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author | John Hurliman | 2009-10-21 11:59:48 -0700 |
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committer | John Hurliman | 2009-10-21 11:59:48 -0700 |
commit | 9178537e9414478f0a9bd84bb5e106b2f15640c3 (patch) | |
tree | c21bca46c08cdc9868ca7608856f51d029207aab /OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | |
parent | Fixed the way OnQueueEmpty is called to prevent simultaneous calls for the sa... (diff) | |
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* Replaced the UnackedPacketCollection with a lockless implementation. The tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless
* Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked
* Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs')
-rw-r--r-- | OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | 143 |
1 files changed, 45 insertions, 98 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 7d5c11e..a8ce102 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | |||
@@ -121,12 +121,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
121 | private int m_recvBufferSize; | 121 | private int m_recvBufferSize; |
122 | /// <summary>Flag to process packets asynchronously or synchronously</summary> | 122 | /// <summary>Flag to process packets asynchronously or synchronously</summary> |
123 | private bool m_asyncPacketHandling; | 123 | private bool m_asyncPacketHandling; |
124 | /// <summary>Track the minimum amount of time needed to send the next packet in the | 124 | /// <summary>Tracks whether or not a packet was sent each round so we know |
125 | /// OutgoingPacketHandler loop so we know when to sleep</summary> | 125 | /// whether or not to sleep</summary> |
126 | private int m_minTimeout = Int32.MaxValue; | 126 | private bool m_packetSent; |
127 | /// <summary>EventWaitHandle to signify the outgoing packet handler thread that | ||
128 | /// there is more work to do</summary> | ||
129 | private EventWaitHandle m_outgoingWaitHandle; | ||
130 | 127 | ||
131 | public Socket Server { get { return null; } } | 128 | public Socket Server { get { return null; } } |
132 | 129 | ||
@@ -174,8 +171,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
174 | 171 | ||
175 | base.Start(m_recvBufferSize, m_asyncPacketHandling); | 172 | base.Start(m_recvBufferSize, m_asyncPacketHandling); |
176 | 173 | ||
177 | m_outgoingWaitHandle = new EventWaitHandle(false, EventResetMode.AutoReset); | ||
178 | |||
179 | // Start the incoming packet processing thread | 174 | // Start the incoming packet processing thread |
180 | Thread incomingThread = new Thread(IncomingPacketHandler); | 175 | Thread incomingThread = new Thread(IncomingPacketHandler); |
181 | incomingThread.Name = "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")"; | 176 | incomingThread.Name = "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")"; |
@@ -190,8 +185,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
190 | { | 185 | { |
191 | m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName); | 186 | m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName); |
192 | base.Stop(); | 187 | base.Stop(); |
193 | |||
194 | m_outgoingWaitHandle.Close(); | ||
195 | } | 188 | } |
196 | 189 | ||
197 | public void AddScene(IScene scene) | 190 | public void AddScene(IScene scene) |
@@ -374,10 +367,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
374 | StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck); | 367 | StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck); |
375 | pc.Header.Reliable = false; | 368 | pc.Header.Reliable = false; |
376 | 369 | ||
377 | OutgoingPacket oldestPacket = udpClient.NeedAcks.GetOldest(); | ||
378 | |||
379 | pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++; | 370 | pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++; |
380 | pc.PingID.OldestUnacked = (oldestPacket != null) ? oldestPacket.SequenceNumber : 0; | 371 | // We *could* get OldestUnacked, but it would hurt performance and not provide any benefit |
372 | pc.PingID.OldestUnacked = 0; | ||
381 | 373 | ||
382 | SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false); | 374 | SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false); |
383 | } | 375 | } |
@@ -397,39 +389,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
397 | return; | 389 | return; |
398 | } | 390 | } |
399 | 391 | ||
400 | if (udpClient.NeedAcks.Count > 0) | 392 | // Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO |
393 | List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO); | ||
394 | |||
395 | if (expiredPackets != null) | ||
401 | { | 396 | { |
402 | // Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO | 397 | m_log.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO); |
403 | List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO); | ||
404 | 398 | ||
405 | if (expiredPackets != null) | 399 | // Resend packets |
400 | for (int i = 0; i < expiredPackets.Count; i++) | ||
406 | { | 401 | { |
407 | m_log.Debug("[LLUDPSERVER]: Resending " + expiredPackets.Count + " packets to " + udpClient.AgentID); | 402 | OutgoingPacket outgoingPacket = expiredPackets[i]; |
408 | 403 | ||
409 | // Resend packets | 404 | //m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed", |
410 | for (int i = 0; i < expiredPackets.Count; i++) | 405 | // outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount); |
411 | { | ||
412 | OutgoingPacket outgoingPacket = expiredPackets[i]; | ||
413 | |||
414 | //m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed", | ||
415 | // outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount); | ||
416 | 406 | ||
417 | // Set the resent flag | 407 | // Set the resent flag |
418 | outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT); | 408 | outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT); |
419 | outgoingPacket.Category = ThrottleOutPacketType.Resend; | 409 | outgoingPacket.Category = ThrottleOutPacketType.Resend; |
420 | 410 | ||
421 | // The TickCount will be set to the current time when the packet | 411 | // The TickCount will be set to the current time when the packet |
422 | // is actually sent out again | 412 | // is actually sent out again |
423 | outgoingPacket.TickCount = 0; | 413 | outgoingPacket.TickCount = 0; |
424 | 414 | ||
425 | // Bump up the resend count on this packet | 415 | // Bump up the resend count on this packet |
426 | Interlocked.Increment(ref outgoingPacket.ResendCount); | 416 | Interlocked.Increment(ref outgoingPacket.ResendCount); |
427 | //Interlocked.Increment(ref Stats.ResentPackets); | 417 | //Interlocked.Increment(ref Stats.ResentPackets); |
428 | 418 | ||
429 | // Requeue or resend the packet | 419 | // Requeue or resend the packet |
430 | if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) | 420 | if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) |
431 | SendPacketFinal(outgoingPacket); | 421 | SendPacketFinal(outgoingPacket); |
432 | } | ||
433 | } | 422 | } |
434 | } | 423 | } |
435 | } | 424 | } |
@@ -577,11 +566,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
577 | // Handle appended ACKs | 566 | // Handle appended ACKs |
578 | if (packet.Header.AppendedAcks && packet.Header.AckList != null) | 567 | if (packet.Header.AppendedAcks && packet.Header.AckList != null) |
579 | { | 568 | { |
580 | lock (udpClient.NeedAcks.SyncRoot) | 569 | for (int i = 0; i < packet.Header.AckList.Length; i++) |
581 | { | 570 | udpClient.NeedAcks.Remove(packet.Header.AckList[i], now, packet.Header.Resent); |
582 | for (int i = 0; i < packet.Header.AckList.Length; i++) | ||
583 | AcknowledgePacket(udpClient, packet.Header.AckList[i], now, packet.Header.Resent); | ||
584 | } | ||
585 | } | 571 | } |
586 | 572 | ||
587 | // Handle PacketAck packets | 573 | // Handle PacketAck packets |
@@ -589,11 +575,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
589 | { | 575 | { |
590 | PacketAckPacket ackPacket = (PacketAckPacket)packet; | 576 | PacketAckPacket ackPacket = (PacketAckPacket)packet; |
591 | 577 | ||
592 | lock (udpClient.NeedAcks.SyncRoot) | 578 | for (int i = 0; i < ackPacket.Packets.Length; i++) |
593 | { | 579 | udpClient.NeedAcks.Remove(ackPacket.Packets[i].ID, now, packet.Header.Resent); |
594 | for (int i = 0; i < ackPacket.Packets.Length; i++) | ||
595 | AcknowledgePacket(udpClient, ackPacket.Packets[i].ID, now, packet.Header.Resent); | ||
596 | } | ||
597 | 580 | ||
598 | // We don't need to do anything else with PacketAck packets | 581 | // We don't need to do anything else with PacketAck packets |
599 | return; | 582 | return; |
@@ -734,21 +717,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
734 | client.Close(); | 717 | client.Close(); |
735 | } | 718 | } |
736 | 719 | ||
737 | private void AcknowledgePacket(LLUDPClient client, uint ack, int currentTime, bool fromResend) | ||
738 | { | ||
739 | OutgoingPacket ackedPacket; | ||
740 | if (client.NeedAcks.RemoveUnsafe(ack, out ackedPacket) && !fromResend) | ||
741 | { | ||
742 | // Update stats | ||
743 | Interlocked.Add(ref client.UnackedBytes, -ackedPacket.Buffer.DataLength); | ||
744 | |||
745 | // Calculate the round-trip time for this packet and its ACK | ||
746 | int rtt = currentTime - ackedPacket.TickCount; | ||
747 | if (rtt > 0) | ||
748 | client.UpdateRoundTrip(rtt); | ||
749 | } | ||
750 | } | ||
751 | |||
752 | private void IncomingPacketHandler() | 720 | private void IncomingPacketHandler() |
753 | { | 721 | { |
754 | // Set this culture for the thread that incoming packets are received | 722 | // Set this culture for the thread that incoming packets are received |
@@ -775,11 +743,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
775 | packetInbox.Clear(); | 743 | packetInbox.Clear(); |
776 | } | 744 | } |
777 | 745 | ||
778 | public bool SignalOutgoingPacketHandler() | ||
779 | { | ||
780 | return m_outgoingWaitHandle.Set(); | ||
781 | } | ||
782 | |||
783 | private void OutgoingPacketHandler() | 746 | private void OutgoingPacketHandler() |
784 | { | 747 | { |
785 | // Set this culture for the thread that outgoing packets are sent | 748 | // Set this culture for the thread that outgoing packets are sent |
@@ -790,28 +753,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
790 | { | 753 | { |
791 | try | 754 | try |
792 | { | 755 | { |
793 | m_minTimeout = Int32.MaxValue; | 756 | m_packetSent = false; |
794 | 757 | ||
795 | // Handle outgoing packets, resends, acknowledgements, and pings for each | 758 | // Handle outgoing packets, resends, acknowledgements, and pings for each |
796 | // client. m_minTimeout will be set to 0 if more packets are waiting in the | 759 | // client. m_packetSent will be set to true if a packet is sent |
797 | // queues with bandwidth to spare, or the number of milliseconds we need to | ||
798 | // wait before at least one packet can be sent to a client | ||
799 | m_scene.ClientManager.ForEachSync(ClientOutgoingPacketHandler); | 760 | m_scene.ClientManager.ForEachSync(ClientOutgoingPacketHandler); |
800 | 761 | ||
801 | // Can't wait for a negative amount of time, and put a 100ms ceiling on our | 762 | // If a packet was sent, only do a minimum length context switch to allow |
802 | // maximum wait time | 763 | // other parts of the code to do work. If nothing was sent, sleep for the |
803 | m_minTimeout = Utils.Clamp(m_minTimeout, 0, 100); | 764 | // minimum amount of time before a token bucket could get more tokens |
804 | 765 | if (m_packetSent) | |
805 | if (m_minTimeout > 0) | 766 | Thread.Sleep(0); |
806 | { | 767 | else |
807 | // Don't bother waiting for a shorter interval than our TickCountResolution | 768 | Thread.Sleep((int)TickCountResolution); |
808 | // since the token buckets wouldn't update anyways | ||
809 | m_minTimeout = Math.Max(m_minTimeout, (int)TickCountResolution); | ||
810 | |||
811 | // Wait for someone to signal that packets are ready to be sent, or for our | ||
812 | // sleep interval to expire | ||
813 | m_outgoingWaitHandle.WaitOne(m_minTimeout); | ||
814 | } | ||
815 | } | 769 | } |
816 | catch (Exception ex) | 770 | catch (Exception ex) |
817 | { | 771 | { |
@@ -841,7 +795,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
841 | if (udpClient.ElapsedMSOutgoingPacketHandler >= 100) | 795 | if (udpClient.ElapsedMSOutgoingPacketHandler >= 100) |
842 | { | 796 | { |
843 | ResendUnacked(udpClient); | 797 | ResendUnacked(udpClient); |
844 | udpClient.ElapsedMSOutgoingPacketHandler -= 100; | 798 | udpClient.ElapsedMSOutgoingPacketHandler = 0; |
845 | udpClient.Elapsed100MSOutgoingPacketHandler += 1; | 799 | udpClient.Elapsed100MSOutgoingPacketHandler += 1; |
846 | } | 800 | } |
847 | 801 | ||
@@ -849,7 +803,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
849 | if (udpClient.Elapsed100MSOutgoingPacketHandler >= 5) | 803 | if (udpClient.Elapsed100MSOutgoingPacketHandler >= 5) |
850 | { | 804 | { |
851 | SendAcks(udpClient); | 805 | SendAcks(udpClient); |
852 | udpClient.Elapsed100MSOutgoingPacketHandler -= 5; | 806 | udpClient.Elapsed100MSOutgoingPacketHandler = 0; |
853 | udpClient.Elapsed500MSOutgoingPacketHandler += 1; | 807 | udpClient.Elapsed500MSOutgoingPacketHandler += 1; |
854 | } | 808 | } |
855 | 809 | ||
@@ -857,19 +811,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
857 | if (udpClient.Elapsed500MSOutgoingPacketHandler >= 10) | 811 | if (udpClient.Elapsed500MSOutgoingPacketHandler >= 10) |
858 | { | 812 | { |
859 | SendPing(udpClient); | 813 | SendPing(udpClient); |
860 | udpClient.Elapsed500MSOutgoingPacketHandler -= 10; | 814 | udpClient.Elapsed500MSOutgoingPacketHandler = 0; |
861 | } | 815 | } |
862 | 816 | ||
863 | // Dequeue any outgoing packets that are within the throttle limits | 817 | // Dequeue any outgoing packets that are within the throttle limits |
864 | // and get the minimum time we would have to sleep before this client | 818 | if (udpClient.DequeueOutgoing()) |
865 | // could send a packet out | 819 | m_packetSent = true; |
866 | int minTimeoutThisLoop = udpClient.DequeueOutgoing(); | ||
867 | |||
868 | // Although this is not thread safe, it is cheaper than locking and the | ||
869 | // worst that will happen is we sleep for slightly longer than the | ||
870 | // minimum necessary interval | ||
871 | if (minTimeoutThisLoop < m_minTimeout) | ||
872 | m_minTimeout = minTimeoutThisLoop; | ||
873 | } | 820 | } |
874 | 821 | ||
875 | udpClient.TickLastOutgoingPacketHandler = thisTick; | 822 | udpClient.TickLastOutgoingPacketHandler = thisTick; |