* Fixed a major memory leak in packet processing - PacketQueue.Close is never called, causing the PacketQueue for dead clients to be preserved (including it's contents).

* This patch is highly experimental and may cause clients to not be able to connect, if this is the case, it will be rolled back in approximately 5 minutes.
0.6.1-post-fixes
Adam Frisby 2008-11-08 20:52:48 +00:00
parent cbda728183
commit fb2a1a6b7c
3 changed files with 67 additions and 30 deletions

View File

@ -111,5 +111,14 @@ namespace OpenSim.Framework
return m_queue.ToArray();
}
}
public void Clear()
{
lock(m_queueSync)
{
m_pqueue.Clear();
m_queue.Clear();
}
}
}
}

View File

@ -98,8 +98,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// A list of the packets we haven't acked yet
//
private Dictionary<uint,uint> m_PendingAcks = new Dictionary<uint,uint>();
private Dictionary<uint, uint> m_PendingAcks = new Dictionary<uint, uint>();
// Dictionary of the packets that need acks from the client.
//
private class AckData
@ -117,7 +117,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public int TickCount;
public int Resends;
}
private Dictionary<uint, AckData> m_NeedAck =
new Dictionary<uint, AckData>();
@ -234,6 +234,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_AckTimer.Stop();
m_PacketQueue.Enqueue(null);
m_PacketQueue.Close();
}
// Send one packet. This actually doesn't send anything, it queues
@ -362,7 +363,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if ((now - data.TickCount) > m_ResendTimeout)
{
m_NeedAck[packet.Header.Sequence].Resends++;
// The client needs to be told that a packet is being resent, otherwise it appears to believe
// that it should reset its sequence to that packet number.
packet.Header.Resent = true;
@ -767,33 +768,41 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// If we sent a killpacket
if (packet is KillPacket)
Thread.CurrentThread.Abort();
// Actually make the byte array and send it
byte[] sendbuffer = packet.ToBytes();
//m_log.DebugFormat(
// "[CLIENT]: In {0} sending packet {1}",
// m_Client.Scene.RegionInfo.ExternalEndPoint.Port, packet.Header.Sequence);
if (packet.Header.Zerocoded)
{
int packetsize = Helpers.ZeroEncode(sendbuffer,
sendbuffer.Length, m_ZeroOutBuffer);
m_PacketServer.SendPacketTo(m_ZeroOutBuffer, packetsize,
SocketFlags.None, m_Client.CircuitCode);
}
else
{
// Need some extra space in case we need to add proxy
// information to the message later
Buffer.BlockCopy(sendbuffer, 0, m_ZeroOutBuffer, 0,
sendbuffer.Length);
m_PacketServer.SendPacketTo(m_ZeroOutBuffer,
sendbuffer.Length, SocketFlags.None, m_Client.CircuitCode);
}
Abort();
PacketPool.Instance.ReturnPacket(packet);
// Actually make the byte array and send it
byte[] sendbuffer = packet.ToBytes();
//m_log.DebugFormat(
// "[CLIENT]: In {0} sending packet {1}",
// m_Client.Scene.RegionInfo.ExternalEndPoint.Port, packet.Header.Sequence);
if (packet.Header.Zerocoded)
{
int packetsize = Helpers.ZeroEncode(sendbuffer,
sendbuffer.Length, m_ZeroOutBuffer);
m_PacketServer.SendPacketTo(m_ZeroOutBuffer, packetsize,
SocketFlags.None, m_Client.CircuitCode);
}
else
{
// Need some extra space in case we need to add proxy
// information to the message later
Buffer.BlockCopy(sendbuffer, 0, m_ZeroOutBuffer, 0,
sendbuffer.Length);
m_PacketServer.SendPacketTo(m_ZeroOutBuffer,
sendbuffer.Length, SocketFlags.None, m_Client.CircuitCode);
}
PacketPool.Instance.ReturnPacket(packet);
}
}
private void Abort()
{
m_PacketQueue.Close();
Thread.CurrentThread.Abort();
}
}
}

View File

@ -131,7 +131,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
userSettings.ClientThrottleMultipler);
throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor));
throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed);
throttleTimer.Elapsed += ThrottleTimerElapsed;
throttleTimer.Start();
// TIMERS needed for this
@ -256,9 +256,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
public void WipeClean()
{
m_log.Info("[PACKETQUEUE] Wiping Packet Queues Clean");
lock(this)
{
ResendOutgoingPacketQueue.Clear();
LandOutgoingPacketQueue.Clear();
WindOutgoingPacketQueue.Clear();
CloudOutgoingPacketQueue.Clear();
TaskOutgoingPacketQueue.Clear();
TaskLowpriorityPacketQueue.Clear();
TextureOutgoingPacketQueue.Clear();
AssetOutgoingPacketQueue.Clear();
SendQueue.Clear();
}
}
public void Close()
{
m_log.Info("[PACKETQUEUE] Close called");
Flush();
WipeClean(); // I'm sure there's a dirty joke in here somewhere. -AFrisby
m_enabled = false;
throttleTimer.Stop();