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-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs24
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs18
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs18
4 files changed, 49 insertions, 15 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index c773c05..0b05ed9 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -399,6 +399,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
399 #region Queue or Send 399 #region Queue or Send
400 400
401 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category); 401 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category);
402 outgoingPacket.Type = type;
402 403
403 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) 404 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
404 SendPacketFinal(outgoingPacket); 405 SendPacketFinal(outgoingPacket);
@@ -510,6 +511,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
510 byte flags = buffer.Data[0]; 511 byte flags = buffer.Data[0];
511 bool isResend = (flags & Helpers.MSG_RESENT) != 0; 512 bool isResend = (flags & Helpers.MSG_RESENT) != 0;
512 bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0; 513 bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
514 bool sendSynchronous = false;
513 LLUDPClient udpClient = outgoingPacket.Client; 515 LLUDPClient udpClient = outgoingPacket.Client;
514 516
515 if (!udpClient.IsConnected) 517 if (!udpClient.IsConnected)
@@ -565,9 +567,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
565 if (isReliable) 567 if (isReliable)
566 Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength); 568 Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength);
567 569
568 // Put the UDP payload on the wire 570 //Some packet types need to be sent synchonously.
569 AsyncBeginSend(buffer); 571 //Sorry, i know it's not optimal, but until the LL client
572 //manages packets correctly and re-orders them as required, this is necessary.
573
574 if (outgoingPacket.Type == PacketType.ImprovedTerseObjectUpdate
575 || outgoingPacket.Type == PacketType.ChatFromSimulator
576 || outgoingPacket.Type == PacketType.ObjectUpdate
577 || outgoingPacket.Type == PacketType.LayerData)
578 {
579 sendSynchronous = true;
580 }
570 581
582 // Put the UDP payload on the wire
583 if (sendSynchronous == true)
584 {
585 SyncBeginSend(buffer);
586 }
587 else
588 {
589 AsyncBeginSend(buffer);
590 }
571 // Keep track of when this packet was sent out (right now) 591 // Keep track of when this packet was sent out (right now)
572 outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue; 592 outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
573 } 593 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
index d2779ba..63579ac 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -246,6 +246,24 @@ namespace OpenMetaverse
246 } 246 }
247 } 247 }
248 248
249 public void SyncBeginSend(UDPPacketBuffer buf)
250 {
251 if (!m_shutdownFlag)
252 {
253 try
254 {
255 m_udpSocket.SendTo(
256 buf.Data,
257 0,
258 buf.DataLength,
259 SocketFlags.None,
260 buf.RemoteEndPoint);
261 }
262 catch (SocketException) { }
263 catch (ObjectDisposedException) { }
264 }
265 }
266
249 public void AsyncBeginSend(UDPPacketBuffer buf) 267 public void AsyncBeginSend(UDPPacketBuffer buf)
250 { 268 {
251 if (!m_shutdownFlag) 269 if (!m_shutdownFlag)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs b/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
index 1a1a1cb..7dc42d3 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using OpenSim.Framework; 29using OpenSim.Framework;
30using OpenMetaverse; 30using OpenMetaverse;
31using OpenMetaverse.Packets;
31 32
32namespace OpenSim.Region.ClientStack.LindenUDP 33namespace OpenSim.Region.ClientStack.LindenUDP
33{ 34{
@@ -52,7 +53,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
52 public int TickCount; 53 public int TickCount;
53 /// <summary>Category this packet belongs to</summary> 54 /// <summary>Category this packet belongs to</summary>
54 public ThrottleOutPacketType Category; 55 public ThrottleOutPacketType Category;
55 56 /// <summary>The type of packet so its delivery method can be determined</summary>
57 public PacketType Type;
56 /// <summary> 58 /// <summary>
57 /// Default constructor 59 /// Default constructor
58 /// </summary> 60 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 73d0984..c0fd437 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1064,14 +1064,6 @@ namespace OpenSim.Region.Framework.Scenes
1064 } 1064 }
1065 } 1065 }
1066 1066
1067 /// <summary>
1068 /// Clear all pending updates of parts to clients
1069 /// </summary>
1070 private void ClearUpdateSchedule()
1071 {
1072 m_updateFlag = 0;
1073 }
1074
1075 private void SendObjectPropertiesToClient(UUID AgentID) 1067 private void SendObjectPropertiesToClient(UUID AgentID)
1076 { 1068 {
1077 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1069 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -2387,8 +2379,8 @@ namespace OpenSim.Region.Framework.Scenes
2387 { 2379 {
2388 const float ROTATION_TOLERANCE = 0.01f; 2380 const float ROTATION_TOLERANCE = 0.01f;
2389 const float VELOCITY_TOLERANCE = 0.001f; 2381 const float VELOCITY_TOLERANCE = 0.001f;
2390 const float POSITION_TOLERANCE = 0.05f; 2382 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2391 const int TIME_MS_TOLERANCE = 3000; 2383 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2392 2384
2393 if (m_updateFlag == 1) 2385 if (m_updateFlag == 1)
2394 { 2386 {
@@ -2401,7 +2393,7 @@ namespace OpenSim.Region.Framework.Scenes
2401 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2393 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2402 { 2394 {
2403 AddTerseUpdateToAllAvatars(); 2395 AddTerseUpdateToAllAvatars();
2404 ClearUpdateSchedule(); 2396
2405 2397
2406 // This causes the Scene to 'poll' physical objects every couple of frames 2398 // This causes the Scene to 'poll' physical objects every couple of frames
2407 // bad, so it's been replaced by an event driven method. 2399 // bad, so it's been replaced by an event driven method.
@@ -2419,13 +2411,15 @@ namespace OpenSim.Region.Framework.Scenes
2419 m_lastAngularVelocity = AngularVelocity; 2411 m_lastAngularVelocity = AngularVelocity;
2420 m_lastTerseSent = Environment.TickCount; 2412 m_lastTerseSent = Environment.TickCount;
2421 } 2413 }
2414 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2415 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2422 } 2416 }
2423 else 2417 else
2424 { 2418 {
2425 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2419 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2426 { 2420 {
2427 AddFullUpdateToAllAvatars(); 2421 AddFullUpdateToAllAvatars();
2428 ClearUpdateSchedule(); 2422 m_updateFlag = 0; //Same here
2429 } 2423 }
2430 } 2424 }
2431 } 2425 }