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authorJustin Clark-Casey (justincc)2010-09-17 01:16:21 +0100
committerJustin Clark-Casey (justincc)2010-09-17 01:16:21 +0100
commit50724292636c1ee68e2d3d215285b52606c6e7f5 (patch)
tree0eb92cc6862d16cf9f7419c00b83f6bb6a9431f9
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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Send KillPackets on the Task queue rather than the State queue
Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs7
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs8
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs4
3 files changed, 17 insertions, 2 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 2163c12..cede050 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -1523,7 +1523,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1523 lock (m_entityUpdates.SyncRoot) 1523 lock (m_entityUpdates.SyncRoot)
1524 { 1524 {
1525 m_killRecord.Add(localID); 1525 m_killRecord.Add(localID);
1526 OutPacket(kill, ThrottleOutPacketType.State); 1526
1527 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1528 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1529 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1530 // scene objects in a viewer until that viewer is relogged in.
1531 OutPacket(kill, ThrottleOutPacketType.Task);
1527 } 1532 }
1528 } 1533 }
1529 } 1534 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 6232c48..ca5a7bd 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -412,8 +412,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
412 412
413 /// <summary> 413 /// <summary>
414 /// Loops through all of the packet queues for this client and tries to send 414 /// Loops through all of the packet queues for this client and tries to send
415 /// any outgoing packets, obeying the throttling bucket limits 415 /// an outgoing packet from each, obeying the throttling bucket limits
416 /// </summary> 416 /// </summary>
417 ///
418 /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
419 /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
420 /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
421 /// wind queue).
422 ///
417 /// <remarks>This function is only called from a synchronous loop in the 423 /// <remarks>This function is only called from a synchronous loop in the
418 /// UDPServer so we don't need to bother making this thread safe</remarks> 424 /// UDPServer so we don't need to bother making this thread safe</remarks>
419 /// <returns>True if any packets were sent, otherwise false</returns> 425 /// <returns>True if any packets were sent, otherwise false</returns>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 56e8c9b..cb298fd 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -500,6 +500,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
500 // FIXME: Implement? 500 // FIXME: Implement?
501 } 501 }
502 502
503 /// <summary>
504 /// Actually send a packet to a client.
505 /// </summary>
506 /// <param name="outgoingPacket"></param>
503 internal void SendPacketFinal(OutgoingPacket outgoingPacket) 507 internal void SendPacketFinal(OutgoingPacket outgoingPacket)
504 { 508 {
505 UDPPacketBuffer buffer = outgoingPacket.Buffer; 509 UDPPacketBuffer buffer = outgoingPacket.Buffer;