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path: root/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs (follow)
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* * Changed the timing calculations for sending resends/acks/pings from ↵John Hurliman2009-10-211-26/+59
| | | | | | per-client back to per-scene * Testing a fix from Jim to make the cpu usage fix cleaner
* Removing the Sleep(0) call from the OutgoingPacketHandlerJohn Hurliman2009-10-211-6/+3
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* * Handle UseCircuitCode packets asynchronously. Adding an agent to a scene ↵John Hurliman2009-10-211-8/+39
| | | | | | | | can take several seconds, and was blocking up packet handling in the meantime * Clamp retransmission timeout values between three and 10 seconds * Log outgoing time for a packet right after it is sent instead of well before * Loop through the entire UnackedPacketCollection when looking for expired packets
* * Replaced the UnackedPacketCollection with a lockless implementation. The ↵John Hurliman2009-10-211-98/+45
| | | | | | | 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
* Committing Jim's optimization to replace the 20ms sleep in outgoing packet ↵John Hurliman2009-10-211-28/+70
| | | | handling with an interruptible wait handle
* * Added a sanity check to GetScriptAssemblies() and GetScriptStates() for ↵John Hurliman2009-10-201-0/+2
| | | | | | the case where no scripting engine is enabled * Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
* * Removed the throttle speed optimizations to see if it brings stability backJohn Hurliman2009-10-201-63/+53
| | | | * Changed the outgoing packet handler to use a real function instead of a closure and to track time on a per-client basis instead of a global basis
* Added try/catches in the outgoing packet handler to match the one in the ↵John Hurliman2009-10-201-45/+59
| | | | incoming packet handler
* * Optimized sending of terrain dataJohn Hurliman2009-10-191-9/+14
| | | | | * Send terrain data in a spiral pattern instead of a typewriter pattern (placeholder until terrain data becomes part of the interest list management) * Added a debug line when resent packets are being sent
* * Change Util.FireAndForget to use ThreadPool.UnsafeQueueUserWorkItem(). ↵John Hurliman2009-10-191-7/+12
| | | | | | | | | | | | | | This avoids .NET remoting and a managed->unmanaged->managed jump. Overall, a night and day performance difference * Initialize the LLClientView prim full update queue to the number of prims in the scene for a big performance boost * Reordered some comparisons on hot code paths for a minor speed boost * Removed an unnecessary call to the expensive DateTime.Now function (if you *have* to get the current time as opposed to Environment.TickCount, always use DateTime.UtcNow) * Don't fire the queue empty callback for the Resend category * Run the outgoing packet handler thread loop for each client synchronously. It seems like more time was being spent doing the execution asynchronously, and it made deadlocks very difficult to track down * Rewrote some expensive math in LandObject.cs * Optimized EntityManager to only lock on operations that need locking, and use TryGetValue() where possible * Only update the attachment database when an object is attached or detached * Other small misc. performance improvements
* * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2009-10-181-2/+2
| | | | | | | | | | packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
* * Big performance increase in loading prims from the region database with MySQLJohn Hurliman2009-10-181-15/+36
| | | | | | * Handle the AgentFOV packet * Bypass queuing and throttles for ping checks to make ping times more closely match network latency * Only track reliable bytes in LLUDPCLient.BytesSinceLastACK
* Wrapped the contents of the IncomingPacketHandler loop in a try/catch statementJohn Hurliman2009-10-171-2/+9
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* Prevent oversized packets from crashing the LLUDP server. It will now print ↵John Hurliman2009-10-161-5/+20
| | | | a friendly error message and drop the packet
* * Simplified the prioritization packet creation code to reduce CPU usage and ↵John Hurliman2009-10-161-3/+6
| | | | | | increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge * Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomv
* * Changing the "clean dropped attachments" MySQL command to a using ↵John Hurliman2009-10-161-1/+2
| | | | | | statement inside a try/catch. This statement times out for me very frequently * More verbose logging when zerocoding fails on an outbound packet
* * Change appearance packets from State to Task. This will hopefully fix the ↵John Hurliman2009-10-161-1/+1
| | | | | | cloud issues * Changed the throttling logic to obey the requested client bandwidth limit but also share bandwidth between some of the categories to improve throughput on high prim or heavily trafficked regions
* Allow the LLUDP server to run in either synchronous or asynchronous mode ↵John Hurliman2009-10-141-1/+6
| | | | with a config setting, defaulting to synchronous mode
* * Clean up the SetThrottle() code and add a maxBurstRate parameter to allow ↵John Hurliman2009-10-141-1/+0
| | | | more tweaking in the future
* * Switched to a plain lock for the ClientManager collections and protected ↵John Hurliman2009-10-141-1/+3
| | | | | | the TryGetValues with try/catch instead of a lock * Added ClientManager.ForEachSync() for operations that need to run synchronously, such as "show connections"
* * Read scene_throttle_bps from the config file and use itJohn Hurliman2009-10-141-1/+3
| | | | * Minor formatting cleanup
* * Minimized the number of times textures are pulled off the priority queueJohn Hurliman2009-10-141-1/+11
| | | | | | * OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
* * Copied LocklessQueue.cs into OpenSim.Framework and added the .Count ↵John Hurliman2009-10-131-59/+48
| | | | | | | | | property and .Clear() method * Changed the way the QueueEmpty callback is fired. It will be fired asynchronously as soon as an empty queue is detected (this can happen immediately following a dequeue), and will not be fired again until at least one packet is dequeued from that queue. This will give callbacks advanced notice of an empty queue and prevent callbacks from stacking up while the queue is empty * Added LLUDPClient.IsConnected checks in several places to prevent unwanted network activity after a client disconnects * Prevent LLClientView.Close() from being called twice every disconnect * Removed the packet resend limit and improved the client timeout check
* * Consolidated adding / removing ClientManager IClientAPIs to two places in ↵John Hurliman2009-10-131-10/+3
| | | | | | | | Scene * Added some missing implementations of IClientAPI.RemoteEndPoint * Added a ClientManager.Remove(UUID) overload * Removed a reference to a missing project from prebuild.xml
* * Fixed a bug where clients were being added to ClientManager twiceJohn Hurliman2009-10-131-5/+4
| | | | | | * Changed the ClientManager interface to reduce potential errors with duplicate or mismatched keys * Added IClientAPI.RemoteEndPoint, which can (hopefully) eventually replace IClientAPI.CircuitCode * Changed the order of operations during client shutdown
* * Rewrote ClientManager to remove Lindenisms from OpenSim core, improve ↵John Hurliman2009-10-131-79/+84
| | | | | | | | performance by removing locks, and replace LLUDPClientCollection * Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close() * Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients * Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
* * Unregister event handlers in LLUDPServer when a client logs out and ↵John Hurliman2009-10-131-5/+13
| | | | | | | | disconnects * Move ViewerEffect handling to Scene.PacketHandlers * Removing the unused CloseAllAgents function * Trimming ClientManager down. This class needs to be reworked to keep LLUDP circuit codes from intruding into the abstract OpenSim core code
* Avoid checking m_clients collection twice when a UseCircuitCode packet is ↵John Hurliman2009-10-131-27/+29
| | | | received
* * Broke the circular reference between LLClientView and LLUDPClient. This ↵John Hurliman2009-10-131-57/+77
| | | | | | should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients * Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView
* * Eliminated unnecessary parameters from LLUDPServer.SendPacketData()John Hurliman2009-10-131-5/+8
| | | | * Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
* * Changed the "Packet exceeded buffer size" log line to debug and include ↵John Hurliman2009-10-091-1/+1
| | | | | | the packet type. This message is normal, but could be evidence of a message marked for zerocoding that probably shouldn't be * Changing OpenSimUDPBase back to high concurrency. High concurrency mode seems to make other problems happen faster, so it's helpful for working out other bugs and will probably
* Added more debugging output to the "unrecognized source" warningJohn Hurliman2009-10-091-1/+2
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* * Added a lock object for the write functions in LLUDPClientCollection ↵John Hurliman2009-10-091-10/+10
| | | | | | | (immutable != concurrent write safety) * Allow the UDP server to bind to a user-specified port again * Updated to a newer version of OpenSimUDPBase that streamlines the code even more. This also reintroduces the highly concurrent packet handling which needs more testing
* Simplified LLUDPClientCollection from three collections down to one. This ↵John Hurliman2009-10-081-30/+16
| | | | will prevent any potential problems from inconsistency between the internal collections
* Fork UDPBase from libOMV into opensimMelanie2009-10-081-1/+1
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* Commented noisy debugging about packet splittingJohn Hurliman2009-10-061-4/+4
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* * Added missing references to prebuild.xml and commented out the LindenUDP ↵John Hurliman2009-10-061-60/+43
| | | | | | | | tests until a new test harness is written * Clients are no longer disconnected when a packet handler crashes. We'll see how this works out in practice * Added documentation and cleanup, getting ready for the first public push * Deleted an old LLUDP file
* * Try/catch around EndInvoke() when Util.FireAndForget() returns to catch ↵John Hurliman2009-10-061-66/+81
| | | | | | | exceptions thrown in the async method * Added packet stats handling to the new LLUDP implementation * Attempting to avoid a race condition when creating a new LLUDPClient
* * Continued work on the new LLUDP implementation. Appears to be functioning, ↵John Hurliman2009-10-061-42/+96
| | | | | | | | although not everything is reimplemented yet * Replaced logic in ThreadTracker with a call to System.Diagnostics that does the same thing * Added Util.StringToBytes256() and Util.StringToBytes1024() to clamp output at byte[256] and byte[1024], respectively * Fixed formatting for a MySQLAssetData error logging line
* Beginning work on the new LLUDP implementationJohn Hurliman2009-10-051-446/+557
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* Formatting cleanup.Jeff Ames2009-10-011-19/+19
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* Added new OpenSim.ini setting: "client_throttle_max_bps" which overrides ↵dahlia2009-08-181-2/+9
| | | | user's viewer network throttle settings
* Removed IAssetCache.Diva Canto2009-08-101-4/+3
| | | | WARNING: PLEASE MAKE SURE TO USE THIS NEW bin/OpenSim.addin.xml
* adding logging statement for receive buffer sizeDr Scofield2009-06-251-0/+2
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* - adds the possibility of setting the socket receive buffer sizeDr Scofield2009-06-251-35/+51
| | | | | | | | | | | | option for LLUDPServer. On windows .NET the default socket receive buffer size is 8192 bytes, on recent linux systems it's about 111K. both value can be a bit small for an OpenSim instance serving many clients. The socket receive buffer size can be configured via an OpenSim.ini config option - adds a general catch clause to LLUDPServer.OnReceivedData() to prevent it submerging when an unexpected Exception occurs.
* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-011-1/+1
| | | | LICENSE.txt.
* Heart surgery on asset service code bits. Affects OpenSim.ini configuration ↵diva2009-05-151-3/+2
| | | | | | | | | | | | -- please see the example. Affects region servers only. This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing. Known problems: * HG asset transfers are borked for now * missing texture is missing * 3 unit tests commented out for now
* Another cleanup: Region_Status renamed to RegionStatus, and a usage comment ↵Johan Berntsson2009-04-151-1/+1
| | | | added
* * Commit a variety of fixes to bugs discovered while trying to fix the NaN ↵Teravus Ovares2009-04-141-0/+1
| | | | | | | | | singularity. * WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted. * ODEPlugin does 'Almost NaN' sanity checks. * ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
* * Changed a recursive BeginRobustReceive loop to a flat while loop to avoid ↵lbsa712009-03-251-38/+33
| | | | lethal stack overflows.