From 61371c7c16eea3b856a852b94c98b18b99ccf8fb Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 28 Mar 2011 10:00:53 -0700 Subject: Implements adaptive queue management and fair queueing for improved networking performance. Reprioritization algorithms need to be ported still. One is in place. --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 353 ++++++++++++++------- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 71 ++++- 2 files changed, 304 insertions(+), 120 deletions(-) diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 2c6795f..db149a1 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -49,6 +49,8 @@ using Timer = System.Timers.Timer; using AssetLandmark = OpenSim.Framework.AssetLandmark; using Nini.Config; +using System.IO; + namespace OpenSim.Region.ClientStack.LindenUDP { public delegate bool PacketMethod(IClientAPI simClient, Packet packet); @@ -298,6 +300,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Used to adjust Sun Orbit values so Linden based viewers properly position sun private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f; + // First log file or time has expired, start writing to a new log file +// +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// THIS IS DEBUGGING CODE & SHOULD BE REMOVED +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- + public class QueueLogger + { + public Int32 start = 0; + public StreamWriter Log = null; + private Dictionary m_idMap = new Dictionary(); + + public QueueLogger() + { + DateTime now = DateTime.Now; + String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss")); + Log = new StreamWriter(fname); + + start = Util.EnvironmentTickCount(); + } + + public int LookupID(UUID uuid) + { + int localid; + if (! m_idMap.TryGetValue(uuid,out localid)) + { + localid = m_idMap.Count + 1; + m_idMap[uuid] = localid; + } + + return localid; + } + } + + public static QueueLogger QueueLog = null; + + // ----------------------------------------------------------------- + public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue) + { + if (QueueLog == null) + QueueLog = new QueueLogger(); + + Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); + lock(QueueLog) + { + int cid = QueueLog.LookupID(client); + int aid = QueueLog.LookupID(avatar); + QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue); + } + } + + // ----------------------------------------------------------------- + public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup) + { + if (QueueLog == null) + QueueLog = new QueueLogger(); + + Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); + lock(QueueLog) + { + int cid = QueueLog.LookupID(client); + QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString()); + } + } +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients @@ -3547,18 +3620,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Primitive Packet/Data Sending Methods + /// /// Generate one of the object update packets based on PrimUpdateFlags /// and broadcast the packet to clients /// public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) { - double priority = m_prioritizer.GetUpdatePriority(this, entity); + //double priority = m_prioritizer.GetUpdatePriority(this, entity); + uint priority = m_prioritizer.GetUpdatePriority(this, entity); lock (m_entityUpdates.SyncRoot) - m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId); + m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation)); } + private Int32 m_LastQueueFill = 0; + private uint m_maxUpdates = 0; + private void ProcessEntityUpdates(int maxUpdates) { OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>(); @@ -3566,23 +3644,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>(); OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>(); - if (maxUpdates <= 0) maxUpdates = Int32.MaxValue; + if (maxUpdates <= 0) + { + m_maxUpdates = Int32.MaxValue; + } + else + { + if (m_maxUpdates == 0 || m_LastQueueFill == 0) + { + m_maxUpdates = (uint)maxUpdates; + } + else + { + if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200) + m_maxUpdates += 5; + else + m_maxUpdates = m_maxUpdates >> 1; + } + m_maxUpdates = Util.Clamp(m_maxUpdates,10,500); + } + m_LastQueueFill = Util.EnvironmentTickCount(); + int updatesThisCall = 0; +// +// DEBUGGING CODE... REMOVE +// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates); +// // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race // condition where a kill can be processed before an out-of-date update for the same object. lock (m_killRecord) { float avgTimeDilation = 1.0f; EntityUpdate update; - while (updatesThisCall < maxUpdates) + Int32 timeinqueue; // this is just debugging code & can be dropped later + + while (updatesThisCall < m_maxUpdates) { lock (m_entityUpdates.SyncRoot) - if (!m_entityUpdates.TryDequeue(out update)) + if (!m_entityUpdates.TryDequeue(out update, out timeinqueue)) break; avgTimeDilation += update.TimeDilation; avgTimeDilation *= 0.5f; +// +// DEBUGGING CODE... REMOVE +// if (update.Entity is ScenePresence) +// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue); +// + if (update.Entity is SceneObjectPart) { SceneObjectPart part = (SceneObjectPart)update.Entity; @@ -3679,36 +3789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP } else { - // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment) - // { - // SceneObjectPart sop = (SceneObjectPart)update.Entity; - // string text = sop.Text; - // if (text.IndexOf("\n") >= 0) - // text = text.Remove(text.IndexOf("\n")); - // - // if (m_attachmentsSent.Contains(sop.ParentID)) - // { - //// m_log.DebugFormat( - //// "[CLIENT]: Sending full info about attached prim {0} text {1}", - //// sop.LocalId, text); - // - // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId)); - // - // m_attachmentsSent.Add(sop.LocalId); - // } - // else - // { - // m_log.DebugFormat( - // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet", - // sop.LocalId, text, sop.ParentID); - // - // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId); - // } - // } - // else - // { - objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); - // } + objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); } } else if (!canUseImproved) @@ -3802,26 +3883,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP public void ReprioritizeUpdates() { - //m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName); - lock (m_entityUpdates.SyncRoot) m_entityUpdates.Reprioritize(UpdatePriorityHandler); } - private bool UpdatePriorityHandler(ref double priority, uint localID) + private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity) { - EntityBase entity; - if (m_scene.Entities.TryGetValue(localID, out entity)) + if (entity != null) { priority = m_prioritizer.GetUpdatePriority(this, entity); + return true; } - return priority != double.NaN; + return false; } public void FlushPrimUpdates() { - m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName); + m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName); while (m_entityUpdates.Count > 0) ProcessEntityUpdates(-1); @@ -11704,86 +11783,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region PriorityQueue public class PriorityQueue { - internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id); + internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); + + // Heap[0] for self updates + // Heap[1..12] for entity updates - private MinHeap[] m_heaps = new MinHeap[1]; + internal const uint m_numberOfQueues = 12; + private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues]; private Dictionary m_lookupTable; - private Comparison m_comparison; private object m_syncRoot = new object(); - + private uint m_nextQueue = 0; + private UInt64 m_nextRequest = 0; + internal PriorityQueue() : - this(MinHeap.DEFAULT_CAPACITY, Comparer.Default) { } - internal PriorityQueue(int capacity) : - this(capacity, Comparer.Default) { } - internal PriorityQueue(IComparer comparer) : - this(new Comparison(comparer.Compare)) { } - internal PriorityQueue(Comparison comparison) : - this(MinHeap.DEFAULT_CAPACITY, comparison) { } - internal PriorityQueue(int capacity, IComparer comparer) : - this(capacity, new Comparison(comparer.Compare)) { } - internal PriorityQueue(int capacity, Comparison comparison) + this(MinHeap.DEFAULT_CAPACITY) { } + internal PriorityQueue(int capacity) { m_lookupTable = new Dictionary(capacity); for (int i = 0; i < m_heaps.Length; ++i) m_heaps[i] = new MinHeap(capacity); - this.m_comparison = comparison; } public object SyncRoot { get { return this.m_syncRoot; } } + internal int Count { get { int count = 0; for (int i = 0; i < m_heaps.Length; ++i) - count = m_heaps[i].Count; + count += m_heaps[i].Count; return count; } } - public bool Enqueue(double priority, EntityUpdate value, uint local_id) + public bool Enqueue(uint pqueue, EntityUpdate value) { - LookupItem item; + LookupItem lookup; - if (m_lookupTable.TryGetValue(local_id, out item)) + uint localid = value.Entity.LocalId; + UInt64 entry = m_nextRequest++; + if (m_lookupTable.TryGetValue(localid, out lookup)) { - // Combine flags - value.Flags |= item.Heap[item.Handle].Value.Flags; - - item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison); - return false; - } - else - { - item.Heap = m_heaps[0]; - item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle); - m_lookupTable.Add(local_id, item); - return true; + entry = lookup.Heap[lookup.Handle].EntryOrder; + value.Flags |= lookup.Heap[lookup.Handle].Value.Flags; + lookup.Heap.Remove(lookup.Handle); } - } - internal EntityUpdate Peek() - { - for (int i = 0; i < m_heaps.Length; ++i) - if (m_heaps[i].Count > 0) - return m_heaps[i].Min().Value; - throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString())); + pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); + lookup.Heap = m_heaps[pqueue]; + lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); + m_lookupTable[localid] = lookup; + + return true; } - internal bool TryDequeue(out EntityUpdate value) + internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) { - for (int i = 0; i < m_heaps.Length; ++i) + for (int i = 0; i < m_numberOfQueues; ++i) { - if (m_heaps[i].Count > 0) + // To get the fair queing, we cycle through each of the + // queues when finding an element to dequeue, this code + // assumes that the distribution of updates in the queues + // is polynomial, probably quadractic (eg distance of PI * R^2) + uint h = (uint)((m_nextQueue + i) % m_numberOfQueues); + if (m_heaps[h].Count > 0) { - MinHeapItem item = m_heaps[i].RemoveMin(); - m_lookupTable.Remove(item.LocalID); + m_nextQueue = (uint)((h + 1) % m_numberOfQueues); + + MinHeapItem item = m_heaps[h].RemoveMin(); + m_lookupTable.Remove(item.Value.Entity.LocalId); + timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); value = item.Value; + return true; } } + timeinqueue = 0; value = default(EntityUpdate); return false; } @@ -11791,68 +11869,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP internal void Reprioritize(UpdatePriorityHandler handler) { MinHeapItem item; - double priority; - foreach (LookupItem lookup in new List(this.m_lookupTable.Values)) { if (lookup.Heap.TryGetValue(lookup.Handle, out item)) { - priority = item.Priority; - if (handler(ref priority, item.LocalID)) + uint pqueue = item.PriorityQueue; + uint localid = item.Value.Entity.LocalId; + + if (handler(ref pqueue, item.Value.Entity)) { - if (lookup.Heap.ContainsHandle(lookup.Handle)) - lookup.Heap[lookup.Handle] = - new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison); + // unless the priority queue has changed, there is no need to modify + // the entry + pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); + if (pqueue != item.PriorityQueue) + { + lookup.Heap.Remove(lookup.Handle); + + LookupItem litem = lookup; + litem.Heap = m_heaps[pqueue]; + litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle); + m_lookupTable[localid] = litem; + } } else { - m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update"); + m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); lookup.Heap.Remove(lookup.Handle); - this.m_lookupTable.Remove(item.LocalID); + this.m_lookupTable.Remove(localid); } } } } + public override string ToString() + { + string s = ""; + for (int i = 0; i < m_numberOfQueues; i++) + { + if (s != "") s += ","; + s += m_heaps[i].Count.ToString(); + } + return s; + } + #region MinHeapItem private struct MinHeapItem : IComparable { - private double priority; private EntityUpdate value; - private uint local_id; - private Comparison comparison; + internal EntityUpdate Value { + get { + return this.value; + } + } + + private uint pqueue; + internal uint PriorityQueue { + get { + return this.pqueue; + } + } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id) : - this(priority, value, local_id, Comparer.Default) { } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer comparer) : - this(priority, value, local_id, new Comparison(comparer.Compare)) { } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison comparison) + private Int32 entrytime; + internal Int32 EntryTime { + get { + return this.entrytime; + } + } + + private UInt64 entryorder; + internal UInt64 EntryOrder { - this.priority = priority; + get { + return this.entryorder; + } + } + + internal MinHeapItem(uint pqueue, MinHeapItem other) + { + this.entrytime = other.entrytime; + this.entryorder = other.entryorder; + this.value = other.value; + this.pqueue = pqueue; + } + + internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) + { + this.entrytime = Util.EnvironmentTickCount(); + this.entryorder = entryorder; this.value = value; - this.local_id = local_id; - this.comparison = comparison; + this.pqueue = pqueue; } - internal double Priority { get { return this.priority; } } - internal EntityUpdate Value { get { return this.value; } } - internal uint LocalID { get { return this.local_id; } } - public override string ToString() { - StringBuilder sb = new StringBuilder(); - sb.Append("["); - sb.Append(this.priority.ToString()); - sb.Append(","); - if (this.value != null) - sb.Append(this.value.ToString()); - sb.Append("]"); - return sb.ToString(); + return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId); } public int CompareTo(MinHeapItem other) { - return this.comparison(this.priority, other.priority); + // I'm assuming that the root part of an SOG is added to the update queue + // before the component parts + return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder); } } #endregion diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index f9599f5..2764b05 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes public class Prioritizer { -// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); /// /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the @@ -76,7 +76,74 @@ namespace OpenSim.Region.Framework.Scenes m_scene = scene; } - public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) +// + public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) + { + if (entity == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); + throw new InvalidOperationException("Prioritization entity not defined"); + } + + // If this is an update for our own avatar give it the highest priority + if (client.AgentId == entity.UUID) + return 0; + + // Get this agent's position + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); + throw new InvalidOperationException("Prioritization agent not defined"); + } + + // Use group position for child prims + Vector3 entityPos = entity.AbsolutePosition; + if (entity is SceneObjectPart) + { + SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; + if (group != null) + entityPos = group.AbsolutePosition; + } + + // Use the camera position for local agents and avatar position for remote agents + Vector3 presencePos = (presence.IsChildAgent) ? + presence.AbsolutePosition : + presence.CameraPosition; + + // Compute the distance... + double distance = Vector3.Distance(presencePos, entityPos); + + // And convert the distance to a priority queue, this computation gives queues + // at 10, 20, 40, 80, 160, 320, 640, and 1280m + uint pqueue = 1; + for (int i = 0; i < 8; i++) + { + if (distance < 10 * Math.Pow(2.0,i)) + break; + pqueue++; + } + + // If this is a root agent, then determine front & back + // Bump up the priority queue for any objects behind the avatar + if (! presence.IsChildAgent) + { + // Root agent, decrease priority for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; + + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) + pqueue++; + } + + return pqueue; + } +// + + public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity) { double priority = 0; -- cgit v1.1 From 6885b7220c6f782034d7c0220762244adf00e3d3 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 28 Mar 2011 10:00:53 -0700 Subject: Implements adaptive queue management and fair queueing for improved networking performance. Reprioritization algorithms need to be ported still. One is in place. --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 353 ++++++++++++++------- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 71 ++++- 2 files changed, 304 insertions(+), 120 deletions(-) diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 2faffae..e9e1fa3 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -49,6 +49,8 @@ using Timer = System.Timers.Timer; using AssetLandmark = OpenSim.Framework.AssetLandmark; using Nini.Config; +using System.IO; + namespace OpenSim.Region.ClientStack.LindenUDP { public delegate bool PacketMethod(IClientAPI simClient, Packet packet); @@ -298,6 +300,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Used to adjust Sun Orbit values so Linden based viewers properly position sun private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f; + // First log file or time has expired, start writing to a new log file +// +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// THIS IS DEBUGGING CODE & SHOULD BE REMOVED +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- + public class QueueLogger + { + public Int32 start = 0; + public StreamWriter Log = null; + private Dictionary m_idMap = new Dictionary(); + + public QueueLogger() + { + DateTime now = DateTime.Now; + String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss")); + Log = new StreamWriter(fname); + + start = Util.EnvironmentTickCount(); + } + + public int LookupID(UUID uuid) + { + int localid; + if (! m_idMap.TryGetValue(uuid,out localid)) + { + localid = m_idMap.Count + 1; + m_idMap[uuid] = localid; + } + + return localid; + } + } + + public static QueueLogger QueueLog = null; + + // ----------------------------------------------------------------- + public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue) + { + if (QueueLog == null) + QueueLog = new QueueLogger(); + + Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); + lock(QueueLog) + { + int cid = QueueLog.LookupID(client); + int aid = QueueLog.LookupID(avatar); + QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue); + } + } + + // ----------------------------------------------------------------- + public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup) + { + if (QueueLog == null) + QueueLog = new QueueLogger(); + + Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); + lock(QueueLog) + { + int cid = QueueLog.LookupID(client); + QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString()); + } + } +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients @@ -3547,18 +3620,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Primitive Packet/Data Sending Methods + /// /// Generate one of the object update packets based on PrimUpdateFlags /// and broadcast the packet to clients /// public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) { - double priority = m_prioritizer.GetUpdatePriority(this, entity); + //double priority = m_prioritizer.GetUpdatePriority(this, entity); + uint priority = m_prioritizer.GetUpdatePriority(this, entity); lock (m_entityUpdates.SyncRoot) - m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId); + m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation)); } + private Int32 m_LastQueueFill = 0; + private uint m_maxUpdates = 0; + private void ProcessEntityUpdates(int maxUpdates) { OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>(); @@ -3566,23 +3644,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>(); OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>(); - if (maxUpdates <= 0) maxUpdates = Int32.MaxValue; + if (maxUpdates <= 0) + { + m_maxUpdates = Int32.MaxValue; + } + else + { + if (m_maxUpdates == 0 || m_LastQueueFill == 0) + { + m_maxUpdates = (uint)maxUpdates; + } + else + { + if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200) + m_maxUpdates += 5; + else + m_maxUpdates = m_maxUpdates >> 1; + } + m_maxUpdates = Util.Clamp(m_maxUpdates,10,500); + } + m_LastQueueFill = Util.EnvironmentTickCount(); + int updatesThisCall = 0; +// +// DEBUGGING CODE... REMOVE +// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates); +// // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race // condition where a kill can be processed before an out-of-date update for the same object. lock (m_killRecord) { float avgTimeDilation = 1.0f; EntityUpdate update; - while (updatesThisCall < maxUpdates) + Int32 timeinqueue; // this is just debugging code & can be dropped later + + while (updatesThisCall < m_maxUpdates) { lock (m_entityUpdates.SyncRoot) - if (!m_entityUpdates.TryDequeue(out update)) + if (!m_entityUpdates.TryDequeue(out update, out timeinqueue)) break; avgTimeDilation += update.TimeDilation; avgTimeDilation *= 0.5f; +// +// DEBUGGING CODE... REMOVE +// if (update.Entity is ScenePresence) +// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue); +// + if (update.Entity is SceneObjectPart) { SceneObjectPart part = (SceneObjectPart)update.Entity; @@ -3679,36 +3789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP } else { - // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment) - // { - // SceneObjectPart sop = (SceneObjectPart)update.Entity; - // string text = sop.Text; - // if (text.IndexOf("\n") >= 0) - // text = text.Remove(text.IndexOf("\n")); - // - // if (m_attachmentsSent.Contains(sop.ParentID)) - // { - //// m_log.DebugFormat( - //// "[CLIENT]: Sending full info about attached prim {0} text {1}", - //// sop.LocalId, text); - // - // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId)); - // - // m_attachmentsSent.Add(sop.LocalId); - // } - // else - // { - // m_log.DebugFormat( - // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet", - // sop.LocalId, text, sop.ParentID); - // - // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId); - // } - // } - // else - // { - objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); - // } + objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); } } else if (!canUseImproved) @@ -3802,26 +3883,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP public void ReprioritizeUpdates() { - //m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName); - lock (m_entityUpdates.SyncRoot) m_entityUpdates.Reprioritize(UpdatePriorityHandler); } - private bool UpdatePriorityHandler(ref double priority, uint localID) + private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity) { - EntityBase entity; - if (m_scene.Entities.TryGetValue(localID, out entity)) + if (entity != null) { priority = m_prioritizer.GetUpdatePriority(this, entity); + return true; } - return priority != double.NaN; + return false; } public void FlushPrimUpdates() { - m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName); + m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName); while (m_entityUpdates.Count > 0) ProcessEntityUpdates(-1); @@ -11713,86 +11792,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region PriorityQueue public class PriorityQueue { - internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id); + internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); + + // Heap[0] for self updates + // Heap[1..12] for entity updates - private MinHeap[] m_heaps = new MinHeap[1]; + internal const uint m_numberOfQueues = 12; + private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues]; private Dictionary m_lookupTable; - private Comparison m_comparison; private object m_syncRoot = new object(); - + private uint m_nextQueue = 0; + private UInt64 m_nextRequest = 0; + internal PriorityQueue() : - this(MinHeap.DEFAULT_CAPACITY, Comparer.Default) { } - internal PriorityQueue(int capacity) : - this(capacity, Comparer.Default) { } - internal PriorityQueue(IComparer comparer) : - this(new Comparison(comparer.Compare)) { } - internal PriorityQueue(Comparison comparison) : - this(MinHeap.DEFAULT_CAPACITY, comparison) { } - internal PriorityQueue(int capacity, IComparer comparer) : - this(capacity, new Comparison(comparer.Compare)) { } - internal PriorityQueue(int capacity, Comparison comparison) + this(MinHeap.DEFAULT_CAPACITY) { } + internal PriorityQueue(int capacity) { m_lookupTable = new Dictionary(capacity); for (int i = 0; i < m_heaps.Length; ++i) m_heaps[i] = new MinHeap(capacity); - this.m_comparison = comparison; } public object SyncRoot { get { return this.m_syncRoot; } } + internal int Count { get { int count = 0; for (int i = 0; i < m_heaps.Length; ++i) - count = m_heaps[i].Count; + count += m_heaps[i].Count; return count; } } - public bool Enqueue(double priority, EntityUpdate value, uint local_id) + public bool Enqueue(uint pqueue, EntityUpdate value) { - LookupItem item; + LookupItem lookup; - if (m_lookupTable.TryGetValue(local_id, out item)) + uint localid = value.Entity.LocalId; + UInt64 entry = m_nextRequest++; + if (m_lookupTable.TryGetValue(localid, out lookup)) { - // Combine flags - value.Flags |= item.Heap[item.Handle].Value.Flags; - - item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison); - return false; - } - else - { - item.Heap = m_heaps[0]; - item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle); - m_lookupTable.Add(local_id, item); - return true; + entry = lookup.Heap[lookup.Handle].EntryOrder; + value.Flags |= lookup.Heap[lookup.Handle].Value.Flags; + lookup.Heap.Remove(lookup.Handle); } - } - internal EntityUpdate Peek() - { - for (int i = 0; i < m_heaps.Length; ++i) - if (m_heaps[i].Count > 0) - return m_heaps[i].Min().Value; - throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString())); + pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); + lookup.Heap = m_heaps[pqueue]; + lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); + m_lookupTable[localid] = lookup; + + return true; } - internal bool TryDequeue(out EntityUpdate value) + internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) { - for (int i = 0; i < m_heaps.Length; ++i) + for (int i = 0; i < m_numberOfQueues; ++i) { - if (m_heaps[i].Count > 0) + // To get the fair queing, we cycle through each of the + // queues when finding an element to dequeue, this code + // assumes that the distribution of updates in the queues + // is polynomial, probably quadractic (eg distance of PI * R^2) + uint h = (uint)((m_nextQueue + i) % m_numberOfQueues); + if (m_heaps[h].Count > 0) { - MinHeapItem item = m_heaps[i].RemoveMin(); - m_lookupTable.Remove(item.LocalID); + m_nextQueue = (uint)((h + 1) % m_numberOfQueues); + + MinHeapItem item = m_heaps[h].RemoveMin(); + m_lookupTable.Remove(item.Value.Entity.LocalId); + timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); value = item.Value; + return true; } } + timeinqueue = 0; value = default(EntityUpdate); return false; } @@ -11800,68 +11878,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP internal void Reprioritize(UpdatePriorityHandler handler) { MinHeapItem item; - double priority; - foreach (LookupItem lookup in new List(this.m_lookupTable.Values)) { if (lookup.Heap.TryGetValue(lookup.Handle, out item)) { - priority = item.Priority; - if (handler(ref priority, item.LocalID)) + uint pqueue = item.PriorityQueue; + uint localid = item.Value.Entity.LocalId; + + if (handler(ref pqueue, item.Value.Entity)) { - if (lookup.Heap.ContainsHandle(lookup.Handle)) - lookup.Heap[lookup.Handle] = - new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison); + // unless the priority queue has changed, there is no need to modify + // the entry + pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); + if (pqueue != item.PriorityQueue) + { + lookup.Heap.Remove(lookup.Handle); + + LookupItem litem = lookup; + litem.Heap = m_heaps[pqueue]; + litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle); + m_lookupTable[localid] = litem; + } } else { - m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update"); + m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); lookup.Heap.Remove(lookup.Handle); - this.m_lookupTable.Remove(item.LocalID); + this.m_lookupTable.Remove(localid); } } } } + public override string ToString() + { + string s = ""; + for (int i = 0; i < m_numberOfQueues; i++) + { + if (s != "") s += ","; + s += m_heaps[i].Count.ToString(); + } + return s; + } + #region MinHeapItem private struct MinHeapItem : IComparable { - private double priority; private EntityUpdate value; - private uint local_id; - private Comparison comparison; + internal EntityUpdate Value { + get { + return this.value; + } + } + + private uint pqueue; + internal uint PriorityQueue { + get { + return this.pqueue; + } + } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id) : - this(priority, value, local_id, Comparer.Default) { } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer comparer) : - this(priority, value, local_id, new Comparison(comparer.Compare)) { } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison comparison) + private Int32 entrytime; + internal Int32 EntryTime { + get { + return this.entrytime; + } + } + + private UInt64 entryorder; + internal UInt64 EntryOrder { - this.priority = priority; + get { + return this.entryorder; + } + } + + internal MinHeapItem(uint pqueue, MinHeapItem other) + { + this.entrytime = other.entrytime; + this.entryorder = other.entryorder; + this.value = other.value; + this.pqueue = pqueue; + } + + internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) + { + this.entrytime = Util.EnvironmentTickCount(); + this.entryorder = entryorder; this.value = value; - this.local_id = local_id; - this.comparison = comparison; + this.pqueue = pqueue; } - internal double Priority { get { return this.priority; } } - internal EntityUpdate Value { get { return this.value; } } - internal uint LocalID { get { return this.local_id; } } - public override string ToString() { - StringBuilder sb = new StringBuilder(); - sb.Append("["); - sb.Append(this.priority.ToString()); - sb.Append(","); - if (this.value != null) - sb.Append(this.value.ToString()); - sb.Append("]"); - return sb.ToString(); + return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId); } public int CompareTo(MinHeapItem other) { - return this.comparison(this.priority, other.priority); + // I'm assuming that the root part of an SOG is added to the update queue + // before the component parts + return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder); } } #endregion diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index f9599f5..2764b05 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes public class Prioritizer { -// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); /// /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the @@ -76,7 +76,74 @@ namespace OpenSim.Region.Framework.Scenes m_scene = scene; } - public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) +// + public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) + { + if (entity == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); + throw new InvalidOperationException("Prioritization entity not defined"); + } + + // If this is an update for our own avatar give it the highest priority + if (client.AgentId == entity.UUID) + return 0; + + // Get this agent's position + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); + throw new InvalidOperationException("Prioritization agent not defined"); + } + + // Use group position for child prims + Vector3 entityPos = entity.AbsolutePosition; + if (entity is SceneObjectPart) + { + SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; + if (group != null) + entityPos = group.AbsolutePosition; + } + + // Use the camera position for local agents and avatar position for remote agents + Vector3 presencePos = (presence.IsChildAgent) ? + presence.AbsolutePosition : + presence.CameraPosition; + + // Compute the distance... + double distance = Vector3.Distance(presencePos, entityPos); + + // And convert the distance to a priority queue, this computation gives queues + // at 10, 20, 40, 80, 160, 320, 640, and 1280m + uint pqueue = 1; + for (int i = 0; i < 8; i++) + { + if (distance < 10 * Math.Pow(2.0,i)) + break; + pqueue++; + } + + // If this is a root agent, then determine front & back + // Bump up the priority queue for any objects behind the avatar + if (! presence.IsChildAgent) + { + // Root agent, decrease priority for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; + + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) + pqueue++; + } + + return pqueue; + } +// + + public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity) { double priority = 0; -- cgit v1.1 From 15c4bbea59066c5d5ed3d76d253a096788ac295a Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 4 Apr 2011 13:19:45 -0700 Subject: Fixed the prioritizer functions for the new priority queues --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 292 +++++++------------------ 1 file changed, 82 insertions(+), 210 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index 2764b05..a14bb70 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -60,15 +60,6 @@ namespace OpenSim.Region.Framework.Scenes { private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); - /// - /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the - /// viewer before child prim updates. - /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up - /// being double. We do it both ways so that there is a still a priority delta even if the priority is already - /// double.MinValue or double.MaxValue. - /// - private double m_childPrimAdjustmentFactor = 0.05; - private Scene m_scene; public Prioritizer(Scene scene) @@ -76,9 +67,19 @@ namespace OpenSim.Region.Framework.Scenes m_scene = scene; } -// + /// + /// Returns the priority queue into which the update should be placed. Updates within a + /// queue will be processed in arrival order. There are currently 12 priority queues + /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained + /// for avatar updates. The fair queuing discipline for processing the priority queues + /// assumes that the number of entities in each priority queues increases exponentially. + /// So for example... if queue 1 contains all updates within 10m of the avatar or camera + /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number + /// of updates. + /// public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) { + // If entity is null we have a serious problem if (entity == null) { m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); @@ -89,71 +90,12 @@ namespace OpenSim.Region.Framework.Scenes if (client.AgentId == entity.UUID) return 0; - // Get this agent's position - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence == null) - { - m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); - throw new InvalidOperationException("Prioritization agent not defined"); - } - - // Use group position for child prims - Vector3 entityPos = entity.AbsolutePosition; - if (entity is SceneObjectPart) - { - SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; - if (group != null) - entityPos = group.AbsolutePosition; - } - - // Use the camera position for local agents and avatar position for remote agents - Vector3 presencePos = (presence.IsChildAgent) ? - presence.AbsolutePosition : - presence.CameraPosition; - - // Compute the distance... - double distance = Vector3.Distance(presencePos, entityPos); - - // And convert the distance to a priority queue, this computation gives queues - // at 10, 20, 40, 80, 160, 320, 640, and 1280m - uint pqueue = 1; - for (int i = 0; i < 8; i++) - { - if (distance < 10 * Math.Pow(2.0,i)) - break; - pqueue++; - } - - // If this is a root agent, then determine front & back - // Bump up the priority queue for any objects behind the avatar - if (! presence.IsChildAgent) - { - // Root agent, decrease priority for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) - pqueue++; - } - - return pqueue; - } -// - - public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity) - { - double priority = 0; - - if (entity == null) - return 100000; + uint priority; switch (m_scene.UpdatePrioritizationScheme) { case UpdatePrioritizationSchemes.Time: - priority = GetPriorityByTime(); + priority = GetPriorityByTime(client, entity); break; case UpdatePrioritizationSchemes.Distance: priority = GetPriorityByDistance(client, entity); @@ -171,180 +113,110 @@ namespace OpenSim.Region.Framework.Scenes throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); } - // Adjust priority so that root prims are sent to the viewer first. This is especially important for - // attachments acting as huds, since current viewers fail to display hud child prims if their updates - // arrive before the root one. - if (entity is SceneObjectPart) - { - SceneObjectPart sop = ((SceneObjectPart)entity); - - if (sop.IsRoot) - { - if (priority >= double.MinValue + m_childPrimAdjustmentFactor) - priority -= m_childPrimAdjustmentFactor; - } - else - { - if (priority <= double.MaxValue - m_childPrimAdjustmentFactor) - priority += m_childPrimAdjustmentFactor; - } - } - return priority; } - private double GetPriorityByTime() + + private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) { - return DateTime.UtcNow.ToOADate(); + return 1; } - private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity) + private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) { - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence != null) - { - // If this is an update for our own avatar give it the highest priority - if (presence == entity) - return 0.0; - - // Use the camera position for local agents and avatar position for remote agents - Vector3 presencePos = (presence.IsChildAgent) ? - presence.AbsolutePosition : - presence.CameraPosition; - - // Use group position for child prims - Vector3 entityPos; - if (entity is SceneObjectPart) - { - // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene - // before its scheduled update was triggered - //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; - entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; - } - else - { - entityPos = entity.AbsolutePosition; - } - - return Vector3.DistanceSquared(presencePos, entityPos); - } - - return double.NaN; + return ComputeDistancePriority(client,entity,false); + } + + private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) + { + return ComputeDistancePriority(client,entity,true); } - private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) + private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) { + uint pqueue = ComputeDistancePriority(client,entity,true); + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); if (presence != null) { - // If this is an update for our own avatar give it the highest priority - if (presence == entity) - return 0.0; - - // Use group position for child prims - Vector3 entityPos = entity.AbsolutePosition; - if (entity is SceneObjectPart) - { - // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene - // before its scheduled update was triggered - //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; - entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; - } - else - { - entityPos = entity.AbsolutePosition; - } - if (!presence.IsChildAgent) { - // Root agent. Use distance from camera and a priority decrease for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Distance - double priority = Vector3.DistanceSquared(camPosition, entityPos); - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) priority *= 2.0; - - return priority; - } - else - { - // Child agent. Use the normal distance method - Vector3 presencePos = presence.AbsolutePosition; + if (entity is SceneObjectPart) + { + // Non physical prims are lower priority than physical prims + PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; + if (physActor == null || !physActor.IsPhysical) + pqueue++; - return Vector3.DistanceSquared(presencePos, entityPos); + // Attachments are high priority, + // MIC: shouldn't these already be in the highest priority queue already + // since their root position is same as the avatars? + if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) + pqueue = 1; + } } } - return double.NaN; + return pqueue; } - private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) + private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack) { - // If this is an update for our own avatar give it the highest priority - if (client.AgentId == entity.UUID) - return 0.0; - if (entity == null) - return double.NaN; - - // Use group position for child prims + // Get this agent's position + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); + throw new InvalidOperationException("Prioritization agent not defined"); + } + + // Use group position for child prims, since we are putting child prims in + // the same queue with the root of the group, the root prim (which goes into + // the queue first) should always be sent first, no need to adjust child prim + // priorities Vector3 entityPos = entity.AbsolutePosition; if (entity is SceneObjectPart) { SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; if (group != null) entityPos = group.AbsolutePosition; - else - entityPos = entity.AbsolutePosition; } - else - entityPos = entity.AbsolutePosition; - - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence != null) - { - if (!presence.IsChildAgent) - { - if (entity is ScenePresence) - return 1.0; - // Root agent. Use distance from camera and a priority decrease for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Distance - double priority = Vector3.DistanceSquared(camPosition, entityPos); - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) priority *= 2.0; + // Use the camera position for local agents and avatar position for remote agents + Vector3 presencePos = (presence.IsChildAgent) ? + presence.AbsolutePosition : + presence.CameraPosition; - if (entity is SceneObjectPart) - { - PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; - if (physActor == null || !physActor.IsPhysical) - priority += 100; + // Compute the distance... + double distance = Vector3.Distance(presencePos, entityPos); - if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) - priority = 1.0; - } - return priority; - } - else - { - // Child agent. Use the normal distance method - Vector3 presencePos = presence.AbsolutePosition; + // And convert the distance to a priority queue, this computation gives queues + // at 10, 20, 40, 80, 160, 320, 640, and 1280m + uint pqueue = 1; + for (int i = 0; i < 8; i++) + { + if (distance < 10 * Math.Pow(2.0,i)) + break; + pqueue++; + } + + // If this is a root agent, then determine front & back + // Bump up the priority queue (drop the priority) for any objects behind the avatar + if (useFrontBack && ! presence.IsChildAgent) + { + // Root agent, decrease priority for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; - return Vector3.DistanceSquared(presencePos, entityPos); - } + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) + pqueue++; } - return double.NaN; + return pqueue; } + } } -- cgit v1.1 From 8b134f37f2c8cc7895153af2fdc79e785f3b93e2 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 4 Apr 2011 14:18:26 -0700 Subject: Fix a bug in the computation of the RTO. Basically... the RTO (the time to wait to retransmit packets) always maxed out (no retransmissions for 24 or 48 seconds. Note that this is going to cause faster (and more) retransmissions. Fix for dynamic throttling needs to go with this. --- OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs index 65a8fe3..9a8bfd3 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs @@ -149,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Caches packed throttle information private byte[] m_packedThrottles; - private int m_defaultRTO = 3000; + private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC private int m_maxRTO = 60000; /// @@ -557,7 +557,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR)); // Clamp the retransmission timeout to manageable values - rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO); + rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO); RTO = rto; -- cgit v1.1 From 2aa39847966fb2b5c53aee01e1477677c09d0f0a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 8 Apr 2011 20:50:23 +0100 Subject: Update ODE for mac from source code in opensim-libs SVN library. This version is r1755 + patches as detailed in the svn logs. This brings it into line with the Windows and Linux libraries. This is a universal dylib with x86_64, i386 and ppc parts. However, even on a 64 bit Intel machine Mono can only P/INVOKE the i386 version right now. ppc is untested. The configuration used to compile was CFLAGS="-g -O2 -isysroot /Developer/SDKs/MacOSX10.6.sdk -arch i386 -arch x86_64 -arch ppc" CXXFLAGS="-g -O2 -isysroot /Developer/SDKs/MacOSX10.6.sdk -arch i386 -arch x86_64 -arch ppc" LDFLAGS="-arch i386 -arch x86_64 -arch ppc" ./configure --enable-old-trimesh --disable-asserts --enable-shared --disable-dependency-tracking --disable-demos --without-x --disable-demos --without-x is required to build ODE on Mac OS X CFLAGS, CXXFLAGS and --disable-dependency-tracking are necessary to build the universal dylib (some compilation lines use CFLAGS instead of CXXFLAGS) The other settings are tweaks for using ODE with OpenSim --- bin/libode.dylib | Bin 1024996 -> 2916380 bytes 1 file changed, 0 insertions(+), 0 deletions(-) diff --git a/bin/libode.dylib b/bin/libode.dylib index e81f9e4..958d202 100644 Binary files a/bin/libode.dylib and b/bin/libode.dylib differ -- cgit v1.1 From 707b6673c91733cd1298261f9f8150e7bc0c3970 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Sat, 9 Apr 2011 00:25:00 +0100 Subject: minor: remove mono compiler warnings --- OpenSim/Client/MXP/ClientStack/MXPClientView.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs index 93c6c98..d1a0440 100644 --- a/OpenSim/Client/MXP/ClientStack/MXPClientView.cs +++ b/OpenSim/Client/MXP/ClientStack/MXPClientView.cs @@ -66,8 +66,8 @@ namespace OpenSim.Client.MXP.ClientStack private readonly IScene m_scene; private readonly string m_firstName; private readonly string m_lastName; - private int m_objectsToSynchronize = 0; - private int m_objectsSynchronized = -1; +// private int m_objectsToSynchronize = 0; +// private int m_objectsSynchronized = -1; private Vector3 m_startPosition=new Vector3(128f, 128f, 128f); #endregion @@ -462,8 +462,8 @@ namespace OpenSim.Client.MXP.ClientStack public void MXPSendSynchronizationBegin(int objectCount) { - m_objectsToSynchronize = objectCount; - m_objectsSynchronized = 0; +// m_objectsToSynchronize = objectCount; +// m_objectsSynchronized = 0; SynchronizationBeginEventMessage synchronizationBeginEventMessage = new SynchronizationBeginEventMessage(); synchronizationBeginEventMessage.ObjectCount = (uint)objectCount; Session.Send(synchronizationBeginEventMessage); -- cgit v1.1 From 77cf9405de10f016d85d67b6016ed27d28ed898f Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 28 Mar 2011 10:00:53 -0700 Subject: Implements adaptive queue management and fair queueing for improved networking performance. Reprioritization algorithms need to be ported still. One is in place. --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 353 ++++++++++++++------- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 71 ++++- 2 files changed, 304 insertions(+), 120 deletions(-) diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 34d72ac..a3f2c15 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -49,6 +49,8 @@ using Timer = System.Timers.Timer; using AssetLandmark = OpenSim.Framework.AssetLandmark; using Nini.Config; +using System.IO; + namespace OpenSim.Region.ClientStack.LindenUDP { public delegate bool PacketMethod(IClientAPI simClient, Packet packet); @@ -298,6 +300,77 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Used to adjust Sun Orbit values so Linden based viewers properly position sun private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f; + // First log file or time has expired, start writing to a new log file +// +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// THIS IS DEBUGGING CODE & SHOULD BE REMOVED +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- + public class QueueLogger + { + public Int32 start = 0; + public StreamWriter Log = null; + private Dictionary m_idMap = new Dictionary(); + + public QueueLogger() + { + DateTime now = DateTime.Now; + String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss")); + Log = new StreamWriter(fname); + + start = Util.EnvironmentTickCount(); + } + + public int LookupID(UUID uuid) + { + int localid; + if (! m_idMap.TryGetValue(uuid,out localid)) + { + localid = m_idMap.Count + 1; + m_idMap[uuid] = localid; + } + + return localid; + } + } + + public static QueueLogger QueueLog = null; + + // ----------------------------------------------------------------- + public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue) + { + if (QueueLog == null) + QueueLog = new QueueLogger(); + + Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); + lock(QueueLog) + { + int cid = QueueLog.LookupID(client); + int aid = QueueLog.LookupID(avatar); + QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue); + } + } + + // ----------------------------------------------------------------- + public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup) + { + if (QueueLog == null) + QueueLog = new QueueLogger(); + + Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); + lock(QueueLog) + { + int cid = QueueLog.LookupID(client); + QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString()); + } + } +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// ----------------------------------------------------------------- +// + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients @@ -3547,18 +3620,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Primitive Packet/Data Sending Methods + /// /// Generate one of the object update packets based on PrimUpdateFlags /// and broadcast the packet to clients /// public void SendPrimUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) { - double priority = m_prioritizer.GetUpdatePriority(this, entity); + //double priority = m_prioritizer.GetUpdatePriority(this, entity); + uint priority = m_prioritizer.GetUpdatePriority(this, entity); lock (m_entityUpdates.SyncRoot) - m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation), entity.LocalId); + m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation)); } + private Int32 m_LastQueueFill = 0; + private uint m_maxUpdates = 0; + private void ProcessEntityUpdates(int maxUpdates) { OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>(); @@ -3566,23 +3644,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>(); OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>(); - if (maxUpdates <= 0) maxUpdates = Int32.MaxValue; + if (maxUpdates <= 0) + { + m_maxUpdates = Int32.MaxValue; + } + else + { + if (m_maxUpdates == 0 || m_LastQueueFill == 0) + { + m_maxUpdates = (uint)maxUpdates; + } + else + { + if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200) + m_maxUpdates += 5; + else + m_maxUpdates = m_maxUpdates >> 1; + } + m_maxUpdates = Util.Clamp(m_maxUpdates,10,500); + } + m_LastQueueFill = Util.EnvironmentTickCount(); + int updatesThisCall = 0; +// +// DEBUGGING CODE... REMOVE +// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates); +// // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race // condition where a kill can be processed before an out-of-date update for the same object. lock (m_killRecord) { float avgTimeDilation = 1.0f; EntityUpdate update; - while (updatesThisCall < maxUpdates) + Int32 timeinqueue; // this is just debugging code & can be dropped later + + while (updatesThisCall < m_maxUpdates) { lock (m_entityUpdates.SyncRoot) - if (!m_entityUpdates.TryDequeue(out update)) + if (!m_entityUpdates.TryDequeue(out update, out timeinqueue)) break; avgTimeDilation += update.TimeDilation; avgTimeDilation *= 0.5f; +// +// DEBUGGING CODE... REMOVE +// if (update.Entity is ScenePresence) +// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue); +// + if (update.Entity is SceneObjectPart) { SceneObjectPart part = (SceneObjectPart)update.Entity; @@ -3679,36 +3789,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP } else { - // if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment) - // { - // SceneObjectPart sop = (SceneObjectPart)update.Entity; - // string text = sop.Text; - // if (text.IndexOf("\n") >= 0) - // text = text.Remove(text.IndexOf("\n")); - // - // if (m_attachmentsSent.Contains(sop.ParentID)) - // { - //// m_log.DebugFormat( - //// "[CLIENT]: Sending full info about attached prim {0} text {1}", - //// sop.LocalId, text); - // - // objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId)); - // - // m_attachmentsSent.Add(sop.LocalId); - // } - // else - // { - // m_log.DebugFormat( - // "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet", - // sop.LocalId, text, sop.ParentID); - // - // m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId); - // } - // } - // else - // { - objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); - // } + objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); } } else if (!canUseImproved) @@ -3802,26 +3883,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP public void ReprioritizeUpdates() { - //m_log.Debug("[CLIENT]: Reprioritizing prim updates for " + m_firstName + " " + m_lastName); - lock (m_entityUpdates.SyncRoot) m_entityUpdates.Reprioritize(UpdatePriorityHandler); } - private bool UpdatePriorityHandler(ref double priority, uint localID) + private bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity) { - EntityBase entity; - if (m_scene.Entities.TryGetValue(localID, out entity)) + if (entity != null) { priority = m_prioritizer.GetUpdatePriority(this, entity); + return true; } - return priority != double.NaN; + return false; } public void FlushPrimUpdates() { - m_log.Debug("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName); + m_log.WarnFormat("[CLIENT]: Flushing prim updates to " + m_firstName + " " + m_lastName); while (m_entityUpdates.Count > 0) ProcessEntityUpdates(-1); @@ -11729,86 +11808,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region PriorityQueue public class PriorityQueue { - internal delegate bool UpdatePriorityHandler(ref double priority, uint local_id); + internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); + + // Heap[0] for self updates + // Heap[1..12] for entity updates - private MinHeap[] m_heaps = new MinHeap[1]; + internal const uint m_numberOfQueues = 12; + private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues]; private Dictionary m_lookupTable; - private Comparison m_comparison; private object m_syncRoot = new object(); - + private uint m_nextQueue = 0; + private UInt64 m_nextRequest = 0; + internal PriorityQueue() : - this(MinHeap.DEFAULT_CAPACITY, Comparer.Default) { } - internal PriorityQueue(int capacity) : - this(capacity, Comparer.Default) { } - internal PriorityQueue(IComparer comparer) : - this(new Comparison(comparer.Compare)) { } - internal PriorityQueue(Comparison comparison) : - this(MinHeap.DEFAULT_CAPACITY, comparison) { } - internal PriorityQueue(int capacity, IComparer comparer) : - this(capacity, new Comparison(comparer.Compare)) { } - internal PriorityQueue(int capacity, Comparison comparison) + this(MinHeap.DEFAULT_CAPACITY) { } + internal PriorityQueue(int capacity) { m_lookupTable = new Dictionary(capacity); for (int i = 0; i < m_heaps.Length; ++i) m_heaps[i] = new MinHeap(capacity); - this.m_comparison = comparison; } public object SyncRoot { get { return this.m_syncRoot; } } + internal int Count { get { int count = 0; for (int i = 0; i < m_heaps.Length; ++i) - count = m_heaps[i].Count; + count += m_heaps[i].Count; return count; } } - public bool Enqueue(double priority, EntityUpdate value, uint local_id) + public bool Enqueue(uint pqueue, EntityUpdate value) { - LookupItem item; + LookupItem lookup; - if (m_lookupTable.TryGetValue(local_id, out item)) + uint localid = value.Entity.LocalId; + UInt64 entry = m_nextRequest++; + if (m_lookupTable.TryGetValue(localid, out lookup)) { - // Combine flags - value.Flags |= item.Heap[item.Handle].Value.Flags; - - item.Heap[item.Handle] = new MinHeapItem(priority, value, local_id, this.m_comparison); - return false; - } - else - { - item.Heap = m_heaps[0]; - item.Heap.Add(new MinHeapItem(priority, value, local_id, this.m_comparison), ref item.Handle); - m_lookupTable.Add(local_id, item); - return true; + entry = lookup.Heap[lookup.Handle].EntryOrder; + value.Flags |= lookup.Heap[lookup.Handle].Value.Flags; + lookup.Heap.Remove(lookup.Handle); } - } - internal EntityUpdate Peek() - { - for (int i = 0; i < m_heaps.Length; ++i) - if (m_heaps[i].Count > 0) - return m_heaps[i].Min().Value; - throw new InvalidOperationException(string.Format("The {0} is empty", this.GetType().ToString())); + pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); + lookup.Heap = m_heaps[pqueue]; + lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); + m_lookupTable[localid] = lookup; + + return true; } - internal bool TryDequeue(out EntityUpdate value) + internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) { - for (int i = 0; i < m_heaps.Length; ++i) + for (int i = 0; i < m_numberOfQueues; ++i) { - if (m_heaps[i].Count > 0) + // To get the fair queing, we cycle through each of the + // queues when finding an element to dequeue, this code + // assumes that the distribution of updates in the queues + // is polynomial, probably quadractic (eg distance of PI * R^2) + uint h = (uint)((m_nextQueue + i) % m_numberOfQueues); + if (m_heaps[h].Count > 0) { - MinHeapItem item = m_heaps[i].RemoveMin(); - m_lookupTable.Remove(item.LocalID); + m_nextQueue = (uint)((h + 1) % m_numberOfQueues); + + MinHeapItem item = m_heaps[h].RemoveMin(); + m_lookupTable.Remove(item.Value.Entity.LocalId); + timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); value = item.Value; + return true; } } + timeinqueue = 0; value = default(EntityUpdate); return false; } @@ -11816,68 +11894,107 @@ namespace OpenSim.Region.ClientStack.LindenUDP internal void Reprioritize(UpdatePriorityHandler handler) { MinHeapItem item; - double priority; - foreach (LookupItem lookup in new List(this.m_lookupTable.Values)) { if (lookup.Heap.TryGetValue(lookup.Handle, out item)) { - priority = item.Priority; - if (handler(ref priority, item.LocalID)) + uint pqueue = item.PriorityQueue; + uint localid = item.Value.Entity.LocalId; + + if (handler(ref pqueue, item.Value.Entity)) { - if (lookup.Heap.ContainsHandle(lookup.Handle)) - lookup.Heap[lookup.Handle] = - new MinHeapItem(priority, item.Value, item.LocalID, this.m_comparison); + // unless the priority queue has changed, there is no need to modify + // the entry + pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); + if (pqueue != item.PriorityQueue) + { + lookup.Heap.Remove(lookup.Handle); + + LookupItem litem = lookup; + litem.Heap = m_heaps[pqueue]; + litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle); + m_lookupTable[localid] = litem; + } } else { - m_log.Warn("[LLCLIENTVIEW]: UpdatePriorityHandler returned false, dropping update"); + m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); lookup.Heap.Remove(lookup.Handle); - this.m_lookupTable.Remove(item.LocalID); + this.m_lookupTable.Remove(localid); } } } } + public override string ToString() + { + string s = ""; + for (int i = 0; i < m_numberOfQueues; i++) + { + if (s != "") s += ","; + s += m_heaps[i].Count.ToString(); + } + return s; + } + #region MinHeapItem private struct MinHeapItem : IComparable { - private double priority; private EntityUpdate value; - private uint local_id; - private Comparison comparison; + internal EntityUpdate Value { + get { + return this.value; + } + } + + private uint pqueue; + internal uint PriorityQueue { + get { + return this.pqueue; + } + } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id) : - this(priority, value, local_id, Comparer.Default) { } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id, IComparer comparer) : - this(priority, value, local_id, new Comparison(comparer.Compare)) { } - internal MinHeapItem(double priority, EntityUpdate value, uint local_id, Comparison comparison) + private Int32 entrytime; + internal Int32 EntryTime { + get { + return this.entrytime; + } + } + + private UInt64 entryorder; + internal UInt64 EntryOrder { - this.priority = priority; + get { + return this.entryorder; + } + } + + internal MinHeapItem(uint pqueue, MinHeapItem other) + { + this.entrytime = other.entrytime; + this.entryorder = other.entryorder; + this.value = other.value; + this.pqueue = pqueue; + } + + internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) + { + this.entrytime = Util.EnvironmentTickCount(); + this.entryorder = entryorder; this.value = value; - this.local_id = local_id; - this.comparison = comparison; + this.pqueue = pqueue; } - internal double Priority { get { return this.priority; } } - internal EntityUpdate Value { get { return this.value; } } - internal uint LocalID { get { return this.local_id; } } - public override string ToString() { - StringBuilder sb = new StringBuilder(); - sb.Append("["); - sb.Append(this.priority.ToString()); - sb.Append(","); - if (this.value != null) - sb.Append(this.value.ToString()); - sb.Append("]"); - return sb.ToString(); + return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId); } public int CompareTo(MinHeapItem other) { - return this.comparison(this.priority, other.priority); + // I'm assuming that the root part of an SOG is added to the update queue + // before the component parts + return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder); } } #endregion diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index f9599f5..2764b05 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Scenes public class Prioritizer { -// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); + private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); /// /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the @@ -76,7 +76,74 @@ namespace OpenSim.Region.Framework.Scenes m_scene = scene; } - public double GetUpdatePriority(IClientAPI client, ISceneEntity entity) +// + public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) + { + if (entity == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); + throw new InvalidOperationException("Prioritization entity not defined"); + } + + // If this is an update for our own avatar give it the highest priority + if (client.AgentId == entity.UUID) + return 0; + + // Get this agent's position + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); + throw new InvalidOperationException("Prioritization agent not defined"); + } + + // Use group position for child prims + Vector3 entityPos = entity.AbsolutePosition; + if (entity is SceneObjectPart) + { + SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; + if (group != null) + entityPos = group.AbsolutePosition; + } + + // Use the camera position for local agents and avatar position for remote agents + Vector3 presencePos = (presence.IsChildAgent) ? + presence.AbsolutePosition : + presence.CameraPosition; + + // Compute the distance... + double distance = Vector3.Distance(presencePos, entityPos); + + // And convert the distance to a priority queue, this computation gives queues + // at 10, 20, 40, 80, 160, 320, 640, and 1280m + uint pqueue = 1; + for (int i = 0; i < 8; i++) + { + if (distance < 10 * Math.Pow(2.0,i)) + break; + pqueue++; + } + + // If this is a root agent, then determine front & back + // Bump up the priority queue for any objects behind the avatar + if (! presence.IsChildAgent) + { + // Root agent, decrease priority for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; + + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) + pqueue++; + } + + return pqueue; + } +// + + public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity) { double priority = 0; -- cgit v1.1 From 0bd06d8ba85595a1707d2093a08a901b950ca120 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 4 Apr 2011 13:19:45 -0700 Subject: Fixed the prioritizer functions for the new priority queues --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 292 +++++++------------------ 1 file changed, 82 insertions(+), 210 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index 2764b05..a14bb70 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -60,15 +60,6 @@ namespace OpenSim.Region.Framework.Scenes { private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); - /// - /// This is added to the priority of all child prims, to make sure that the root prim update is sent to the - /// viewer before child prim updates. - /// The adjustment is added to child prims and subtracted from root prims, so the gap ends up - /// being double. We do it both ways so that there is a still a priority delta even if the priority is already - /// double.MinValue or double.MaxValue. - /// - private double m_childPrimAdjustmentFactor = 0.05; - private Scene m_scene; public Prioritizer(Scene scene) @@ -76,9 +67,19 @@ namespace OpenSim.Region.Framework.Scenes m_scene = scene; } -// + /// + /// Returns the priority queue into which the update should be placed. Updates within a + /// queue will be processed in arrival order. There are currently 12 priority queues + /// implemented in PriorityQueue class in LLClientView. Queue 0 is generally retained + /// for avatar updates. The fair queuing discipline for processing the priority queues + /// assumes that the number of entities in each priority queues increases exponentially. + /// So for example... if queue 1 contains all updates within 10m of the avatar or camera + /// then queue 2 at 20m is about 3X bigger in space & about 3X bigger in total number + /// of updates. + /// public uint GetUpdatePriority(IClientAPI client, ISceneEntity entity) { + // If entity is null we have a serious problem if (entity == null) { m_log.WarnFormat("[PRIORITIZER] attempt to prioritize null entity"); @@ -89,71 +90,12 @@ namespace OpenSim.Region.Framework.Scenes if (client.AgentId == entity.UUID) return 0; - // Get this agent's position - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence == null) - { - m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); - throw new InvalidOperationException("Prioritization agent not defined"); - } - - // Use group position for child prims - Vector3 entityPos = entity.AbsolutePosition; - if (entity is SceneObjectPart) - { - SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; - if (group != null) - entityPos = group.AbsolutePosition; - } - - // Use the camera position for local agents and avatar position for remote agents - Vector3 presencePos = (presence.IsChildAgent) ? - presence.AbsolutePosition : - presence.CameraPosition; - - // Compute the distance... - double distance = Vector3.Distance(presencePos, entityPos); - - // And convert the distance to a priority queue, this computation gives queues - // at 10, 20, 40, 80, 160, 320, 640, and 1280m - uint pqueue = 1; - for (int i = 0; i < 8; i++) - { - if (distance < 10 * Math.Pow(2.0,i)) - break; - pqueue++; - } - - // If this is a root agent, then determine front & back - // Bump up the priority queue for any objects behind the avatar - if (! presence.IsChildAgent) - { - // Root agent, decrease priority for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) - pqueue++; - } - - return pqueue; - } -// - - public double bGetUpdatePriority(IClientAPI client, ISceneEntity entity) - { - double priority = 0; - - if (entity == null) - return 100000; + uint priority; switch (m_scene.UpdatePrioritizationScheme) { case UpdatePrioritizationSchemes.Time: - priority = GetPriorityByTime(); + priority = GetPriorityByTime(client, entity); break; case UpdatePrioritizationSchemes.Distance: priority = GetPriorityByDistance(client, entity); @@ -171,180 +113,110 @@ namespace OpenSim.Region.Framework.Scenes throw new InvalidOperationException("UpdatePrioritizationScheme not defined."); } - // Adjust priority so that root prims are sent to the viewer first. This is especially important for - // attachments acting as huds, since current viewers fail to display hud child prims if their updates - // arrive before the root one. - if (entity is SceneObjectPart) - { - SceneObjectPart sop = ((SceneObjectPart)entity); - - if (sop.IsRoot) - { - if (priority >= double.MinValue + m_childPrimAdjustmentFactor) - priority -= m_childPrimAdjustmentFactor; - } - else - { - if (priority <= double.MaxValue - m_childPrimAdjustmentFactor) - priority += m_childPrimAdjustmentFactor; - } - } - return priority; } - private double GetPriorityByTime() + + private uint GetPriorityByTime(IClientAPI client, ISceneEntity entity) { - return DateTime.UtcNow.ToOADate(); + return 1; } - private double GetPriorityByDistance(IClientAPI client, ISceneEntity entity) + private uint GetPriorityByDistance(IClientAPI client, ISceneEntity entity) { - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence != null) - { - // If this is an update for our own avatar give it the highest priority - if (presence == entity) - return 0.0; - - // Use the camera position for local agents and avatar position for remote agents - Vector3 presencePos = (presence.IsChildAgent) ? - presence.AbsolutePosition : - presence.CameraPosition; - - // Use group position for child prims - Vector3 entityPos; - if (entity is SceneObjectPart) - { - // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene - // before its scheduled update was triggered - //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; - entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; - } - else - { - entityPos = entity.AbsolutePosition; - } - - return Vector3.DistanceSquared(presencePos, entityPos); - } - - return double.NaN; + return ComputeDistancePriority(client,entity,false); + } + + private uint GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) + { + return ComputeDistancePriority(client,entity,true); } - private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) + private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) { + uint pqueue = ComputeDistancePriority(client,entity,true); + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); if (presence != null) { - // If this is an update for our own avatar give it the highest priority - if (presence == entity) - return 0.0; - - // Use group position for child prims - Vector3 entityPos = entity.AbsolutePosition; - if (entity is SceneObjectPart) - { - // Can't use Scene.GetGroupByPrim() here, since the entity may have been delete from the scene - // before its scheduled update was triggered - //entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; - entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition; - } - else - { - entityPos = entity.AbsolutePosition; - } - if (!presence.IsChildAgent) { - // Root agent. Use distance from camera and a priority decrease for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Distance - double priority = Vector3.DistanceSquared(camPosition, entityPos); - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) priority *= 2.0; - - return priority; - } - else - { - // Child agent. Use the normal distance method - Vector3 presencePos = presence.AbsolutePosition; + if (entity is SceneObjectPart) + { + // Non physical prims are lower priority than physical prims + PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; + if (physActor == null || !physActor.IsPhysical) + pqueue++; - return Vector3.DistanceSquared(presencePos, entityPos); + // Attachments are high priority, + // MIC: shouldn't these already be in the highest priority queue already + // since their root position is same as the avatars? + if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) + pqueue = 1; + } } } - return double.NaN; + return pqueue; } - private double GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) + private uint ComputeDistancePriority(IClientAPI client, ISceneEntity entity, bool useFrontBack) { - // If this is an update for our own avatar give it the highest priority - if (client.AgentId == entity.UUID) - return 0.0; - if (entity == null) - return double.NaN; - - // Use group position for child prims + // Get this agent's position + ScenePresence presence = m_scene.GetScenePresence(client.AgentId); + if (presence == null) + { + m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); + throw new InvalidOperationException("Prioritization agent not defined"); + } + + // Use group position for child prims, since we are putting child prims in + // the same queue with the root of the group, the root prim (which goes into + // the queue first) should always be sent first, no need to adjust child prim + // priorities Vector3 entityPos = entity.AbsolutePosition; if (entity is SceneObjectPart) { SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; if (group != null) entityPos = group.AbsolutePosition; - else - entityPos = entity.AbsolutePosition; } - else - entityPos = entity.AbsolutePosition; - - ScenePresence presence = m_scene.GetScenePresence(client.AgentId); - if (presence != null) - { - if (!presence.IsChildAgent) - { - if (entity is ScenePresence) - return 1.0; - // Root agent. Use distance from camera and a priority decrease for objects behind us - Vector3 camPosition = presence.CameraPosition; - Vector3 camAtAxis = presence.CameraAtAxis; - - // Distance - double priority = Vector3.DistanceSquared(camPosition, entityPos); - - // Plane equation - float d = -Vector3.Dot(camPosition, camAtAxis); - float p = Vector3.Dot(camAtAxis, entityPos) + d; - if (p < 0.0f) priority *= 2.0; + // Use the camera position for local agents and avatar position for remote agents + Vector3 presencePos = (presence.IsChildAgent) ? + presence.AbsolutePosition : + presence.CameraPosition; - if (entity is SceneObjectPart) - { - PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor; - if (physActor == null || !physActor.IsPhysical) - priority += 100; + // Compute the distance... + double distance = Vector3.Distance(presencePos, entityPos); - if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) - priority = 1.0; - } - return priority; - } - else - { - // Child agent. Use the normal distance method - Vector3 presencePos = presence.AbsolutePosition; + // And convert the distance to a priority queue, this computation gives queues + // at 10, 20, 40, 80, 160, 320, 640, and 1280m + uint pqueue = 1; + for (int i = 0; i < 8; i++) + { + if (distance < 10 * Math.Pow(2.0,i)) + break; + pqueue++; + } + + // If this is a root agent, then determine front & back + // Bump up the priority queue (drop the priority) for any objects behind the avatar + if (useFrontBack && ! presence.IsChildAgent) + { + // Root agent, decrease priority for objects behind us + Vector3 camPosition = presence.CameraPosition; + Vector3 camAtAxis = presence.CameraAtAxis; - return Vector3.DistanceSquared(presencePos, entityPos); - } + // Plane equation + float d = -Vector3.Dot(camPosition, camAtAxis); + float p = Vector3.Dot(camAtAxis, entityPos) + d; + if (p < 0.0f) + pqueue++; } - return double.NaN; + return pqueue; } + } } -- cgit v1.1 From 83dc2470f2e815f6f9d469104be3a2806438a29a Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 4 Apr 2011 14:18:26 -0700 Subject: Fix a bug in the computation of the RTO. Basically... the RTO (the time to wait to retransmit packets) always maxed out (no retransmissions for 24 or 48 seconds. Note that this is going to cause faster (and more) retransmissions. Fix for dynamic throttling needs to go with this. --- OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs index 65a8fe3..9a8bfd3 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs @@ -149,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Caches packed throttle information private byte[] m_packedThrottles; - private int m_defaultRTO = 3000; + private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC private int m_maxRTO = 60000; /// @@ -557,7 +557,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP int rto = (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR)); // Clamp the retransmission timeout to manageable values - rto = Utils.Clamp(RTO, m_defaultRTO, m_maxRTO); + rto = Utils.Clamp(rto, m_defaultRTO, m_maxRTO); RTO = rto; -- cgit v1.1 From 19c6d1d569e081418e139d139c15ea66640288ba Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Wed, 6 Apr 2011 09:26:38 -0700 Subject: Split the priority queue class into a seperate file. LLClientView is big enough. --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 205 ----------------- .../Region/ClientStack/LindenUDP/PriorityQueue.cs | 245 +++++++++++++++++++++ 2 files changed, 245 insertions(+), 205 deletions(-) create mode 100644 OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index a3f2c15..a724099 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -11805,209 +11805,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP OutPacket(pack, ThrottleOutPacketType.Task); } - #region PriorityQueue - public class PriorityQueue - { - internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); - - // Heap[0] for self updates - // Heap[1..12] for entity updates - - internal const uint m_numberOfQueues = 12; - private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues]; - private Dictionary m_lookupTable; - private object m_syncRoot = new object(); - private uint m_nextQueue = 0; - private UInt64 m_nextRequest = 0; - - internal PriorityQueue() : - this(MinHeap.DEFAULT_CAPACITY) { } - internal PriorityQueue(int capacity) - { - m_lookupTable = new Dictionary(capacity); - - for (int i = 0; i < m_heaps.Length; ++i) - m_heaps[i] = new MinHeap(capacity); - } - - public object SyncRoot { get { return this.m_syncRoot; } } - - internal int Count - { - get - { - int count = 0; - for (int i = 0; i < m_heaps.Length; ++i) - count += m_heaps[i].Count; - return count; - } - } - - public bool Enqueue(uint pqueue, EntityUpdate value) - { - LookupItem lookup; - - uint localid = value.Entity.LocalId; - UInt64 entry = m_nextRequest++; - if (m_lookupTable.TryGetValue(localid, out lookup)) - { - entry = lookup.Heap[lookup.Handle].EntryOrder; - value.Flags |= lookup.Heap[lookup.Handle].Value.Flags; - lookup.Heap.Remove(lookup.Handle); - } - - pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); - lookup.Heap = m_heaps[pqueue]; - lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); - m_lookupTable[localid] = lookup; - - return true; - } - - internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) - { - for (int i = 0; i < m_numberOfQueues; ++i) - { - // To get the fair queing, we cycle through each of the - // queues when finding an element to dequeue, this code - // assumes that the distribution of updates in the queues - // is polynomial, probably quadractic (eg distance of PI * R^2) - uint h = (uint)((m_nextQueue + i) % m_numberOfQueues); - if (m_heaps[h].Count > 0) - { - m_nextQueue = (uint)((h + 1) % m_numberOfQueues); - - MinHeapItem item = m_heaps[h].RemoveMin(); - m_lookupTable.Remove(item.Value.Entity.LocalId); - timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); - value = item.Value; - - return true; - } - } - - timeinqueue = 0; - value = default(EntityUpdate); - return false; - } - - internal void Reprioritize(UpdatePriorityHandler handler) - { - MinHeapItem item; - foreach (LookupItem lookup in new List(this.m_lookupTable.Values)) - { - if (lookup.Heap.TryGetValue(lookup.Handle, out item)) - { - uint pqueue = item.PriorityQueue; - uint localid = item.Value.Entity.LocalId; - - if (handler(ref pqueue, item.Value.Entity)) - { - // unless the priority queue has changed, there is no need to modify - // the entry - pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); - if (pqueue != item.PriorityQueue) - { - lookup.Heap.Remove(lookup.Handle); - - LookupItem litem = lookup; - litem.Heap = m_heaps[pqueue]; - litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle); - m_lookupTable[localid] = litem; - } - } - else - { - m_log.WarnFormat("[LLCLIENTVIEW]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); - lookup.Heap.Remove(lookup.Handle); - this.m_lookupTable.Remove(localid); - } - } - } - } - - public override string ToString() - { - string s = ""; - for (int i = 0; i < m_numberOfQueues; i++) - { - if (s != "") s += ","; - s += m_heaps[i].Count.ToString(); - } - return s; - } - - #region MinHeapItem - private struct MinHeapItem : IComparable - { - private EntityUpdate value; - internal EntityUpdate Value { - get { - return this.value; - } - } - - private uint pqueue; - internal uint PriorityQueue { - get { - return this.pqueue; - } - } - - private Int32 entrytime; - internal Int32 EntryTime { - get { - return this.entrytime; - } - } - - private UInt64 entryorder; - internal UInt64 EntryOrder - { - get { - return this.entryorder; - } - } - - internal MinHeapItem(uint pqueue, MinHeapItem other) - { - this.entrytime = other.entrytime; - this.entryorder = other.entryorder; - this.value = other.value; - this.pqueue = pqueue; - } - - internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) - { - this.entrytime = Util.EnvironmentTickCount(); - this.entryorder = entryorder; - this.value = value; - this.pqueue = pqueue; - } - - public override string ToString() - { - return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId); - } - - public int CompareTo(MinHeapItem other) - { - // I'm assuming that the root part of an SOG is added to the update queue - // before the component parts - return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder); - } - } - #endregion - - #region LookupItem - private struct LookupItem - { - internal MinHeap Heap; - internal IHandle Handle; - } - #endregion - } - public struct PacketProcessor { public PacketMethod method; @@ -12028,8 +11825,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } - #endregion - public static OSD BuildEvent(string eventName, OSD eventBody) { OSDMap osdEvent = new OSDMap(2); diff --git a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs new file mode 100644 index 0000000..364ce4b --- /dev/null +++ b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs @@ -0,0 +1,245 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections; +using System.Collections.Generic; +using System.Reflection; + +using OpenSim.Framework; +using OpenSim.Framework.Client; +using log4net; + +namespace OpenSim.Region.ClientStack.LindenUDP +{ + public class PriorityQueue + { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + + internal delegate bool UpdatePriorityHandler(ref uint priority, ISceneEntity entity); + + // Heap[0] for self updates + // Heap[1..12] for entity updates + + internal const uint m_numberOfQueues = 12; + + private MinHeap[] m_heaps = new MinHeap[m_numberOfQueues]; + private Dictionary m_lookupTable; + private uint m_nextQueue = 0; + private UInt64 m_nextRequest = 0; + + private object m_syncRoot = new object(); + public object SyncRoot { + get { return this.m_syncRoot; } + } + + internal PriorityQueue() : this(MinHeap.DEFAULT_CAPACITY) { } + + internal PriorityQueue(int capacity) + { + m_lookupTable = new Dictionary(capacity); + + for (int i = 0; i < m_heaps.Length; ++i) + m_heaps[i] = new MinHeap(capacity); + } + + internal int Count + { + get + { + int count = 0; + for (int i = 0; i < m_heaps.Length; ++i) + count += m_heaps[i].Count; + return count; + } + } + + public bool Enqueue(uint pqueue, EntityUpdate value) + { + LookupItem lookup; + + uint localid = value.Entity.LocalId; + UInt64 entry = m_nextRequest++; + if (m_lookupTable.TryGetValue(localid, out lookup)) + { + entry = lookup.Heap[lookup.Handle].EntryOrder; + value.Flags |= lookup.Heap[lookup.Handle].Value.Flags; + lookup.Heap.Remove(lookup.Handle); + } + + pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); + lookup.Heap = m_heaps[pqueue]; + lookup.Heap.Add(new MinHeapItem(pqueue, entry, value), ref lookup.Handle); + m_lookupTable[localid] = lookup; + + return true; + } + + internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) + { + for (int i = 0; i < m_numberOfQueues; ++i) + { + // To get the fair queing, we cycle through each of the + // queues when finding an element to dequeue, this code + // assumes that the distribution of updates in the queues + // is polynomial, probably quadractic (eg distance of PI * R^2) + uint h = (uint)((m_nextQueue + i) % m_numberOfQueues); + if (m_heaps[h].Count > 0) + { + m_nextQueue = (uint)((h + 1) % m_numberOfQueues); + + MinHeapItem item = m_heaps[h].RemoveMin(); + m_lookupTable.Remove(item.Value.Entity.LocalId); + timeinqueue = Util.EnvironmentTickCountSubtract(item.EntryTime); + value = item.Value; + + return true; + } + } + + timeinqueue = 0; + value = default(EntityUpdate); + return false; + } + + internal void Reprioritize(UpdatePriorityHandler handler) + { + MinHeapItem item; + foreach (LookupItem lookup in new List(this.m_lookupTable.Values)) + { + if (lookup.Heap.TryGetValue(lookup.Handle, out item)) + { + uint pqueue = item.PriorityQueue; + uint localid = item.Value.Entity.LocalId; + + if (handler(ref pqueue, item.Value.Entity)) + { + // unless the priority queue has changed, there is no need to modify + // the entry + pqueue = Util.Clamp(pqueue, 0, m_numberOfQueues - 1); + if (pqueue != item.PriorityQueue) + { + lookup.Heap.Remove(lookup.Handle); + + LookupItem litem = lookup; + litem.Heap = m_heaps[pqueue]; + litem.Heap.Add(new MinHeapItem(pqueue, item), ref litem.Handle); + m_lookupTable[localid] = litem; + } + } + else + { + // m_log.WarnFormat("[PQUEUE]: UpdatePriorityHandler returned false for {0}",item.Value.Entity.UUID); + lookup.Heap.Remove(lookup.Handle); + this.m_lookupTable.Remove(localid); + } + } + } + } + + public override string ToString() + { + string s = ""; + for (int i = 0; i < m_numberOfQueues; i++) + { + if (s != "") s += ","; + s += m_heaps[i].Count.ToString(); + } + return s; + } + +#region MinHeapItem + private struct MinHeapItem : IComparable + { + private EntityUpdate value; + internal EntityUpdate Value { + get { + return this.value; + } + } + + private uint pqueue; + internal uint PriorityQueue { + get { + return this.pqueue; + } + } + + private Int32 entrytime; + internal Int32 EntryTime { + get { + return this.entrytime; + } + } + + private UInt64 entryorder; + internal UInt64 EntryOrder + { + get { + return this.entryorder; + } + } + + internal MinHeapItem(uint pqueue, MinHeapItem other) + { + this.entrytime = other.entrytime; + this.entryorder = other.entryorder; + this.value = other.value; + this.pqueue = pqueue; + } + + internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) + { + this.entrytime = Util.EnvironmentTickCount(); + this.entryorder = entryorder; + this.value = value; + this.pqueue = pqueue; + } + + public override string ToString() + { + return String.Format("[{0},{1},{2}]",pqueue,entryorder,value.Entity.LocalId); + } + + public int CompareTo(MinHeapItem other) + { + // I'm assuming that the root part of an SOG is added to the update queue + // before the component parts + return Comparer.Default.Compare(this.EntryOrder, other.EntryOrder); + } + } +#endregion + +#region LookupItem + private struct LookupItem + { + internal MinHeap Heap; + internal IHandle Handle; + } +#endregion + } +} -- cgit v1.1 From ebc249e3bef57aee656936f5e63842d83ee29fff Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Sun, 10 Apr 2011 17:02:40 -0700 Subject: Changed the "not in scene" check in the prioritizier to just a warning. There appears to be a race condition on slow logins that attempts to prioritize before the scene presence is fully initialized. --- OpenSim/Region/Framework/Scenes/Prioritizer.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index a14bb70..4694e2b 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -166,8 +166,9 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence presence = m_scene.GetScenePresence(client.AgentId); if (presence == null) { - m_log.WarnFormat("[PRIORITIZER] attempt to prioritize agent no longer in the scene"); - throw new InvalidOperationException("Prioritization agent not defined"); + m_log.WarnFormat("[PRIORITIZER] attempt to use agent {0} not in the scene",client.AgentId); + // throw new InvalidOperationException("Prioritization agent not defined"); + return Int32.MaxValue; } // Use group position for child prims, since we are putting child prims in -- cgit v1.1 From f778056c7a81443b11c0c4288979af3a8c6b5b9f Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Mon, 11 Apr 2011 08:37:43 -0700 Subject: Removed some priority queue debugging code --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 80 ---------------------- 1 file changed, 80 deletions(-) diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index a724099..b5bf26d 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -300,77 +300,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Used to adjust Sun Orbit values so Linden based viewers properly position sun private const float m_sunPainDaHalfOrbitalCutoff = 4.712388980384689858f; - // First log file or time has expired, start writing to a new log file -// -// ----------------------------------------------------------------- -// ----------------------------------------------------------------- -// THIS IS DEBUGGING CODE & SHOULD BE REMOVED -// ----------------------------------------------------------------- -// ----------------------------------------------------------------- - public class QueueLogger - { - public Int32 start = 0; - public StreamWriter Log = null; - private Dictionary m_idMap = new Dictionary(); - - public QueueLogger() - { - DateTime now = DateTime.Now; - String fname = String.Format("queue-{0}.log", now.ToString("yyyyMMddHHmmss")); - Log = new StreamWriter(fname); - - start = Util.EnvironmentTickCount(); - } - - public int LookupID(UUID uuid) - { - int localid; - if (! m_idMap.TryGetValue(uuid,out localid)) - { - localid = m_idMap.Count + 1; - m_idMap[uuid] = localid; - } - - return localid; - } - } - - public static QueueLogger QueueLog = null; - - // ----------------------------------------------------------------- - public void LogAvatarUpdateEvent(UUID client, UUID avatar, Int32 timeinqueue) - { - if (QueueLog == null) - QueueLog = new QueueLogger(); - - Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); - lock(QueueLog) - { - int cid = QueueLog.LookupID(client); - int aid = QueueLog.LookupID(avatar); - QueueLog.Log.WriteLine("{0},AU,AV{1:D4},AV{2:D4},{3}",ticks,cid,aid,timeinqueue); - } - } - - // ----------------------------------------------------------------- - public void LogQueueProcessEvent(UUID client, PriorityQueue queue, uint maxup) - { - if (QueueLog == null) - QueueLog = new QueueLogger(); - - Int32 ticks = Util.EnvironmentTickCountSubtract(QueueLog.start); - lock(QueueLog) - { - int cid = QueueLog.LookupID(client); - QueueLog.Log.WriteLine("{0},PQ,AV{1:D4},{2},{3}",ticks,cid,maxup,queue.ToString()); - } - } -// ----------------------------------------------------------------- -// ----------------------------------------------------------------- -// ----------------------------------------------------------------- -// ----------------------------------------------------------------- -// - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected static Dictionary PacketHandlers = new Dictionary(); //Global/static handlers for all clients @@ -3667,10 +3596,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP int updatesThisCall = 0; -// -// DEBUGGING CODE... REMOVE -// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates); -// // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race // condition where a kill can be processed before an out-of-date update for the same object. lock (m_killRecord) @@ -3687,11 +3612,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP avgTimeDilation += update.TimeDilation; avgTimeDilation *= 0.5f; -// -// DEBUGGING CODE... REMOVE -// if (update.Entity is ScenePresence) -// LogAvatarUpdateEvent(this.m_agentId,update.Entity.UUID,timeinqueue); -// if (update.Entity is SceneObjectPart) { -- cgit v1.1 From e9c2beadecf8f531d2bbfcd3f44636cfeff08667 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 20:43:11 +0100 Subject: Add more instructions to OpenSim.ini.example to try and make it more understandable for new users. --- bin/OpenSim.ini.example | 103 ++++++++++++++++++++++++++++++++---------------- 1 file changed, 68 insertions(+), 35 deletions(-) diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 5bac56e..390fe09 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -1,4 +1,22 @@ -;; A note on the format of this file +;; This is the main configuration file for OpenSimulator. If it's named OpenSim.ini +;; then it will be loaded by OpenSimulator. If it's named OpenSim.ini.example then +;; you will need to copy it to OpenSim.ini first (if that file does not already exist) +;; +;; If you are copying, then once you have copied OpenSim.ini.example to OpenSim.ini you will +;; need to pick an architecture in the [Architecture] section at the end of this file. +;; +;; The settings in this file are in the form " = ". For example, save_crashes = false +;; in the [Startup] section below. +;; +;; All settings are initially commented out and the default value used, as found in +;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;) +;; and then change the value. This will override the value in OpenSimDefaults.ini +;; +;; If you want to find out what configuration OpenSimulator has used then type "config get" on the +;; region console command line. +;; +;; +;; NOTES FOR DEVELOPERS REGARDING FORMAT OF TIHS FILE ;; ;; All leading white space is ignored, but preserved. ;; @@ -8,15 +26,14 @@ ;; formatted as: ;; {option} {depends on} {question to ask} {choices} default value ;; Any text comments following the declaration, up to the next blank line. -;; will be copied to the generated file. -;; A * in the choices list will allow an empty entry.\ +;; will be copied to the generated file (NOTE: generation is not yet implemented) +;; A * in the choices list will allow an empty entry. ;; An empty question will set the default if the dependencies are ;; satisfied. ;; -;; ; denotes a commented out option. Uncomment it to actvate it -;; and change it to the desired value -;; Any options added to OpenSim.ini.exmaple must be commented out, -;; and their value must represent the default. +;; ; denotes a commented out option. +;; Any options added to OpenSim.ini.example should be initially commented out. + [Startup] ;# {save_crashes} {} {Save crashes to disk?} {true false} false @@ -35,7 +52,7 @@ ;; Determine where OpenSimulator looks for the files which tell it ;; which regions to server - ;; Defaults to "filesystem" if this setting isn't present + ;; Default is "filesystem" ; region_info_source = "filesystem" ; region_info_source = "web" @@ -131,6 +148,7 @@ ;; ZeroMesher is faster but leaves the physics engine to model the mesh ;; using the basic shapes that it supports. ;; Usually this is only a box. + ;; Default is Meshmerizer ; meshing = Meshmerizer ; meshing = ZeroMesher @@ -138,6 +156,7 @@ ;; OpenDynamicsEngine is by some distance the most developed physics engine ;; basicphysics effectively does not model physics at all, making all ;; objects phantom + ;; Default is OpenDynamicsEngine ; physics = OpenDynamicsEngine ; physics = basicphysics ; physics = POS @@ -154,7 +173,6 @@ ;; permission checks (allowing anybody to copy ;; any item, etc. This may not yet be implemented uniformally. ;; If set to true, then all permissions checks are carried out - ;; Default is false ; serverside_object_permissions = false ;; This allows users with a UserLevel of 200 or more to assume god @@ -188,6 +206,7 @@ ;; server to send mail through. ; emailmodule = DefaultEmailModule + [SMTP] ;; The SMTP server enabled the email module to send email to external ;; destinations. @@ -214,6 +233,7 @@ ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {} ; SMTP_SERVER_PASSWORD = "" + [Network] ;; Configure the remote console user here. This will not actually be used ;; unless you use -console=rest at startup. @@ -247,6 +267,7 @@ ;; " (Mozilla Compatible)" to the text where there are problems with a web server ; user_agent = "OpenSim LSL (Mozilla Compatible)" + [ClientStack.LindenUDP] ;; See OpensSimDefaults.ini for the throttle options. You can copy the ;; relevant sections and override them here. @@ -263,17 +284,18 @@ ;; building's lights to possibly not be rendered. ; DisableFacelights = "false" + [Chat] ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10 - ;; Distance in meters that whispers should travel. Default is 10m + ;; Distance in meters that whispers should travel. ; whisper_distance = 10 ;# {say_distance} {} {Distance at which normal chat is heard, in meters? (SL uses 20 here)} {} 30 - ;; Distance in meters that ordinary chat should travel. Default is 30m + ;; Distance in meters that ordinary chat should travel. ; say_distance = 30 ;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100 - ;; Distance in meters that shouts should travel. Default is 100m + ;; Distance in meters that shouts should travel. ; shout_distance = 100 @@ -337,13 +359,13 @@ ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false ;; set this variable to true if you want the create_region XmlRpc ;; call to unconditionally enable voice on all parcels for a newly - ;; created region [default: false] + ;; created region ; create_region_enable_voice = false ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false ;; set this variable to false if you want the create_region XmlRpc ;; call to create all regions as private per default (can be - ;; overridden in the XmlRpc call) [default: true] + ;; overridden in the XmlRpc call) ; create_region_public = false ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all @@ -372,15 +394,16 @@ ;; default avatars ; default_appearance = default_appearance.xml + [Wind] ;# {enabled} {} {Enable wind module?} {true false} true - ;; Enables the wind module. Default is true - ;enabled = true + ;; Enables the wind module. + ; enabled = true ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150 ;; How often should wind be updated, as a function of world frames. ;; Approximately 50 frames a second - wind_update_rate = 150 + ; wind_update_rate = 150 ;; The Default Wind Plugin to load ; wind_plugin = SimpleRandomWind @@ -396,9 +419,10 @@ ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0 ;; This setting is specific to the SimpleRandomWind plugin - ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0 + ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. ; strength = 1.0 + [LightShare] ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false ;; This enables the transmission of Windlight scenes to supporting clients, @@ -406,7 +430,8 @@ ;; It has no ill effect on viewers which do not support server-side ;; windlight settings. ;; Currently we only have support for MySQL databases. - ; enable_windlight = false; + ; enable_windlight = false + [DataSnapshot] ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false @@ -417,7 +442,6 @@ ;; and you can ignore the rest of these search-related configs. ; index_sims = false - ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum ;; The variable data_exposure controls what the regions expose: ;; minimum: exposes only things explicitly marked for search @@ -462,6 +486,7 @@ ;; Money Unit fee to create groups ; PriceGroupCreate = 0 + [XEngine] ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true ;; Enable this engine in this OpenSim instance @@ -556,9 +581,9 @@ ;; Default is ./bin/ScriptEngines ; ScriptEnginesPath = "ScriptEngines" + [MRM] ;; Enables the Mini Region Modules Script Engine. - ;; default is false ; Enabled = false ;; Runs MRM in a Security Sandbox @@ -580,6 +605,7 @@ ;; May represent a security risk if you disable this. ; OwnerOnly = true + [FreeSwitchVoice] ;; In order for this to work you need a functioning FreeSWITCH PBX set up. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module @@ -593,6 +619,7 @@ ;; If using a remote module, specify the server URL ; FreeswitchServiceURL = http://my.grid.server:8003/fsapi + [FreeswitchService] ;; !!!!!!!!!!!!!!!!!!!!!!!!!!! ;; !!!!!!STANDALONE ONLY!!!!!! @@ -611,6 +638,7 @@ ; UserName = "freeswitch" ; Password = "password" + [Groups] ;# {Enabled} {} {Enable groups?} {true false} false ;; Enables the groups module @@ -634,7 +662,7 @@ ;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector ;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on ;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend - ; ServicesConnectorModule = SimianGroupsServicesConnector + ; ServicesConnectorModule = XmlRpcGroupsServicesConnector ;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {} ;; URI for the groups services @@ -654,6 +682,7 @@ ; XmlRpcServiceReadKey = 1234 ; XmlRpcServiceWriteKey = 1234 + [InterestManagement] ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness ;; This section controls how state updates are prioritized for each client @@ -661,24 +690,28 @@ ;; SimpleAngularDistance, FrontBack ; UpdatePrioritizationScheme = BestAvatarResponsiveness + [MediaOnAPrim] ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true ;; Enable media on a prim facilities ; Enabled = true; + [Architecture] ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini - ;; Choose one of these architecture includes: - ;; Include-Architecture = "config-include/Standalone.ini" - ;; Include-Architecture = "config-include/StandaloneHypergrid.ini" - ;; Include-Architecture = "config-include/Grid.ini" - ;; Include-Architecture = "config-include/GridHypergrid.ini" - ;; Include-Architecture = "config-include/SimianGrid.ini" - ;; Include-Architecture = "config-include/HyperSimianGrid.ini" + ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim, + ;; uncomment Include-Architecture = "config-include/Standalone.ini" + ;; + ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/ + ;; that the referenced .ini file goes on to include. + ;; + ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy + ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before + ;; editing it to set the database and backend services that OpenSim will use. + ;; ; Include-Architecture = "config-include/Standalone.ini" - - ;; Then choose - ;; config-include/StandaloneCommon.ini.example (if you're in standlone) OR - ;; config-include/GridCommon.ini.example (if you're connected to a grid) - ;; Copy to your own .ini there (without .example extension) and edit it - ;; to customize your data + ; Include-Architecture = "config-include/StandaloneHypergrid.ini" + ; Include-Architecture = "config-include/Grid.ini" + ; Include-Architecture = "config-include/GridHypergrid.ini" + ; Include-Architecture = "config-include/SimianGrid.ini" + ; Include-Architecture = "config-include/HyperSimianGrid.ini" -- cgit v1.1 From fda393b088e625b5811520af6bd502e2471cd8e7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 21:42:28 +0100 Subject: Add information comment to top of OpenSimDefaults.ini and make file consistent --- bin/OpenSimDefaults.ini | 35 ++++++++++++++++++++++------------- 1 file changed, 22 insertions(+), 13 deletions(-) diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 96ffb7e..d6eee0e 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -1,3 +1,7 @@ +; This file contains defaults for various settings in OpenSimulator. These can be overriden +; by changing the same setting in OpenSim.ini (once OpenSim.ini.example has been copied to OpenSim.ini). + + [Startup] ; Set this to true if you want to log crashes to disk ; this can be useful when submitting bug reports. @@ -287,6 +291,7 @@ ;SMTP_SERVER_LOGIN=foo ;SMTP_SERVER_PASSWORD=bar + [Network] ConsoleUser = "Test" ConsolePass = "secret" @@ -317,6 +322,7 @@ ; " (Mozilla Compatible)" to the text where there are problems with a web server ;user_agent = "OpenSim LSL (Mozilla Compatible)" + [XMLRPC] ; ## ; ## Scripting XMLRPC mapper @@ -330,6 +336,7 @@ ;XmlRpcRouterModule = "XmlRpcRouterModule" ;XmlRpcPort = 20800 + [ClientStack.LindenUDP] ; Set this to true to process incoming packets asynchronously. Networking is ; already separated from packet handling with a queue, so this will only @@ -422,6 +429,7 @@ ; ;DisableFacelights = "false" + [Chat] ; Controls whether the chat module is enabled. Default is true. enabled = true; @@ -680,6 +688,7 @@ ; path to default appearance XML file that specifies the look of the default avatars ;default_appearance = default_appearance.xml + [RestPlugins] ; Change this to true to enable REST Plugins. This must be true if you wish to use ; REST Region or REST Asset and Inventory Plugins @@ -706,11 +715,10 @@ flush-on-error = true -; Uncomment the following for IRC bridge -; experimental, so if it breaks... keep both parts... yada yada +; IRC bridge is experimental, so if it breaks... keep both parts... yada yada ; also, not good error detection when it fails -;[IRC] - ;enabled = true ; you need to set this otherwise it won't connect +[IRC] + enabled = false; you need to set this to true otherwise it won't connect ;server = name.of.irc.server.on.the.net ;; user password - only use this if the server requires one ;password = mypass @@ -767,14 +775,14 @@ ;exclude_list=User 1,User 2,User 3 -;[CMS] - ;enabled = true +[CMS] + enabled = false ;channel = 345 -; Uncomment the following to control the progression of daytime -; in the Sim. The defaults are what is shown below -;[Sun] +; The following settings control the progression of daytime +; in the Sim. The defaults are the same as the commented out settings +[Sun] ; number of wall clock hours for an opensim day. 24.0 would mean realtime ;day_length = 4 ; Year length in days @@ -821,12 +829,13 @@ ; default is 1000 cloud_update_rate = 1000 -[LightShare] +[LightShare] ; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer. ; It has no ill effect on viewers which do not support server-side windlight settings. ; Currently we only have support for MySQL databases. - enable_windlight = false; + enable_windlight = false + [Trees] ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying @@ -838,7 +847,6 @@ [VectorRender] - ; the font to use for rendering text (default: Arial) ; font_name = "Arial" @@ -1032,6 +1040,7 @@ ;; Path to script assemblies ; ScriptEnginesPath = "ScriptEngines" + [OpenGridProtocol] ;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know.. ;On/true or Off/false @@ -1240,11 +1249,11 @@ ChildReprioritizationDistance = 20.0 -[WebStats] ; View region statistics via a web page ; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page ; Use a web browser and type in the "Login URI" + "/SStats/" ; For example- http://127.0.0.1:9000/SStats/ +[WebStats] ; enabled=false -- cgit v1.1 From d6948b15c47fd067be6d7cef31caf8e49e9c9afa Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 21:51:17 +0100 Subject: Make it more obvious when it happens that DLL plugin loading fails. Improve exception output on Windows. --- OpenSim/Region/Framework/ModuleLoader.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs index 23be9c2..14ecd44 100644 --- a/OpenSim/Region/Framework/ModuleLoader.cs +++ b/OpenSim/Region/Framework/ModuleLoader.cs @@ -223,7 +223,8 @@ namespace OpenSim.Region.Framework catch (Exception e) { m_log.ErrorFormat( - "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); + "[MODULES]: Could not load types for plugin DLL {0}. Exception {1} {2}", + pluginAssembly.FullName, e.Message, e.StackTrace); // justincc: Right now this is fatal to really get the user's attention throw e; -- cgit v1.1 From 0bd6bc8fba1ed35344218e2aa25e30a3294f2ed1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 21:59:26 +0100 Subject: create "config show" as a region console command synonym for "config get". This is to create greater consistency with all the other show commands. --- OpenSim/Region/Application/OpenSim.cs | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index ec1fb04..39004d4 100644 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -341,10 +341,15 @@ namespace OpenSim m_console.Commands.AddCommand("region", false, "config get", "config get [
] []", - "Show a config option", + "Synonym for config show", + HandleConfig); + + m_console.Commands.AddCommand("region", false, "config show", + "config show [
] []", + "Show config information", "If neither section nor field are specified, then the whole current configuration is printed." + Environment.NewLine + "If a section is given but not a field, then all fields in that section are printed.", - HandleConfig); + HandleConfig); m_console.Commands.AddCommand("region", false, "config save", "config save ", @@ -593,7 +598,9 @@ namespace OpenSim if (cmdparams.Length > 0) { - switch (cmdparams[0].ToLower()) + string firstParam = cmdparams[0].ToLower(); + + switch (firstParam) { case "set": if (cmdparams.Length < 4) @@ -618,6 +625,7 @@ namespace OpenSim break; case "get": + case "show": if (cmdparams.Length == 1) { foreach (IConfig config in m_config.Source.Configs) @@ -654,8 +662,8 @@ namespace OpenSim } else { - Notice("Syntax: config get [
] []"); - Notice("Example: config get ScriptEngine.DotNetEngine NumberOfScriptThreads"); + Notice("Syntax: config {0} [
] []", firstParam); + Notice("Example: config {0} ScriptEngine.DotNetEngine NumberOfScriptThreads", firstParam); } break; -- cgit v1.1 From 333a2913cfb8b536939b1d9d4b3ac6ea59dd55ca Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 22:02:12 +0100 Subject: slightly tweak OpenSim.ini.example text --- bin/OpenSim.ini.example | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 390fe09..55723d1 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -12,8 +12,8 @@ ;; OpenSimDefaults.ini. To change a setting, first uncomment it by deleting the initial semicolon (;) ;; and then change the value. This will override the value in OpenSimDefaults.ini ;; -;; If you want to find out what configuration OpenSimulator has used then type "config get" on the -;; region console command line. +;; If you want to find out what configuration OpenSimulator has finished with once all the configuration +;; files are loaded then type "config show" on the region console command line. ;; ;; ;; NOTES FOR DEVELOPERS REGARDING FORMAT OF TIHS FILE -- cgit v1.1 From 464fa45ec90767af13bd8edcc7c67de4ec3db6a7 Mon Sep 17 00:00:00 2001 From: E. Allen Soard Date: Fri, 8 Apr 2011 18:30:20 -0700 Subject: Implimented HTTP_VERIFY_CERT for llHttpRequest --- .../Scripting/HttpRequest/ScriptsHttpRequests.cs | 34 ++++++++++++++++++++-- 1 file changed, 31 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index d78931a..a37c781 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -29,8 +29,10 @@ using System; using System.Collections.Generic; using System.IO; using System.Net; +using System.Net.Security; using System.Text; using System.Threading; +using System.Security.Cryptography.X509Certificates; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; @@ -84,6 +86,7 @@ using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.Scripting.HttpRequest { + public class HttpRequestModule : IRegionModule, IHttpRequestModule { private object HttpListLock = new object(); @@ -100,8 +103,23 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest public HttpRequestModule() { + ServicePointManager.ServerCertificateValidationCallback +=ValidateServerCertificate; } + public static bool ValidateServerCertificate( + object sender, + X509Certificate certificate, + X509Chain chain, + SslPolicyErrors sslPolicyErrors) + { + HttpWebRequest Request = (HttpWebRequest)sender; + + if(Request.Headers.Get("NoVerifyCert") != null) + { + return true; + } + return chain.Build(new X509Certificate2(certificate)); + } #region IHttpRequestModule Members public UUID MakeHttpRequest(string url, string parameters, string body) @@ -141,8 +159,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest break; case (int)HttpRequestConstants.HTTP_VERIFY_CERT: - - // TODO implement me + htc.HttpVerifyCert = (int.Parse(parms[i + 1]) != 0); break; } } @@ -282,7 +299,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest public string HttpMethod = "GET"; public string HttpMIMEType = "text/plain;charset=utf-8"; public int HttpTimeout; - // public bool HttpVerifyCert = true; // not implemented + public bool HttpVerifyCert = true; // not implemented private Thread httpThread; // Request info @@ -344,6 +361,17 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest Request.Method = HttpMethod; Request.ContentType = HttpMIMEType; + if(!HttpVerifyCert) + { + // Connection Group Name is probably not used so we hijack it to identify + // a desired security exception +// Request.ConnectionGroupName="NoVerify"; + Request.Headers.Add("NoVerifyCert" , "true"); + } +// else +// { +// Request.ConnectionGroupName="Verify"; +// } if (proxyurl != null && proxyurl.Length > 0) { if (proxyexcepts != null && proxyexcepts.Length > 0) -- cgit v1.1 From 3a98fb080a751d21999bb2baa769462426b5d776 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 22:29:08 +0100 Subject: minor: adjust some spacing and indentation --- .../Scripting/HttpRequest/ScriptsHttpRequests.cs | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index a37c781..23e15ef 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -86,7 +86,6 @@ using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.Scripting.HttpRequest { - public class HttpRequestModule : IRegionModule, IHttpRequestModule { private object HttpListLock = new object(); @@ -114,10 +113,11 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest { HttpWebRequest Request = (HttpWebRequest)sender; - if(Request.Headers.Get("NoVerifyCert") != null) + if (Request.Headers.Get("NoVerifyCert") != null) { return true; } + return chain.Build(new X509Certificate2(certificate)); } #region IHttpRequestModule Members @@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest * Not sure how important ordering is is here - the next first * one completed in the list is returned, based soley on its list * position, not the order in which the request was started or - * finsihed. I thought about setting up a queue for this, but + * finished. I thought about setting up a queue for this, but * it will need some refactoring and this works 'enough' right now */ @@ -254,8 +254,8 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest m_scene.RegisterModuleInterface(this); - m_proxyurl = config.Configs["Startup"].GetString("HttpProxy"); - m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions"); + m_proxyurl = config.Configs["Startup"].GetString("HttpProxy"); + m_proxyexcepts = config.Configs["Startup"].GetString("HttpProxyExceptions"); m_pendingRequests = new Dictionary(); } @@ -363,10 +363,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest if(!HttpVerifyCert) { - // Connection Group Name is probably not used so we hijack it to identify - // a desired security exception -// Request.ConnectionGroupName="NoVerify"; - Request.Headers.Add("NoVerifyCert" , "true"); + // We could hijack Connection Group Name to identify + // a desired security exception. But at the moment we'll use a dummy header instead. +// Request.ConnectionGroupName = "NoVerify"; + Request.Headers.Add("NoVerifyCert", "true"); } // else // { @@ -464,4 +464,4 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest } } } -} +} \ No newline at end of file -- cgit v1.1 From e8ecb2898c55bb97d47e9b1efb7dac98d40609cd Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 22:33:24 +0100 Subject: minor: remove some mono compiler warnings --- .../ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 14 ++++---------- 1 file changed, 4 insertions(+), 10 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index c16a985..aa28fa0 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -10289,12 +10289,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { UUID rq = UUID.Random(); - UUID tid = AsyncCommands. - DataserverPlugin.RegisterRequest(m_localID, - m_itemID, rq.ToString()); + AsyncCommands.DataserverPlugin.RegisterRequest(m_localID, m_itemID, rq.ToString()); - AsyncCommands. - DataserverPlugin.DataserverReply(rq.ToString(), Name2Username(llKey2Name(id))); + AsyncCommands.DataserverPlugin.DataserverReply(rq.ToString(), Name2Username(llKey2Name(id))); return rq.ToString(); } @@ -10308,12 +10305,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api { UUID rq = UUID.Random(); - UUID tid = AsyncCommands. - DataserverPlugin.RegisterRequest(m_localID, - m_itemID, rq.ToString()); + AsyncCommands.DataserverPlugin.RegisterRequest(m_localID, m_itemID, rq.ToString()); - AsyncCommands. - DataserverPlugin.DataserverReply(rq.ToString(), llKey2Name(id)); + AsyncCommands.DataserverPlugin.DataserverReply(rq.ToString(), llKey2Name(id)); return rq.ToString(); } -- cgit v1.1 From 64dc7e9f141fd0f168ed90c11f932a8bdb077dc7 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 22:35:07 +0100 Subject: minor: remove now inaccurate comment --- OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs index 23e15ef..4c8424d 100644 --- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs +++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs @@ -299,7 +299,7 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest public string HttpMethod = "GET"; public string HttpMIMEType = "text/plain;charset=utf-8"; public int HttpTimeout; - public bool HttpVerifyCert = true; // not implemented + public bool HttpVerifyCert = true; private Thread httpThread; // Request info -- cgit v1.1 From 49d80f5711e1bc1afb6c650038619ade6d9a9e97 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 23:07:56 +0100 Subject: Include code to return more information about the NullReferenceException seen in http://opensimulator.org/mantis/view.php?id=5403 prior to doing something about it. --- OpenSim/Data/MySQL/MySQLGenericTableHandler.cs | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) diff --git a/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs b/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs index 8efe4e9..50b6dbe 100644 --- a/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs +++ b/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs @@ -39,6 +39,8 @@ namespace OpenSim.Data.MySQL { public class MySQLGenericTableHandler : MySqlFramework where T: class, new() { + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + protected Dictionary m_Fields = new Dictionary(); @@ -217,7 +219,6 @@ namespace OpenSim.Data.MySQL { using (MySqlCommand cmd = new MySqlCommand()) { - string query = ""; List names = new List(); List values = new List(); @@ -226,6 +227,16 @@ namespace OpenSim.Data.MySQL { names.Add(fi.Name); values.Add("?" + fi.Name); + + // Temporarily return more information about what field is unexpectedly null for + // http://opensimulator.org/mantis/view.php?id=5403. This might be due to a bug in the + // InventoryTransferModule or we may be required to substitute a DBNull here. + if (fi.GetValue(row) == null) + throw new NullReferenceException( + string.Format( + "[MYSQL GENERIC TABLE HANDLER]: Trying to store field {0} for {1} which is unexpectedly null", + fi.Name, row)); + cmd.Parameters.AddWithValue(fi.Name, fi.GetValue(row).ToString()); } @@ -268,4 +279,4 @@ namespace OpenSim.Data.MySQL } } } -} +} \ No newline at end of file -- cgit v1.1 From 621d5b58e1a9bc24aab384a5e9bd6eb881928505 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 11 Apr 2011 23:56:04 +0100 Subject: minor: add a bit more method doc to IInventoryService.GetItem() --- OpenSim/Services/Interfaces/IInventoryService.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Services/Interfaces/IInventoryService.cs b/OpenSim/Services/Interfaces/IInventoryService.cs index d19faed..a8bfe47 100644 --- a/OpenSim/Services/Interfaces/IInventoryService.cs +++ b/OpenSim/Services/Interfaces/IInventoryService.cs @@ -169,7 +169,7 @@ namespace OpenSim.Services.Interfaces /// Get an item, given by its UUID ///
/// - /// + /// null if no item was found, otherwise the found item InventoryItemBase GetItem(InventoryItemBase item); /// -- cgit v1.1