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authorUbitUmarov2012-08-30 00:31:03 +0100
committerUbitUmarov2012-08-30 00:31:03 +0100
commit1eb7d963cfb5673c92564e3e9d9f26803543b3bb (patch)
tree4c5462d294adb39bd6867f48cd805ce91f8662b2 /OpenSim
parent[possible still bad] make use of keyframemotion.copy on sop.copy, replacing (diff)
parentFix issue with the quit packet being stuck int he queue and a one packet delay. (diff)
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Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs137
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs3
2 files changed, 128 insertions, 12 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 7042c9a..75a47d5 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -110,7 +110,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
110 /// <summary>Handlers for incoming packets</summary> 110 /// <summary>Handlers for incoming packets</summary>
111 //PacketEventDictionary packetEvents = new PacketEventDictionary(); 111 //PacketEventDictionary packetEvents = new PacketEventDictionary();
112 /// <summary>Incoming packets that are awaiting handling</summary> 112 /// <summary>Incoming packets that are awaiting handling</summary>
113 private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>(); 113 //private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
114
115 private DoubleQueue<IncomingPacket> packetInbox = new DoubleQueue<IncomingPacket>();
116
114 /// <summary></summary> 117 /// <summary></summary>
115 //private UDPClientCollection m_clients = new UDPClientCollection(); 118 //private UDPClientCollection m_clients = new UDPClientCollection();
116 /// <summary>Bandwidth throttle for this UDP server</summary> 119 /// <summary>Bandwidth throttle for this UDP server</summary>
@@ -919,7 +922,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
919 #endregion Ping Check Handling 922 #endregion Ping Check Handling
920 923
921 // Inbox insertion 924 // Inbox insertion
922 packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet)); 925 if (packet.Type == PacketType.AgentUpdate ||
926 packet.Type == PacketType.ChatFromViewer)
927 packetInbox.EnqueueHigh(new IncomingPacket((LLClientView)client, packet));
928 else
929 packetInbox.EnqueueLow(new IncomingPacket((LLClientView)client, packet));
923 } 930 }
924 931
925 #region BinaryStats 932 #region BinaryStats
@@ -1471,8 +1478,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1471 Packet packet = incomingPacket.Packet; 1478 Packet packet = incomingPacket.Packet;
1472 LLClientView client = incomingPacket.Client; 1479 LLClientView client = incomingPacket.Client;
1473 1480
1474 if (client.IsActive) 1481// if (client.IsActive)
1475 { 1482// {
1476 m_currentIncomingClient = client; 1483 m_currentIncomingClient = client;
1477 1484
1478 try 1485 try
@@ -1499,13 +1506,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1499 { 1506 {
1500 m_currentIncomingClient = null; 1507 m_currentIncomingClient = null;
1501 } 1508 }
1502 } 1509// }
1503 else 1510// else
1504 { 1511// {
1505 m_log.DebugFormat( 1512// m_log.DebugFormat(
1506 "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}", 1513// "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
1507 packet.Type, client.Name, m_scene.RegionInfo.RegionName); 1514// packet.Type, client.Name, m_scene.RegionInfo.RegionName);
1508 } 1515// }
1509 } 1516 }
1510 1517
1511 protected void LogoutHandler(IClientAPI client) 1518 protected void LogoutHandler(IClientAPI client)
@@ -1519,4 +1526,112 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1519 } 1526 }
1520 } 1527 }
1521 } 1528 }
1529
1530 internal class DoubleQueue<T> where T:class
1531 {
1532 private Queue<T> m_lowQueue = new Queue<T>();
1533 private Queue<T> m_highQueue = new Queue<T>();
1534
1535 private object m_syncRoot = new object();
1536 private Semaphore m_s = new Semaphore(0, 1);
1537
1538 public DoubleQueue()
1539 {
1540 }
1541
1542 public virtual int Count
1543 {
1544 get { return m_highQueue.Count + m_lowQueue.Count; }
1545 }
1546
1547 public virtual void Enqueue(T data)
1548 {
1549 Enqueue(m_lowQueue, data);
1550 }
1551
1552 public virtual void EnqueueLow(T data)
1553 {
1554 Enqueue(m_lowQueue, data);
1555 }
1556
1557 public virtual void EnqueueHigh(T data)
1558 {
1559 Enqueue(m_highQueue, data);
1560 }
1561
1562 private void Enqueue(Queue<T> q, T data)
1563 {
1564 lock (m_syncRoot)
1565 {
1566 m_lowQueue.Enqueue(data);
1567 m_s.WaitOne(0);
1568 m_s.Release();
1569 }
1570 }
1571
1572 public virtual T Dequeue()
1573 {
1574 return Dequeue(Timeout.Infinite);
1575 }
1576
1577 public virtual T Dequeue(int tmo)
1578 {
1579 return Dequeue(TimeSpan.FromMilliseconds(tmo));
1580 }
1581
1582 public virtual T Dequeue(TimeSpan wait)
1583 {
1584 T res = null;
1585
1586 if (!Dequeue(wait, ref res))
1587 return null;
1588
1589 return res;
1590 }
1591
1592 public bool Dequeue(int timeout, ref T res)
1593 {
1594 return Dequeue(TimeSpan.FromMilliseconds(timeout), ref res);
1595 }
1596
1597 public bool Dequeue(TimeSpan wait, ref T res)
1598 {
1599 if (!m_s.WaitOne(wait))
1600 return false;
1601
1602 lock (m_syncRoot)
1603 {
1604 if (m_highQueue.Count > 0)
1605 res = m_highQueue.Dequeue();
1606 else
1607 res = m_lowQueue.Dequeue();
1608
1609 if (m_highQueue.Count == 0 && m_lowQueue.Count == 0)
1610 return true;
1611
1612 try
1613 {
1614 m_s.Release();
1615 }
1616 catch
1617 {
1618 }
1619
1620 return true;
1621 }
1622 }
1623
1624 public virtual void Clear()
1625 {
1626
1627 lock (m_syncRoot)
1628 {
1629 // Make sure sem count is 0
1630 m_s.WaitOne(0);
1631
1632 m_lowQueue.Clear();
1633 m_highQueue.Clear();
1634 }
1635 }
1636 }
1522} 1637}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index fe34ad4..df4bd0d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3034,7 +3034,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 /// <param name="objectGroup"></param> 3034 /// <param name="objectGroup"></param>
3035 public virtual void DetachFromBackup() 3035 public virtual void DetachFromBackup()
3036 { 3036 {
3037 m_scene.SceneGraph.FireDetachFromBackup(this); 3037 if (m_scene != null)
3038 m_scene.SceneGraph.FireDetachFromBackup(this);
3038 if (m_isBackedUp && Scene != null) 3039 if (m_isBackedUp && Scene != null)
3039 m_scene.EventManager.OnBackup -= ProcessBackup; 3040 m_scene.EventManager.OnBackup -= ProcessBackup;
3040 3041