint key in m_NeedAck.Keys)
info.needAck.Add(key, m_NeedAck[key].Packet.ToBytes());
}
LLQueItem[] queitems = m_PacketQueue.GetQueueArray();
for (int i = 0; i < queitems.Length; i++)
{
if (queitems[i].Incoming == false)
info.out_packets.Add(queitems[i].Packet.ToBytes());
}
info.sequence = m_Sequence;
return info;
}
public void SetClientInfo(ClientInfo info)
{
m_PendingAcks = info.pendingAcks;
m_NeedAck = new Dictionary<uint, AckData>();
Packet packet = null;
int packetEnd = 0;
byte[] zero = new byte[3000];
foreach (uint key in info.needAck.Keys)
{
byte[] buff = info.needAck[key];
packetEnd = buff.Length - 1;
try
{
packet = PacketPool.Instance.GetPacket(buff, ref packetEnd, zero);
}
catch (Exception)
{
}
m_NeedAck.Add(key, new AckData(packet, null));
}
m_Sequence = info.sequence;
}
public void AddImportantPacket(PacketType type)
{
if(m_ImportantPackets.Contains(type))
return;
m_ImportantPackets.Add(type);
}
public void RemoveImportantPacket(PacketType type)
{
if(!m_ImportantPackets.Contains(type))
return;
m_ImportantPackets.Remove(type);
}
private void DropResend(Object id)
{
foreach (AckData data in new List<AckData>(m_NeedAck.Values))
{
if(data.Identifier != null && data.Identifier == id)
{
m_NeedAck.Remove(data.Packet.Header.Sequence);
return;
}
}
}
private void TriggerOnPacketDrop(Packet packet, Object id)
{
PacketDrop handlerPacketDrop = OnPacketDrop;
if(handlerPacketDrop == null)
return;
handlerPacketDrop(packet, id);
}
}
}

View File

@ -54,6 +54,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private Queue<LLQueItem> WindOutgoingPacketQueue;
private Queue<LLQueItem> CloudOutgoingPacketQueue;
private Queue<LLQueItem> TaskOutgoingPacketQueue;
private Queue<LLQueItem> TaskLowpriorityPacketQueue;
private Queue<LLQueItem> TextureOutgoingPacketQueue;
private Queue<LLQueItem> AssetOutgoingPacketQueue;
@ -99,6 +100,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
WindOutgoingPacketQueue = new Queue<LLQueItem>();
CloudOutgoingPacketQueue = new Queue<LLQueItem>();
TaskOutgoingPacketQueue = new Queue<LLQueItem>();
TaskLowpriorityPacketQueue = new Queue<LLQueItem>();
TextureOutgoingPacketQueue = new Queue<LLQueItem>();
AssetOutgoingPacketQueue = new Queue<LLQueItem>();
@ -106,8 +108,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Set up the throttle classes (min, max, current) in bytes
ResendThrottle = new LLPacketThrottle(5000, 100000, 16000);
LandThrottle = new LLPacketThrottle(1000, 100000, 2000);
WindThrottle = new LLPacketThrottle(1000, 100000, 1000);
CloudThrottle = new LLPacketThrottle(1000, 100000, 1000);
WindThrottle = new LLPacketThrottle(0, 100000, 0);
CloudThrottle = new LLPacketThrottle(0, 100000, 0);
TaskThrottle = new LLPacketThrottle(1000, 800000, 3000);
AssetThrottle = new LLPacketThrottle(1000, 800000, 1000);
TextureThrottle = new LLPacketThrottle(1000, 800000, 4000);
@ -149,6 +151,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return;
}
if (item.Incoming)
{
SendQueue.PriorityEnqueue(item);
return;
}
lock (this)
{
switch (item.throttleType)
@ -162,6 +170,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
case ThrottleOutPacketType.Task:
ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.LowpriorityTask:
ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item);
break;
case ThrottleOutPacketType.Land:
ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
break;
@ -178,7 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
default:
// Acknowledgements and other such stuff should go directly to the blocking Queue
// Throttling them may and likely 'will' be problematic
SendQueue.Enqueue(item);
SendQueue.PriorityEnqueue(item);
break;
}
}
@ -214,7 +225,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
if (TaskOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(TaskOutgoingPacketQueue.Dequeue());
SendQueue.PriorityEnqueue(TaskOutgoingPacketQueue.Dequeue());
}
if (TaskLowpriorityPacketQueue.Count > 0)
{
SendQueue.Enqueue(TaskLowpriorityPacketQueue.Dequeue());
}
if (TextureOutgoingPacketQueue.Count > 0)
{
@ -261,6 +276,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
WindOutgoingPacketQueue.Count > 0 ||
CloudOutgoingPacketQueue.Count > 0 ||
TaskOutgoingPacketQueue.Count > 0 ||
TaskLowpriorityPacketQueue.Count > 0 ||
AssetOutgoingPacketQueue.Count > 0 ||
TextureOutgoingPacketQueue.Count > 0);
}
@ -319,11 +335,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
CloudThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0)
if (TaskThrottle.UnderLimit() && (TaskOutgoingPacketQueue.Count > 0 || TaskLowpriorityPacketQueue.Count > 0))
{
LLQueItem qpack = TaskOutgoingPacketQueue.Dequeue();
LLQueItem qpack;
if(TaskOutgoingPacketQueue.Count > 0)
{
qpack = TaskOutgoingPacketQueue.Dequeue();
SendQueue.PriorityEnqueue(qpack);
}
else
{
qpack = TaskLowpriorityPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
}
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
TaskThrottle.Add(qpack.Packet.ToBytes().Length);
}
@ -490,18 +514,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
AssetThrottle.Throttle = tAsset;
TotalThrottle.Throttle = tall;
}
else if (tall < 1)
{
// client is stupid, penalize him by minning everything
ResendThrottle.Throttle = ResendThrottle.Min;
LandThrottle.Throttle = LandThrottle.Min;
WindThrottle.Throttle = WindThrottle.Min;
CloudThrottle.Throttle = CloudThrottle.Min;
TaskThrottle.Throttle = TaskThrottle.Min;
TextureThrottle.Throttle = TextureThrottle.Min;
AssetThrottle.Throttle = AssetThrottle.Min;
TotalThrottle.Throttle = TotalThrottle.Min;
}
// else if (tall < 1)
// {
// // client is stupid, penalize him by minning everything
// ResendThrottle.Throttle = ResendThrottle.Min;
// LandThrottle.Throttle = LandThrottle.Min;
// WindThrottle.Throttle = WindThrottle.Min;
// CloudThrottle.Throttle = CloudThrottle.Min;
// TaskThrottle.Throttle = TaskThrottle.Min;
// TextureThrottle.Throttle = TextureThrottle.Min;
// AssetThrottle.Throttle = AssetThrottle.Min;
// TotalThrottle.Throttle = TotalThrottle.Min;
// }
else
{
// we're over so figure out percentages and use those
@ -516,7 +540,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
TotalThrottle.Throttle = TotalThrottle.Max;
}
// effectively wiggling the slider causes things reset
ResetCounters();
// ResetCounters(); // DO NOT reset, better to send less for one period than more
}
// See IPullStatsProvider

View File

@ -1,263 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public class LLPacketTracker
{
public delegate void PacketAcked(uint sequenceNumber);
public event PacketAcked OnPacketAcked;
protected List<uint> m_beenAcked = new List<uint>();
protected TerrainPacketTracker[,] m_sentTerrainPackets = new TerrainPacketTracker[16, 16];
protected Dictionary<LLUUID, PrimPacketTracker> m_sendPrimPackets = new Dictionary<LLUUID, PrimPacketTracker>();
protected LLClientView m_parentClient;
public LLPacketTracker(LLClientView parent)
{
m_parentClient = parent;
OnPacketAcked += TerrainPacketAcked;
//OnPacketAcked += PrimPacketAcked;
}
public void PacketAck(uint sequenceNumber)
{
lock (m_beenAcked)
{
m_beenAcked.Add(sequenceNumber);
}
}
public void TrackTerrainPacket(uint sequenceNumber, int patchX, int patchY)
{
TrackTerrainPacket(sequenceNumber, patchX, patchY, false, null);
}
public void TrackTerrainPacket(uint sequenceNumber, int patchX, int patchY, bool keepResending, LayerDataPacket packet)
{
TerrainPacketTracker tracker = new TerrainPacketTracker();
tracker.X = patchX;
tracker.Y = patchY;
tracker.SeqNumber = sequenceNumber;
tracker.TimeSent = DateTime.Now;
tracker.KeepResending = keepResending;
tracker.Packet = packet;
lock (m_sentTerrainPackets)
{
m_sentTerrainPackets[patchX, patchY] = tracker;
}
}
public void TrackPrimPacket(uint sequenceNumber, LLUUID primID)
{
PrimPacketTracker tracker = new PrimPacketTracker();
tracker.PrimID = primID;
tracker.TimeSent = DateTime.Now;
tracker.SeqNumber = sequenceNumber;
lock (m_sendPrimPackets)
{
m_sendPrimPackets[primID] = tracker;
}
}
public void TerrainPacketCheck()
{
DateTime now = DateTime.Now;
List<TerrainPacketTracker> resendList = new List<TerrainPacketTracker>();
lock (m_sentTerrainPackets)
{
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
{
if (m_sentTerrainPackets[x, y] != null)
{
TerrainPacketTracker tracker = m_sentTerrainPackets[x, y];
if ((now - tracker.TimeSent) > TimeSpan.FromMinutes(1))
{
tracker.TimeSent = now;
m_sentTerrainPackets[x, y] = null;
resendList.Add(tracker);
}
}
}
}
}
foreach (TerrainPacketTracker tracker in resendList)
{
if (!tracker.KeepResending)
{
m_parentClient.TriggerTerrainUnackedEvent(tracker.X, tracker.Y);
}
else
{
if (tracker.Packet != null)
{
tracker.Packet.Header.Resent = true;
m_parentClient.OutPacket(tracker.Packet, ThrottleOutPacketType.Resend);
tracker.TimeSent = DateTime.Now;
lock (m_sentTerrainPackets)
{
if (m_sentTerrainPackets[tracker.X, tracker.Y] == null)
{
m_sentTerrainPackets[tracker.X, tracker.Y] = tracker;
}
}
}
}
}
}
public void PrimPacketCheck()
{
DateTime now = DateTime.Now;
List<PrimPacketTracker> resendList = new List<PrimPacketTracker>();
List<PrimPacketTracker> ackedList = new List<PrimPacketTracker>();
lock (m_sendPrimPackets)
{
foreach (PrimPacketTracker tracker in m_sendPrimPackets.Values)
{
if (tracker.Acked)
{
ackedList.Add(tracker);
}
else if (((now - tracker.TimeSent) > TimeSpan.FromMinutes(1)) && (!tracker.Acked))
{
resendList.Add(tracker);
}
}
}
foreach (PrimPacketTracker tracker in resendList)
{
lock (m_sendPrimPackets)
{
m_sendPrimPackets.Remove(tracker.PrimID);
}
//call event
Console.WriteLine("Prim packet not acked, " + tracker.PrimID.ToString());
}
RemovePrimTrackers(ackedList);
}
public void PrimTrackerCleanup()
{
List<PrimPacketTracker> ackedList = new List<PrimPacketTracker>();
lock (m_sendPrimPackets)
{
foreach (PrimPacketTracker tracker in m_sendPrimPackets.Values)
{
if (tracker.Acked)
{
ackedList.Add(tracker);
}
}
}
Thread.Sleep(15); //give a little bit of time for other code to access list before we lock it again
RemovePrimTrackers(ackedList);
}
protected void RemovePrimTrackers(List<PrimPacketTracker> ackedList)
{
lock (m_sendPrimPackets)
{
foreach (PrimPacketTracker tracker in ackedList)
{
m_sendPrimPackets.Remove(tracker.PrimID);
}
}
}
protected void TerrainPacketAcked(uint sequence)
{
lock (m_sentTerrainPackets)
{
for (int y = 0; y < 16; y++)
{
for (int x = 0; x < 16; x++)
{
if (m_sentTerrainPackets[x, y] != null)
{
if (m_sentTerrainPackets[x, y].SeqNumber == sequence)
{
m_sentTerrainPackets[x, y] = null;
return;
}
}
}
}
}
}
protected void PrimPacketAcked(uint sequence)
{
lock (m_sendPrimPackets)
{
foreach (PrimPacketTracker tracker in m_sendPrimPackets.Values)
{
if (tracker.SeqNumber == sequence)
{
tracker.Acked = true;
break;
}
}
}
}
public void Process()
{
List<uint> ackedPackets = null;
lock (m_beenAcked)
{
ackedPackets = new List<uint>(m_beenAcked);
m_beenAcked.Clear();
}
if (ackedPackets != null)
{
foreach (uint packetId in ackedPackets)
{
if (OnPacketAcked != null)
{
OnPacketAcked(packetId);
}
}
}
// ackedPackets.Clear();
ackedPackets = null;
}
public class TerrainPacketTracker
{
public uint SeqNumber = 0;
public int X;
public int Y;
public DateTime TimeSent;
public LayerDataPacket Packet;
public bool KeepResending;
}
public class PrimPacketTracker
{
public uint SeqNumber = 0;
public DateTime TimeSent;
public LLUUID PrimID;
public bool Acked = false;
}
}
}

View File

@ -25,6 +25,7 @@
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using libsecondlife.Packets;
using OpenSim.Framework;
@ -39,5 +40,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public Packet Packet;
public bool Incoming;
public ThrottleOutPacketType throttleType;
public Object Identifier;
}
}

View File

@ -51,6 +51,11 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
m_scene = scene;
}
public IScene Scene
{
get { return m_scene; }
}
public void Say(string message)
{
SendOnChatFromViewer(message, ChatTypeEnum.Say);
@ -259,7 +264,6 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
public event FriendActionDelegate OnApproveFriendRequest;
public event FriendActionDelegate OnDenyFriendRequest;
public event FriendshipTermination OnTerminateFriendship;
public event PacketStats OnPacketStats;
public event EconomyDataRequest OnEconomyDataRequest;
public event MoneyBalanceRequest OnMoneyBalanceRequest;
@ -518,7 +522,7 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
LLVector3 acc, LLQuaternion rotation, LLVector3 rvel, uint flags,
LLUUID objectID, LLUUID ownerID, string text, byte[] color,
uint parentID,
byte[] particleSystem, byte clickAction, bool track)
byte[] particleSystem, byte clickAction)
{
}
public virtual void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID,
@ -527,7 +531,7 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
LLUUID objectID, LLUUID ownerID, string text, byte[] color,
uint parentID,
byte[] particleSystem, byte clickAction, byte[] textureanimation,
bool attachment, uint AttachmentPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius, bool track)
bool attachment, uint AttachmentPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius)
{
}
public virtual void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID,
@ -711,6 +715,10 @@ namespace OpenSim.Region.Environment.Modules.World.NPC
{
}
public void ProcessInPacket(Packet NewPack)
{
}
public void Close(bool ShutdownCircuit)
{
}

View File

@ -2088,7 +2088,6 @@ namespace OpenSim.Region.Environment.Scenes
client.OnMoneyTransferRequest += ProcessMoneyTransferRequest;
client.OnParcelBuy += ProcessParcelBuy;
client.OnAvatarPickerRequest += ProcessAvatarPickerRequest;
client.OnPacketStats += AddPacketStats;
client.OnObjectIncludeInSearch += m_innerScene.MakeObjectSearchable;
client.OnTeleportHomeRequest += TeleportClientHome;
client.OnSetStartLocationRequest += SetHomeRezPoint;

View File

@ -2085,7 +2085,7 @@ namespace OpenSim.Region.Environment.Scenes
remoteClient.SendPrimitiveToClient(m_regionHandle, (ushort)(m_parentGroup.GetTimeDilation() * (float)ushort.MaxValue), LocalId, m_shape,
lPos, Velocity, Acceleration, RotationOffset, RotationalVelocity, clientFlags, m_uuid, _ownerID,
m_text, color, _parentID, m_particleSystem, m_clickAction, m_TextureAnimation, m_IsAttachment,
m_attachmentPoint,fromAssetID, Sound, SoundGain, SoundFlags, SoundRadius, false);
m_attachmentPoint,fromAssetID, Sound, SoundGain, SoundFlags, SoundRadius);
}
/// <summary>

View File

@ -42,6 +42,7 @@ namespace OpenSim.Region.Examples.SimpleModule
private LLQuaternion bodyDirection = LLQuaternion.Identity;
private short count = 0;
private short frame = 0;
private Scene m_scene;
// disable warning: public events, part of the public API
#pragma warning disable 67
@ -165,7 +166,6 @@ namespace OpenSim.Region.Examples.SimpleModule
public event FriendActionDelegate OnApproveFriendRequest;
public event FriendActionDelegate OnDenyFriendRequest;
public event FriendshipTermination OnTerminateFriendship;
public event PacketStats OnPacketStats;
public event EconomyDataRequest OnEconomyDataRequest;
public event MoneyBalanceRequest OnMoneyBalanceRequest;
@ -208,10 +208,12 @@ namespace OpenSim.Region.Examples.SimpleModule
private LLUUID myID = LLUUID.Random();
public MyNpcCharacter(EventManager eventManager)
public MyNpcCharacter(Scene scene)
{
// startPos = new LLVector3(128, (float)(Util.RandomClass.NextDouble()*100), 2);
eventManager.OnFrame += Update;
m_scene = scene;
m_scene.EventManager.OnFrame += Update;
}
private LLVector3 startPos = new LLVector3(128, 128, 2);
@ -280,6 +282,11 @@ namespace OpenSim.Region.Examples.SimpleModule
get { return 1; }
}
public IScene Scene
{
get { return m_scene; }
}
public virtual void OutPacket(Packet newPack, ThrottleOutPacketType packType)
{
}
@ -432,7 +439,7 @@ namespace OpenSim.Region.Examples.SimpleModule
LLVector3 acc, LLQuaternion rotation, LLVector3 rvel, uint flags,
LLUUID objectID, LLUUID ownerID, string text, byte[] color,
uint parentID,
byte[] particleSystem, byte clickAction, bool track)
byte[] particleSystem, byte clickAction)
{
}
public virtual void SendPrimitiveToClient(ulong regionHandle, ushort timeDilation, uint localID,
@ -441,7 +448,7 @@ namespace OpenSim.Region.Examples.SimpleModule
LLUUID objectID, LLUUID ownerID, string text, byte[] color,
uint parentID,
byte[] particleSystem, byte clickAction, byte[] textureanimation,
bool attachment, uint AttachmentPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius, bool track)
bool attachment, uint AttachmentPoint, LLUUID AssetId, LLUUID SoundId, double SoundVolume, byte SoundFlags, double SoundRadius)
{
}
public virtual void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID,
@ -700,6 +707,10 @@ namespace OpenSim.Region.Examples.SimpleModule
{
}
public void ProcessInPacket(Packet NewPack)
{
}
public void Close(bool ShutdownCircuit)
{
}

View File

@ -84,7 +84,7 @@ namespace OpenSim.Region.Examples.SimpleModule
{
for (int i = 0; i < 1; i++)
{
MyNpcCharacter m_character = new MyNpcCharacter(m_scene.EventManager);
MyNpcCharacter m_character = new MyNpcCharacter(m_scene);
m_scene.AddNewClient(m_character, false);
}