From fc41f2e461255d051958160cabad3b0edf096566 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Thu, 8 Oct 2009 07:55:06 -0700
Subject: Added guards against the exception reported:
#2009-10-08 12:58:34,462 ERROR - OpenSim.Application [APPLICATION]:
#APPLICATION EXCEPTION DETECTED: System.UnhandledExceptionEventArgs
#
#Exception: System.Exception: Object reference not set to an instance of an object. ---> System.NullReferenceException: Object reference not set to an instance of an object.
# at OpenSim.Region.ClientStack.LindenUDP.J2KImage.SendFirstPacket(LLClientView client) in c:\Opensim\OpenSim\Region\ClientStack\LindenUDP\J2KImage.cs:line 230
# at OpenSim.Region.ClientStack.LindenUDP.J2KImage.SendPackets(LLClientView client, Int32 maxpack) in c:\Opensim\OpenSim\Region\ClientStack\LindenUDP\J2KImage.cs:line 84
---
OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs | 9 +++++++++
1 file changed, 9 insertions(+)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
index 2f1face..5877779 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
@@ -74,6 +74,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public bool SendPackets(LLClientView client, int maxpack)
{
+ if (client == null)
+ return false;
+
if (m_currentPacket <= m_stopPacket)
{
int count = 0;
@@ -202,6 +205,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool SendFirstPacket(LLClientView client)
{
+ if (client == null)
+ return false;
+
if (m_asset == null)
{
m_log.Warn("[J2KIMAGE]: Sending ImageNotInDatabase for texture " + TextureID);
@@ -234,6 +240,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private bool SendPacket(LLClientView client)
{
+ if (client == null)
+ return false;
+
bool complete = false;
int imagePacketSize = ((int)m_currentPacket == (TexturePacketCount())) ? LastPacketSize() : IMAGE_PACKET_SIZE;
--
cgit v1.1
From a0dd9f4bb4c1a88c2692066c54923c7f91429df5 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Thu, 8 Oct 2009 22:25:14 +0100
Subject: Fork UDPBase from libOMV into opensim
---
.../Region/ClientStack/LindenUDP/LLUDPServer.cs | 2 +-
.../Region/ClientStack/LindenUDP/OpenSimUDPBase.cs | 340 +++++++++++++++++++++
2 files changed, 341 insertions(+), 1 deletion(-)
create mode 100644 OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 2c5ad85..1e6927f 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -87,7 +87,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// The LLUDP server for a region. This handles incoming and outgoing
/// packets for all UDP connections to the region
///
- public class LLUDPServer : UDPBase
+ public class LLUDPServer : OpenSimUDPBase
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
new file mode 100644
index 0000000..aaefbc6
--- /dev/null
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -0,0 +1,340 @@
+/*
+ * Copyright (c) 2006, Clutch, Inc.
+ * Original Author: Jeff Cesnik
+ * All rights reserved.
+ *
+ * - 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.
+ * - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Net;
+using System.Net.Sockets;
+using System.Threading;
+using OpenMetaverse;
+
+namespace OpenSim.Region.ClientStack.LindenUDP
+{
+ ///
+ ///
+ ///
+ public abstract class OpenSimUDPBase
+ {
+ // these abstract methods must be implemented in a derived class to actually do
+ // something with the packets that are sent and received.
+ protected abstract void PacketReceived(UDPPacketBuffer buffer);
+ protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
+
+ // the port to listen on
+ internal int udpPort;
+
+ // the UDP socket
+ private Socket udpSocket;
+
+ // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
+ // since there are potentially many "reader" threads in the internal .NET IOCP
+ // thread pool, this is a cheaper synchronization primitive than using
+ // a Mutex object. This allows many UDP socket "reads" concurrently - when
+ // Stop() is called, it attempts to obtain a writer lock which will then
+ // wait until all outstanding operations are completed before shutting down.
+ // this avoids the problem of closing the socket with outstanding operations
+ // and trying to catch the inevitable ObjectDisposedException.
+ private ReaderWriterLock rwLock = new ReaderWriterLock();
+
+ // number of outstanding operations. This is a reference count
+ // which we use to ensure that the threads exit cleanly. Note that
+ // we need this because the threads will potentially still need to process
+ // data even after the socket is closed.
+ private int rwOperationCount = 0;
+
+ // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
+ private volatile bool shutdownFlag = true;
+
+ // the remote endpoint to communicate with
+ protected IPEndPoint remoteEndPoint = null;
+
+
+ ///
+ /// Initialize the UDP packet handler in server mode
+ ///
+ /// Port to listening for incoming UDP packets on
+ public OpenSimUDPBase(int port)
+ {
+ udpPort = port;
+ }
+
+ ///
+ /// Initialize the UDP packet handler in client mode
+ ///
+ /// Remote UDP server to connect to
+ public OpenSimUDPBase(IPEndPoint endPoint)
+ {
+ remoteEndPoint = endPoint;
+ udpPort = 0;
+ }
+
+ ///
+ ///
+ ///
+ public void Start()
+ {
+ if (shutdownFlag)
+ {
+ if (remoteEndPoint == null)
+ {
+ // Server mode
+
+ // create and bind the socket
+ IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+ udpSocket = new Socket(
+ AddressFamily.InterNetwork,
+ SocketType.Dgram,
+ ProtocolType.Udp);
+ udpSocket.Bind(ipep);
+ }
+ else
+ {
+ // Client mode
+ IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+ udpSocket = new Socket(
+ AddressFamily.InterNetwork,
+ SocketType.Dgram,
+ ProtocolType.Udp);
+ udpSocket.Bind(ipep);
+ //udpSocket.Connect(remoteEndPoint);
+ }
+
+ // we're not shutting down, we're starting up
+ shutdownFlag = false;
+
+ // kick off an async receive. The Start() method will return, the
+ // actual receives will occur asynchronously and will be caught in
+ // AsyncEndRecieve().
+ AsyncBeginReceive();
+ }
+ }
+
+ ///
+ ///
+ ///
+ public void Stop()
+ {
+ if (!shutdownFlag)
+ {
+ // wait indefinitely for a writer lock. Once this is called, the .NET runtime
+ // will deny any more reader locks, in effect blocking all other send/receive
+ // threads. Once we have the lock, we set shutdownFlag to inform the other
+ // threads that the socket is closed.
+ rwLock.AcquireWriterLock(-1);
+ shutdownFlag = true;
+ udpSocket.Close();
+ rwLock.ReleaseWriterLock();
+
+ // wait for any pending operations to complete on other
+ // threads before exiting.
+ const int FORCE_STOP = 100;
+ int i = 0;
+ while (rwOperationCount > 0 && i < FORCE_STOP)
+ {
+ Thread.Sleep(10);
+ ++i;
+ }
+
+ if (i >= FORCE_STOP)
+ {
+ Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
+ Helpers.LogLevel.Warning);
+ }
+ }
+ }
+
+ ///
+ ///
+ ///
+ public bool IsRunning
+ {
+ get { return !shutdownFlag; }
+ }
+
+ private void AsyncBeginReceive()
+ {
+ // this method actually kicks off the async read on the socket.
+ // we aquire a reader lock here to ensure that no other thread
+ // is trying to set shutdownFlag and close the socket.
+ rwLock.AcquireReaderLock(-1);
+
+ if (!shutdownFlag)
+ {
+ // increment the count of pending operations
+ Interlocked.Increment(ref rwOperationCount);
+
+ // allocate a packet buffer
+ //WrappedObject wrappedBuffer = Pool.CheckOut();
+ UDPPacketBuffer buf = new UDPPacketBuffer();
+
+ try
+ {
+ // kick off an async read
+ udpSocket.BeginReceiveFrom(
+ //wrappedBuffer.Instance.Data,
+ buf.Data,
+ 0,
+ UDPPacketBuffer.BUFFER_SIZE,
+ SocketFlags.None,
+ //ref wrappedBuffer.Instance.RemoteEndPoint,
+ ref buf.RemoteEndPoint,
+ new AsyncCallback(AsyncEndReceive),
+ //wrappedBuffer);
+ buf);
+ }
+ catch (SocketException)
+ {
+ // something bad happened
+ //Logger.Log(
+ // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
+ // Helpers.LogLevel.Error, se);
+
+ // an error occurred, therefore the operation is void. Decrement the reference count.
+ Interlocked.Decrement(ref rwOperationCount);
+ }
+ }
+
+ // we're done with the socket for now, release the reader lock.
+ rwLock.ReleaseReaderLock();
+ }
+
+ private void AsyncEndReceive(IAsyncResult iar)
+ {
+ // Asynchronous receive operations will complete here through the call
+ // to AsyncBeginReceive
+
+ // aquire a reader lock
+ rwLock.AcquireReaderLock(-1);
+
+ if (!shutdownFlag)
+ {
+ // get the buffer that was created in AsyncBeginReceive
+ // this is the received data
+ //WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
+ //UDPPacketBuffer buffer = wrappedBuffer.Instance;
+ UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+ try
+ {
+ // get the length of data actually read from the socket, store it with the
+ // buffer
+ buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
+
+ // this operation is now complete, decrement the reference count
+ Interlocked.Decrement(ref rwOperationCount);
+
+ // we're done with the socket, release the reader lock
+ rwLock.ReleaseReaderLock();
+
+ // call the abstract method PacketReceived(), passing the buffer that
+ // has just been filled from the socket read.
+ PacketReceived(buffer);
+ }
+ catch (SocketException)
+ {
+ // an error occurred, therefore the operation is void. Decrement the reference count.
+ Interlocked.Decrement(ref rwOperationCount);
+
+ // we're done with the socket for now, release the reader lock.
+ rwLock.ReleaseReaderLock();
+ }
+ finally
+ {
+ // start another receive - this keeps the server going!
+ AsyncBeginReceive();
+
+ //wrappedBuffer.Dispose();
+ }
+ }
+ else
+ {
+ // nothing bad happened, but we are done with the operation
+ // decrement the reference count and release the reader lock
+ Interlocked.Decrement(ref rwOperationCount);
+ rwLock.ReleaseReaderLock();
+ }
+ }
+
+ public void AsyncBeginSend(UDPPacketBuffer buf)
+ {
+ rwLock.AcquireReaderLock(-1);
+
+ if (!shutdownFlag)
+ {
+ try
+ {
+ Interlocked.Increment(ref rwOperationCount);
+ udpSocket.BeginSendTo(
+ buf.Data,
+ 0,
+ buf.DataLength,
+ SocketFlags.None,
+ buf.RemoteEndPoint,
+ new AsyncCallback(AsyncEndSend),
+ buf);
+ }
+ catch (SocketException)
+ {
+ //Logger.Log(
+ // "A SocketException occurred in UDPServer.AsyncBeginSend()",
+ // Helpers.LogLevel.Error, se);
+ }
+ }
+
+ rwLock.ReleaseReaderLock();
+ }
+
+ private void AsyncEndSend(IAsyncResult iar)
+ {
+ rwLock.AcquireReaderLock(-1);
+
+ if (!shutdownFlag)
+ {
+ UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+ try
+ {
+ int bytesSent = udpSocket.EndSendTo(iar);
+
+ // note that call to the abstract PacketSent() method - we are passing the number
+ // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
+ // is the number of bytes to send (or bytes received depending upon whether this
+ // buffer was part of a send or a receive).
+ PacketSent(buffer, bytesSent);
+ }
+ catch (SocketException)
+ {
+ //Logger.Log(
+ // "A SocketException occurred in UDPServer.AsyncEndSend()",
+ // Helpers.LogLevel.Error, se);
+ }
+ }
+
+ Interlocked.Decrement(ref rwOperationCount);
+ rwLock.ReleaseReaderLock();
+ }
+ }
+}
--
cgit v1.1
From 51ea39199bc875aa0803231aa1dfc43471fcabd6 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Thu, 8 Oct 2009 15:42:08 -0700
Subject: Putting the lock back in TryGetValue.
---
.../ClientStack/LindenUDP/LLUDPClientCollection.cs | 18 +-
.../Region/ClientStack/LindenUDP/OpenSimUDPBase.cs | 680 ++++++++++-----------
2 files changed, 349 insertions(+), 349 deletions(-)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
index f6ccf01..dbb9861 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
@@ -224,16 +224,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
////return success;
- //lock (m_sync)
- // return Dictionary1.TryGetValue(key, out value);
+ lock (m_sync)
+ return Dictionary1.TryGetValue(key, out value);
- try
- {
- return Dictionary1.TryGetValue(key, out value);
- }
- catch { }
- value = null;
- return false;
+ //try
+ //{
+ // return Dictionary1.TryGetValue(key, out value);
+ //}
+ //catch { }
+ //value = null;
+ //return false;
}
public bool TryGetValue(IPEndPoint key, out LLUDPClient value)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
index aaefbc6..218aaac 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -1,340 +1,340 @@
-/*
- * Copyright (c) 2006, Clutch, Inc.
- * Original Author: Jeff Cesnik
- * All rights reserved.
- *
- * - 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.
- * - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Net;
-using System.Net.Sockets;
-using System.Threading;
-using OpenMetaverse;
-
-namespace OpenSim.Region.ClientStack.LindenUDP
-{
- ///
- ///
- ///
- public abstract class OpenSimUDPBase
- {
- // these abstract methods must be implemented in a derived class to actually do
- // something with the packets that are sent and received.
- protected abstract void PacketReceived(UDPPacketBuffer buffer);
- protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
-
- // the port to listen on
- internal int udpPort;
-
- // the UDP socket
- private Socket udpSocket;
-
- // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
- // since there are potentially many "reader" threads in the internal .NET IOCP
- // thread pool, this is a cheaper synchronization primitive than using
- // a Mutex object. This allows many UDP socket "reads" concurrently - when
- // Stop() is called, it attempts to obtain a writer lock which will then
- // wait until all outstanding operations are completed before shutting down.
- // this avoids the problem of closing the socket with outstanding operations
- // and trying to catch the inevitable ObjectDisposedException.
- private ReaderWriterLock rwLock = new ReaderWriterLock();
-
- // number of outstanding operations. This is a reference count
- // which we use to ensure that the threads exit cleanly. Note that
- // we need this because the threads will potentially still need to process
- // data even after the socket is closed.
- private int rwOperationCount = 0;
-
- // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
- private volatile bool shutdownFlag = true;
-
- // the remote endpoint to communicate with
- protected IPEndPoint remoteEndPoint = null;
-
-
- ///
- /// Initialize the UDP packet handler in server mode
- ///
- /// Port to listening for incoming UDP packets on
- public OpenSimUDPBase(int port)
- {
- udpPort = port;
- }
-
- ///
- /// Initialize the UDP packet handler in client mode
- ///
- /// Remote UDP server to connect to
- public OpenSimUDPBase(IPEndPoint endPoint)
- {
- remoteEndPoint = endPoint;
- udpPort = 0;
- }
-
- ///
- ///
- ///
- public void Start()
- {
- if (shutdownFlag)
- {
- if (remoteEndPoint == null)
- {
- // Server mode
-
- // create and bind the socket
- IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
- udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- udpSocket.Bind(ipep);
- }
- else
- {
- // Client mode
- IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
- udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- udpSocket.Bind(ipep);
- //udpSocket.Connect(remoteEndPoint);
- }
-
- // we're not shutting down, we're starting up
- shutdownFlag = false;
-
- // kick off an async receive. The Start() method will return, the
- // actual receives will occur asynchronously and will be caught in
- // AsyncEndRecieve().
- AsyncBeginReceive();
- }
- }
-
- ///
- ///
- ///
- public void Stop()
- {
- if (!shutdownFlag)
- {
- // wait indefinitely for a writer lock. Once this is called, the .NET runtime
- // will deny any more reader locks, in effect blocking all other send/receive
- // threads. Once we have the lock, we set shutdownFlag to inform the other
- // threads that the socket is closed.
- rwLock.AcquireWriterLock(-1);
- shutdownFlag = true;
- udpSocket.Close();
- rwLock.ReleaseWriterLock();
-
- // wait for any pending operations to complete on other
- // threads before exiting.
- const int FORCE_STOP = 100;
- int i = 0;
- while (rwOperationCount > 0 && i < FORCE_STOP)
- {
- Thread.Sleep(10);
- ++i;
- }
-
- if (i >= FORCE_STOP)
- {
- Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
- Helpers.LogLevel.Warning);
- }
- }
- }
-
- ///
- ///
- ///
- public bool IsRunning
- {
- get { return !shutdownFlag; }
- }
-
- private void AsyncBeginReceive()
- {
- // this method actually kicks off the async read on the socket.
- // we aquire a reader lock here to ensure that no other thread
- // is trying to set shutdownFlag and close the socket.
- rwLock.AcquireReaderLock(-1);
-
- if (!shutdownFlag)
- {
- // increment the count of pending operations
- Interlocked.Increment(ref rwOperationCount);
-
- // allocate a packet buffer
- //WrappedObject wrappedBuffer = Pool.CheckOut();
- UDPPacketBuffer buf = new UDPPacketBuffer();
-
- try
- {
- // kick off an async read
- udpSocket.BeginReceiveFrom(
- //wrappedBuffer.Instance.Data,
- buf.Data,
- 0,
- UDPPacketBuffer.BUFFER_SIZE,
- SocketFlags.None,
- //ref wrappedBuffer.Instance.RemoteEndPoint,
- ref buf.RemoteEndPoint,
- new AsyncCallback(AsyncEndReceive),
- //wrappedBuffer);
- buf);
- }
- catch (SocketException)
- {
- // something bad happened
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
- // Helpers.LogLevel.Error, se);
-
- // an error occurred, therefore the operation is void. Decrement the reference count.
- Interlocked.Decrement(ref rwOperationCount);
- }
- }
-
- // we're done with the socket for now, release the reader lock.
- rwLock.ReleaseReaderLock();
- }
-
- private void AsyncEndReceive(IAsyncResult iar)
- {
- // Asynchronous receive operations will complete here through the call
- // to AsyncBeginReceive
-
- // aquire a reader lock
- rwLock.AcquireReaderLock(-1);
-
- if (!shutdownFlag)
- {
- // get the buffer that was created in AsyncBeginReceive
- // this is the received data
- //WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
- //UDPPacketBuffer buffer = wrappedBuffer.Instance;
- UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
-
- try
- {
- // get the length of data actually read from the socket, store it with the
- // buffer
- buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
-
- // this operation is now complete, decrement the reference count
- Interlocked.Decrement(ref rwOperationCount);
-
- // we're done with the socket, release the reader lock
- rwLock.ReleaseReaderLock();
-
- // call the abstract method PacketReceived(), passing the buffer that
- // has just been filled from the socket read.
- PacketReceived(buffer);
- }
- catch (SocketException)
- {
- // an error occurred, therefore the operation is void. Decrement the reference count.
- Interlocked.Decrement(ref rwOperationCount);
-
- // we're done with the socket for now, release the reader lock.
- rwLock.ReleaseReaderLock();
- }
- finally
- {
- // start another receive - this keeps the server going!
- AsyncBeginReceive();
-
- //wrappedBuffer.Dispose();
- }
- }
- else
- {
- // nothing bad happened, but we are done with the operation
- // decrement the reference count and release the reader lock
- Interlocked.Decrement(ref rwOperationCount);
- rwLock.ReleaseReaderLock();
- }
- }
-
- public void AsyncBeginSend(UDPPacketBuffer buf)
- {
- rwLock.AcquireReaderLock(-1);
-
- if (!shutdownFlag)
- {
- try
- {
- Interlocked.Increment(ref rwOperationCount);
- udpSocket.BeginSendTo(
- buf.Data,
- 0,
- buf.DataLength,
- SocketFlags.None,
- buf.RemoteEndPoint,
- new AsyncCallback(AsyncEndSend),
- buf);
- }
- catch (SocketException)
- {
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncBeginSend()",
- // Helpers.LogLevel.Error, se);
- }
- }
-
- rwLock.ReleaseReaderLock();
- }
-
- private void AsyncEndSend(IAsyncResult iar)
- {
- rwLock.AcquireReaderLock(-1);
-
- if (!shutdownFlag)
- {
- UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
-
- try
- {
- int bytesSent = udpSocket.EndSendTo(iar);
-
- // note that call to the abstract PacketSent() method - we are passing the number
- // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
- // is the number of bytes to send (or bytes received depending upon whether this
- // buffer was part of a send or a receive).
- PacketSent(buffer, bytesSent);
- }
- catch (SocketException)
- {
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncEndSend()",
- // Helpers.LogLevel.Error, se);
- }
- }
-
- Interlocked.Decrement(ref rwOperationCount);
- rwLock.ReleaseReaderLock();
- }
- }
-}
+/*
+ * Copyright (c) 2006, Clutch, Inc.
+ * Original Author: Jeff Cesnik
+ * All rights reserved.
+ *
+ * - 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.
+ * - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Net;
+using System.Net.Sockets;
+using System.Threading;
+using OpenMetaverse;
+
+namespace OpenSim.Region.ClientStack.LindenUDP
+{
+ ///
+ ///
+ ///
+ public abstract class OpenSimUDPBase
+ {
+ // these abstract methods must be implemented in a derived class to actually do
+ // something with the packets that are sent and received.
+ protected abstract void PacketReceived(UDPPacketBuffer buffer);
+ protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
+
+ // the port to listen on
+ internal int udpPort;
+
+ // the UDP socket
+ private Socket udpSocket;
+
+ // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
+ // since there are potentially many "reader" threads in the internal .NET IOCP
+ // thread pool, this is a cheaper synchronization primitive than using
+ // a Mutex object. This allows many UDP socket "reads" concurrently - when
+ // Stop() is called, it attempts to obtain a writer lock which will then
+ // wait until all outstanding operations are completed before shutting down.
+ // this avoids the problem of closing the socket with outstanding operations
+ // and trying to catch the inevitable ObjectDisposedException.
+ private ReaderWriterLock rwLock = new ReaderWriterLock();
+
+ // number of outstanding operations. This is a reference count
+ // which we use to ensure that the threads exit cleanly. Note that
+ // we need this because the threads will potentially still need to process
+ // data even after the socket is closed.
+ private int rwOperationCount = 0;
+
+ // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
+ private volatile bool shutdownFlag = true;
+
+ // the remote endpoint to communicate with
+ protected IPEndPoint remoteEndPoint = null;
+
+
+ ///
+ /// Initialize the UDP packet handler in server mode
+ ///
+ /// Port to listening for incoming UDP packets on
+ public OpenSimUDPBase(int port)
+ {
+ udpPort = port;
+ }
+
+ ///
+ /// Initialize the UDP packet handler in client mode
+ ///
+ /// Remote UDP server to connect to
+ public OpenSimUDPBase(IPEndPoint endPoint)
+ {
+ remoteEndPoint = endPoint;
+ udpPort = 0;
+ }
+
+ ///
+ ///
+ ///
+ public void Start()
+ {
+ if (shutdownFlag)
+ {
+ if (remoteEndPoint == null)
+ {
+ // Server mode
+
+ // create and bind the socket
+ IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+ udpSocket = new Socket(
+ AddressFamily.InterNetwork,
+ SocketType.Dgram,
+ ProtocolType.Udp);
+ udpSocket.Bind(ipep);
+ }
+ else
+ {
+ // Client mode
+ IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+ udpSocket = new Socket(
+ AddressFamily.InterNetwork,
+ SocketType.Dgram,
+ ProtocolType.Udp);
+ udpSocket.Bind(ipep);
+ //udpSocket.Connect(remoteEndPoint);
+ }
+
+ // we're not shutting down, we're starting up
+ shutdownFlag = false;
+
+ // kick off an async receive. The Start() method will return, the
+ // actual receives will occur asynchronously and will be caught in
+ // AsyncEndRecieve().
+ AsyncBeginReceive();
+ }
+ }
+
+ ///
+ ///
+ ///
+ public void Stop()
+ {
+ if (!shutdownFlag)
+ {
+ // wait indefinitely for a writer lock. Once this is called, the .NET runtime
+ // will deny any more reader locks, in effect blocking all other send/receive
+ // threads. Once we have the lock, we set shutdownFlag to inform the other
+ // threads that the socket is closed.
+ rwLock.AcquireWriterLock(-1);
+ shutdownFlag = true;
+ udpSocket.Close();
+ rwLock.ReleaseWriterLock();
+
+ // wait for any pending operations to complete on other
+ // threads before exiting.
+ const int FORCE_STOP = 100;
+ int i = 0;
+ while (rwOperationCount > 0 && i < FORCE_STOP)
+ {
+ Thread.Sleep(10);
+ ++i;
+ }
+
+ if (i >= FORCE_STOP)
+ {
+ Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
+ Helpers.LogLevel.Warning);
+ }
+ }
+ }
+
+ ///
+ ///
+ ///
+ public bool IsRunning
+ {
+ get { return !shutdownFlag; }
+ }
+
+ private void AsyncBeginReceive()
+ {
+ // this method actually kicks off the async read on the socket.
+ // we aquire a reader lock here to ensure that no other thread
+ // is trying to set shutdownFlag and close the socket.
+ rwLock.AcquireReaderLock(-1);
+
+ if (!shutdownFlag)
+ {
+ // increment the count of pending operations
+ Interlocked.Increment(ref rwOperationCount);
+
+ // allocate a packet buffer
+ //WrappedObject wrappedBuffer = Pool.CheckOut();
+ UDPPacketBuffer buf = new UDPPacketBuffer();
+
+ try
+ {
+ // kick off an async read
+ udpSocket.BeginReceiveFrom(
+ //wrappedBuffer.Instance.Data,
+ buf.Data,
+ 0,
+ UDPPacketBuffer.BUFFER_SIZE,
+ SocketFlags.None,
+ //ref wrappedBuffer.Instance.RemoteEndPoint,
+ ref buf.RemoteEndPoint,
+ new AsyncCallback(AsyncEndReceive),
+ //wrappedBuffer);
+ buf);
+ }
+ catch (SocketException)
+ {
+ // something bad happened
+ //Logger.Log(
+ // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
+ // Helpers.LogLevel.Error, se);
+
+ // an error occurred, therefore the operation is void. Decrement the reference count.
+ Interlocked.Decrement(ref rwOperationCount);
+ }
+ }
+
+ // we're done with the socket for now, release the reader lock.
+ rwLock.ReleaseReaderLock();
+ }
+
+ private void AsyncEndReceive(IAsyncResult iar)
+ {
+ // Asynchronous receive operations will complete here through the call
+ // to AsyncBeginReceive
+
+ // aquire a reader lock
+ rwLock.AcquireReaderLock(-1);
+
+ if (!shutdownFlag)
+ {
+ // get the buffer that was created in AsyncBeginReceive
+ // this is the received data
+ //WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
+ //UDPPacketBuffer buffer = wrappedBuffer.Instance;
+ UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+ try
+ {
+ // get the length of data actually read from the socket, store it with the
+ // buffer
+ buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
+
+ // this operation is now complete, decrement the reference count
+ Interlocked.Decrement(ref rwOperationCount);
+
+ // we're done with the socket, release the reader lock
+ rwLock.ReleaseReaderLock();
+
+ // call the abstract method PacketReceived(), passing the buffer that
+ // has just been filled from the socket read.
+ PacketReceived(buffer);
+ }
+ catch (SocketException)
+ {
+ // an error occurred, therefore the operation is void. Decrement the reference count.
+ Interlocked.Decrement(ref rwOperationCount);
+
+ // we're done with the socket for now, release the reader lock.
+ rwLock.ReleaseReaderLock();
+ }
+ finally
+ {
+ // start another receive - this keeps the server going!
+ AsyncBeginReceive();
+
+ //wrappedBuffer.Dispose();
+ }
+ }
+ else
+ {
+ // nothing bad happened, but we are done with the operation
+ // decrement the reference count and release the reader lock
+ Interlocked.Decrement(ref rwOperationCount);
+ rwLock.ReleaseReaderLock();
+ }
+ }
+
+ public void AsyncBeginSend(UDPPacketBuffer buf)
+ {
+ rwLock.AcquireReaderLock(-1);
+
+ if (!shutdownFlag)
+ {
+ try
+ {
+ Interlocked.Increment(ref rwOperationCount);
+ udpSocket.BeginSendTo(
+ buf.Data,
+ 0,
+ buf.DataLength,
+ SocketFlags.None,
+ buf.RemoteEndPoint,
+ new AsyncCallback(AsyncEndSend),
+ buf);
+ }
+ catch (SocketException)
+ {
+ //Logger.Log(
+ // "A SocketException occurred in UDPServer.AsyncBeginSend()",
+ // Helpers.LogLevel.Error, se);
+ }
+ }
+
+ rwLock.ReleaseReaderLock();
+ }
+
+ private void AsyncEndSend(IAsyncResult iar)
+ {
+ rwLock.AcquireReaderLock(-1);
+
+ if (!shutdownFlag)
+ {
+ UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+ try
+ {
+ int bytesSent = udpSocket.EndSendTo(iar);
+
+ // note that call to the abstract PacketSent() method - we are passing the number
+ // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
+ // is the number of bytes to send (or bytes received depending upon whether this
+ // buffer was part of a send or a receive).
+ PacketSent(buffer, bytesSent);
+ }
+ catch (SocketException)
+ {
+ //Logger.Log(
+ // "A SocketException occurred in UDPServer.AsyncEndSend()",
+ // Helpers.LogLevel.Error, se);
+ }
+ }
+
+ Interlocked.Decrement(ref rwOperationCount);
+ rwLock.ReleaseReaderLock();
+ }
+ }
+}
--
cgit v1.1
From bec4d0c564a0ed421a021d1446f2851a07517381 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 9 Oct 2009 16:54:50 +0100
Subject: fix test suite (and hopefully the panda build) by commenting out
LindenUDP.Tests.dll references
---
.nant/local.include | 12 +++++++++---
1 file changed, 9 insertions(+), 3 deletions(-)
diff --git a/.nant/local.include b/.nant/local.include
index f78c6a6..266864b 100644
--- a/.nant/local.include
+++ b/.nant/local.include
@@ -58,10 +58,12 @@
+
@@ -115,16 +117,18 @@
+
@@ -238,10 +242,12 @@
+
--
cgit v1.1
From 1c220e173c37d835542983898dc01b004112b4a9 Mon Sep 17 00:00:00 2001
From: Rob Smart
Date: Fri, 9 Oct 2009 16:13:55 +0100
Subject: Adding a hair item to the default wearables, fixes newly created
avatars appearing as a cloud
---
OpenSim/Framework/AvatarAppearance.cs | 4 ++++
OpenSim/Framework/AvatarWearable.cs | 4 ++++
2 files changed, 8 insertions(+)
diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs
index 3f4214e..56fcc15 100644
--- a/OpenSim/Framework/AvatarAppearance.cs
+++ b/OpenSim/Framework/AvatarAppearance.cs
@@ -66,6 +66,8 @@ namespace OpenSim.Framework
private static UUID SHIRT_ITEM = new UUID("77c41e39-38f9-f75a-0000-585989bf0000");
private static UUID PANTS_ASSET = new UUID("00000000-38f9-1111-024e-222222111120");
private static UUID PANTS_ITEM = new UUID("77c41e39-38f9-f75a-0000-5859892f1111");
+ private static UUID HAIR_ASSET = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
+ private static UUID HAIR_ITEM = new UUID("d342e6c1-b9d2-11dc-95ff-0800200c9a66");
public readonly static int VISUALPARAM_COUNT = 218;
@@ -238,6 +240,8 @@ namespace OpenSim.Framework
m_wearables[BODY].ItemID = BODY_ITEM;
m_wearables[SKIN].AssetID = SKIN_ASSET;
m_wearables[SKIN].ItemID = SKIN_ITEM;
+ m_wearables[HAIR].AssetID = HAIR_ASSET;
+ m_wearables[HAIR].ItemID = HAIR_ITEM;
m_wearables[SHIRT].AssetID = SHIRT_ASSET;
m_wearables[SHIRT].ItemID = SHIRT_ITEM;
m_wearables[PANTS].AssetID = PANTS_ASSET;
diff --git a/OpenSim/Framework/AvatarWearable.cs b/OpenSim/Framework/AvatarWearable.cs
index 4a5253c..87d9e61 100644
--- a/OpenSim/Framework/AvatarWearable.cs
+++ b/OpenSim/Framework/AvatarWearable.cs
@@ -60,6 +60,10 @@ namespace OpenSim.Framework
// Body
defaultWearables[0].ItemID = new UUID("66c41e39-38f9-f75a-024e-585989bfaba9");
defaultWearables[0].AssetID = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
+
+ // Hair
+ defaultWearables[2].ItemID = new UUID("d342e6c1-b9d2-11dc-95ff-0800200c9a66");
+ defaultWearables[2].AssetID = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
// Skin
defaultWearables[1].ItemID = new UUID("77c41e39-38f9-f75a-024e-585989bfabc9");
--
cgit v1.1
From b6678faf3499c85cbe4e1655acc907e29c30eb59 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 9 Oct 2009 17:28:16 +0100
Subject: * Apply http://opensimulator.org/mantis/view.php?id=3933 * Remove
client servers when regions are closed or removed * Thanks randomhuman!
---
OpenSim/Region/Application/OpenSimBase.cs | 20 +++++++++++++-------
1 file changed, 13 insertions(+), 7 deletions(-)
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 4592c31..3df3a1c 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -459,7 +459,8 @@ namespace OpenSim
scene.DeleteAllSceneObjects();
m_sceneManager.CloseScene(scene);
-
+ ShutdownClientServer(scene.RegionInfo);
+
if (!cleanup)
return;
@@ -519,7 +520,7 @@ namespace OpenSim
}
m_sceneManager.CloseScene(scene);
-
+ ShutdownClientServer(scene.RegionInfo);
}
///
@@ -653,12 +654,10 @@ namespace OpenSim
storageManager, m_moduleLoader, false, m_configSettings.PhysicalPrim,
m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
}
-
- public void handleRestartRegion(RegionInfo whichRegion)
+
+ protected void ShutdownClientServer(RegionInfo whichRegion)
{
- m_log.Info("[OPENSIM]: Got restart signal from SceneManager");
-
- // Shutting down the client server
+ // Close and remove the clientserver for a region
bool foundClientServer = false;
int clientServerElement = 0;
Location location = new Location(whichRegion.RegionHandle);
@@ -678,6 +677,13 @@ namespace OpenSim
m_clientServers[clientServerElement].NetworkStop();
m_clientServers.RemoveAt(clientServerElement);
}
+ }
+
+ public void handleRestartRegion(RegionInfo whichRegion)
+ {
+ m_log.Info("[OPENSIM]: Got restart signal from SceneManager");
+
+ ShutdownClientServer(whichRegion);
IScene scene;
CreateRegion(whichRegion, true, out scene);
}
--
cgit v1.1
From f1f239758f10ee4dfa1360a5fc0aa98d025f9035 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 9 Oct 2009 17:43:25 +0100
Subject: Apply http://opensimulator.org/mantis/view.php?id=4066 If XEngine
compile fails, show script name in error message in-world as well as the
exception itself Thanks Luca Peck
---
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index e695133..847da8c 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -642,7 +642,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
m_ScriptErrorMessage += "Failed to compile script in object: '" + part.ParentGroup.RootPart.Name + "' Script name: '" + item.Name + "' Error message: " + e.Message.ToString();
m_ScriptFailCount++;
- string text = "Error compiling script:\n" + e.Message.ToString();
+ string text = "Error compiling script '" + item.Name + "':\n" + e.Message.ToString();
if (text.Length > 1000)
text = text.Substring(0, 1000);
World.SimChat(Utils.StringToBytes(text),
--
cgit v1.1
From 16a9a2604bbb258de9b2c3589d1551a357704204 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 9 Oct 2009 18:19:51 +0100
Subject: Remove another lindenudp tests reference. Maybe this will make panda
happy
---
.nant/local.include | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/.nant/local.include b/.nant/local.include
index 266864b..5e02665 100644
--- a/.nant/local.include
+++ b/.nant/local.include
@@ -277,7 +277,7 @@
-
+
--
cgit v1.1
From 8231cb22316e9492dd9e295ac9156689bede2ec3 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 9 Oct 2009 11:32:53 -0700
Subject: Putting this to exactly what it was yesterday around this time, so we
can do the 100-ppl load test in WP. We need to carefully play with this code
in order to understand all the problems.
---
.../ClientStack/LindenUDP/LLUDPClientCollection.cs | 18 +-
.../Region/ClientStack/LindenUDP/OpenSimUDPBase.cs | 575 ++++++++++++++-------
2 files changed, 411 insertions(+), 182 deletions(-)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
index dbb9861..784426f 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
@@ -247,16 +247,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
////return success;
- lock (m_sync)
- return Dictionary2.TryGetValue(key, out value);
-
- //try
- //{
+ //lock (m_sync)
// return Dictionary2.TryGetValue(key, out value);
- //}
- //catch { }
- //value = null;
- //return false;
+
+ try
+ {
+ return Dictionary2.TryGetValue(key, out value);
+ }
+ catch { }
+ value = null;
+ return false;
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
index 218aaac..43a68ec 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -1,29 +1,30 @@
-/*
- * Copyright (c) 2006, Clutch, Inc.
- * Original Author: Jeff Cesnik
- * All rights reserved.
- *
- * - 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.
- * - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.
- */
+//--------- Modified Version -------------------
+///*
+// * Copyright (c) 2006, Clutch, Inc.
+// * Original Author: Jeff Cesnik
+// * All rights reserved.
+// *
+// * - 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.
+// * - Neither the name of the openmetaverse.org 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Net;
@@ -31,6 +32,317 @@ using System.Net.Sockets;
using System.Threading;
using OpenMetaverse;
+//namespace OpenSim.Region.ClientStack.LindenUDP
+//{
+// ///
+// ///
+// ///
+// public abstract class OpenSimUDPBase
+// {
+// // these abstract methods must be implemented in a derived class to actually do
+// // something with the packets that are sent and received.
+// protected abstract void PacketReceived(UDPPacketBuffer buffer);
+// protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
+
+// // the port to listen on
+// internal int udpPort;
+
+// // the UDP socket
+// private Socket udpSocket;
+
+// // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
+// // since there are potentially many "reader" threads in the internal .NET IOCP
+// // thread pool, this is a cheaper synchronization primitive than using
+// // a Mutex object. This allows many UDP socket "reads" concurrently - when
+// // Stop() is called, it attempts to obtain a writer lock which will then
+// // wait until all outstanding operations are completed before shutting down.
+// // this avoids the problem of closing the socket with outstanding operations
+// // and trying to catch the inevitable ObjectDisposedException.
+// private ReaderWriterLock rwLock = new ReaderWriterLock();
+
+// // number of outstanding operations. This is a reference count
+// // which we use to ensure that the threads exit cleanly. Note that
+// // we need this because the threads will potentially still need to process
+// // data even after the socket is closed.
+// private int rwOperationCount = 0;
+
+// // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
+// private volatile bool shutdownFlag = true;
+
+// // the remote endpoint to communicate with
+// protected IPEndPoint remoteEndPoint = null;
+
+
+// ///
+// /// Initialize the UDP packet handler in server mode
+// ///
+// /// Port to listening for incoming UDP packets on
+// public OpenSimUDPBase(int port)
+// {
+// udpPort = port;
+// }
+
+// ///
+// /// Initialize the UDP packet handler in client mode
+// ///
+// /// Remote UDP server to connect to
+// public OpenSimUDPBase(IPEndPoint endPoint)
+// {
+// remoteEndPoint = endPoint;
+// udpPort = 0;
+// }
+
+// ///
+// ///
+// ///
+// public void Start()
+// {
+// if (shutdownFlag)
+// {
+// if (remoteEndPoint == null)
+// {
+// // Server mode
+
+// // create and bind the socket
+// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+// udpSocket = new Socket(
+// AddressFamily.InterNetwork,
+// SocketType.Dgram,
+// ProtocolType.Udp);
+// udpSocket.Bind(ipep);
+// }
+// else
+// {
+// // Client mode
+// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+// udpSocket = new Socket(
+// AddressFamily.InterNetwork,
+// SocketType.Dgram,
+// ProtocolType.Udp);
+// udpSocket.Bind(ipep);
+// //udpSocket.Connect(remoteEndPoint);
+// }
+
+// // we're not shutting down, we're starting up
+// shutdownFlag = false;
+
+// // kick off an async receive. The Start() method will return, the
+// // actual receives will occur asynchronously and will be caught in
+// // AsyncEndRecieve().
+// AsyncBeginReceive();
+// }
+// }
+
+// ///
+// ///
+// ///
+// public void Stop()
+// {
+// if (!shutdownFlag)
+// {
+// // wait indefinitely for a writer lock. Once this is called, the .NET runtime
+// // will deny any more reader locks, in effect blocking all other send/receive
+// // threads. Once we have the lock, we set shutdownFlag to inform the other
+// // threads that the socket is closed.
+// rwLock.AcquireWriterLock(-1);
+// shutdownFlag = true;
+// udpSocket.Close();
+// rwLock.ReleaseWriterLock();
+
+// // wait for any pending operations to complete on other
+// // threads before exiting.
+// const int FORCE_STOP = 100;
+// int i = 0;
+// while (rwOperationCount > 0 && i < FORCE_STOP)
+// {
+// Thread.Sleep(10);
+// ++i;
+// }
+
+// if (i >= FORCE_STOP)
+// {
+// Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
+// Helpers.LogLevel.Warning);
+// }
+// }
+// }
+
+// ///
+// ///
+// ///
+// public bool IsRunning
+// {
+// get { return !shutdownFlag; }
+// }
+
+// private void AsyncBeginReceive()
+// {
+// // this method actually kicks off the async read on the socket.
+// // we aquire a reader lock here to ensure that no other thread
+// // is trying to set shutdownFlag and close the socket.
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// // increment the count of pending operations
+// Interlocked.Increment(ref rwOperationCount);
+
+// // allocate a packet buffer
+// //WrappedObject wrappedBuffer = Pool.CheckOut();
+// UDPPacketBuffer buf = new UDPPacketBuffer();
+
+// try
+// {
+// // kick off an async read
+// udpSocket.BeginReceiveFrom(
+// //wrappedBuffer.Instance.Data,
+// buf.Data,
+// 0,
+// UDPPacketBuffer.BUFFER_SIZE,
+// SocketFlags.None,
+// //ref wrappedBuffer.Instance.RemoteEndPoint,
+// ref buf.RemoteEndPoint,
+// new AsyncCallback(AsyncEndReceive),
+// //wrappedBuffer);
+// buf);
+// }
+// catch (SocketException)
+// {
+// // something bad happened
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
+// // Helpers.LogLevel.Error, se);
+
+// // an error occurred, therefore the operation is void. Decrement the reference count.
+// Interlocked.Decrement(ref rwOperationCount);
+// }
+// }
+
+// // we're done with the socket for now, release the reader lock.
+// rwLock.ReleaseReaderLock();
+// }
+
+// private void AsyncEndReceive(IAsyncResult iar)
+// {
+// // Asynchronous receive operations will complete here through the call
+// // to AsyncBeginReceive
+
+// // aquire a reader lock
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// // get the buffer that was created in AsyncBeginReceive
+// // this is the received data
+// //WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
+// //UDPPacketBuffer buffer = wrappedBuffer.Instance;
+// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+// try
+// {
+// // get the length of data actually read from the socket, store it with the
+// // buffer
+// buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
+
+// // this operation is now complete, decrement the reference count
+// Interlocked.Decrement(ref rwOperationCount);
+
+// // we're done with the socket, release the reader lock
+// rwLock.ReleaseReaderLock();
+
+// // call the abstract method PacketReceived(), passing the buffer that
+// // has just been filled from the socket read.
+// PacketReceived(buffer);
+// }
+// catch (SocketException)
+// {
+// // an error occurred, therefore the operation is void. Decrement the reference count.
+// Interlocked.Decrement(ref rwOperationCount);
+
+// // we're done with the socket for now, release the reader lock.
+// rwLock.ReleaseReaderLock();
+// }
+// finally
+// {
+// // start another receive - this keeps the server going!
+// AsyncBeginReceive();
+
+// //wrappedBuffer.Dispose();
+// }
+// }
+// else
+// {
+// // nothing bad happened, but we are done with the operation
+// // decrement the reference count and release the reader lock
+// Interlocked.Decrement(ref rwOperationCount);
+// rwLock.ReleaseReaderLock();
+// }
+// }
+
+// public void AsyncBeginSend(UDPPacketBuffer buf)
+// {
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// try
+// {
+// Interlocked.Increment(ref rwOperationCount);
+// udpSocket.BeginSendTo(
+// buf.Data,
+// 0,
+// buf.DataLength,
+// SocketFlags.None,
+// buf.RemoteEndPoint,
+// new AsyncCallback(AsyncEndSend),
+// buf);
+// }
+// catch (SocketException)
+// {
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncBeginSend()",
+// // Helpers.LogLevel.Error, se);
+// }
+// }
+
+// rwLock.ReleaseReaderLock();
+// }
+
+// private void AsyncEndSend(IAsyncResult iar)
+// {
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+// try
+// {
+// int bytesSent = udpSocket.EndSendTo(iar);
+
+// // note that call to the abstract PacketSent() method - we are passing the number
+// // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
+// // is the number of bytes to send (or bytes received depending upon whether this
+// // buffer was part of a send or a receive).
+// PacketSent(buffer, bytesSent);
+// }
+// catch (SocketException)
+// {
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncEndSend()",
+// // Helpers.LogLevel.Error, se);
+// }
+// }
+
+// Interlocked.Decrement(ref rwOperationCount);
+// rwLock.ReleaseReaderLock();
+// }
+// }
+//}
+
+//--------- Original Version -------------------
+
+
namespace OpenSim.Region.ClientStack.LindenUDP
{
///
@@ -49,29 +361,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// the UDP socket
private Socket udpSocket;
- // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
- // since there are potentially many "reader" threads in the internal .NET IOCP
- // thread pool, this is a cheaper synchronization primitive than using
- // a Mutex object. This allows many UDP socket "reads" concurrently - when
- // Stop() is called, it attempts to obtain a writer lock which will then
- // wait until all outstanding operations are completed before shutting down.
- // this avoids the problem of closing the socket with outstanding operations
- // and trying to catch the inevitable ObjectDisposedException.
- private ReaderWriterLock rwLock = new ReaderWriterLock();
-
- // number of outstanding operations. This is a reference count
- // which we use to ensure that the threads exit cleanly. Note that
- // we need this because the threads will potentially still need to process
- // data even after the socket is closed.
- private int rwOperationCount = 0;
-
- // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
+ // the all important shutdownFlag.
private volatile bool shutdownFlag = true;
// the remote endpoint to communicate with
protected IPEndPoint remoteEndPoint = null;
-
///
/// Initialize the UDP packet handler in server mode
///
@@ -98,29 +393,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if (shutdownFlag)
{
- if (remoteEndPoint == null)
+ const int SIO_UDP_CONNRESET = -1744830452;
+
+ IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+ udpSocket = new Socket(
+ AddressFamily.InterNetwork,
+ SocketType.Dgram,
+ ProtocolType.Udp);
+ try
{
- // Server mode
-
- // create and bind the socket
- IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
- udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- udpSocket.Bind(ipep);
+ // this udp socket flag is not supported under mono,
+ // so we'll catch the exception and continue
+ udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
}
- else
+ catch (SocketException)
{
- // Client mode
- IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
- udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- udpSocket.Bind(ipep);
- //udpSocket.Connect(remoteEndPoint);
+ Logger.DebugLog("UDP SIO_UDP_CONNRESET flag not supported on this platform");
}
+ udpSocket.Bind(ipep);
// we're not shutting down, we're starting up
shutdownFlag = false;
@@ -143,26 +433,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// will deny any more reader locks, in effect blocking all other send/receive
// threads. Once we have the lock, we set shutdownFlag to inform the other
// threads that the socket is closed.
- rwLock.AcquireWriterLock(-1);
shutdownFlag = true;
udpSocket.Close();
- rwLock.ReleaseWriterLock();
-
- // wait for any pending operations to complete on other
- // threads before exiting.
- const int FORCE_STOP = 100;
- int i = 0;
- while (rwOperationCount > 0 && i < FORCE_STOP)
- {
- Thread.Sleep(10);
- ++i;
- }
-
- if (i >= FORCE_STOP)
- {
- Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
- Helpers.LogLevel.Warning);
- }
}
}
@@ -176,20 +448,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private void AsyncBeginReceive()
{
- // this method actually kicks off the async read on the socket.
- // we aquire a reader lock here to ensure that no other thread
- // is trying to set shutdownFlag and close the socket.
- rwLock.AcquireReaderLock(-1);
+ // allocate a packet buffer
+ //WrappedObject wrappedBuffer = Pool.CheckOut();
+ UDPPacketBuffer buf = new UDPPacketBuffer();
if (!shutdownFlag)
{
- // increment the count of pending operations
- Interlocked.Increment(ref rwOperationCount);
-
- // allocate a packet buffer
- //WrappedObject wrappedBuffer = Pool.CheckOut();
- UDPPacketBuffer buf = new UDPPacketBuffer();
-
try
{
// kick off an async read
@@ -199,38 +463,53 @@ namespace OpenSim.Region.ClientStack.LindenUDP
0,
UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None,
- //ref wrappedBuffer.Instance.RemoteEndPoint,
ref buf.RemoteEndPoint,
- new AsyncCallback(AsyncEndReceive),
+ AsyncEndReceive,
//wrappedBuffer);
buf);
}
- catch (SocketException)
+ catch (SocketException e)
{
- // something bad happened
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
- // Helpers.LogLevel.Error, se);
-
- // an error occurred, therefore the operation is void. Decrement the reference count.
- Interlocked.Decrement(ref rwOperationCount);
+ if (e.SocketErrorCode == SocketError.ConnectionReset)
+ {
+ Logger.Log("SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + udpPort, Helpers.LogLevel.Error);
+ bool salvaged = false;
+ while (!salvaged)
+ {
+ try
+ {
+ udpSocket.BeginReceiveFrom(
+ //wrappedBuffer.Instance.Data,
+ buf.Data,
+ 0,
+ UDPPacketBuffer.BUFFER_SIZE,
+ SocketFlags.None,
+ ref buf.RemoteEndPoint,
+ AsyncEndReceive,
+ //wrappedBuffer);
+ buf);
+ salvaged = true;
+ }
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { return; }
+ }
+
+ Logger.Log("Salvaged the UDP listener on port " + udpPort, Helpers.LogLevel.Info);
+ }
}
+ catch (ObjectDisposedException) { }
}
-
- // we're done with the socket for now, release the reader lock.
- rwLock.ReleaseReaderLock();
}
private void AsyncEndReceive(IAsyncResult iar)
{
// Asynchronous receive operations will complete here through the call
// to AsyncBeginReceive
-
- // aquire a reader lock
- rwLock.AcquireReaderLock(-1);
-
if (!shutdownFlag)
{
+ // start another receive - this keeps the server going!
+ AsyncBeginReceive();
+
// get the buffer that was created in AsyncBeginReceive
// this is the received data
//WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
@@ -243,98 +522,48 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// buffer
buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
- // this operation is now complete, decrement the reference count
- Interlocked.Decrement(ref rwOperationCount);
-
- // we're done with the socket, release the reader lock
- rwLock.ReleaseReaderLock();
-
// call the abstract method PacketReceived(), passing the buffer that
// has just been filled from the socket read.
PacketReceived(buffer);
}
- catch (SocketException)
- {
- // an error occurred, therefore the operation is void. Decrement the reference count.
- Interlocked.Decrement(ref rwOperationCount);
-
- // we're done with the socket for now, release the reader lock.
- rwLock.ReleaseReaderLock();
- }
- finally
- {
- // start another receive - this keeps the server going!
- AsyncBeginReceive();
-
- //wrappedBuffer.Dispose();
- }
- }
- else
- {
- // nothing bad happened, but we are done with the operation
- // decrement the reference count and release the reader lock
- Interlocked.Decrement(ref rwOperationCount);
- rwLock.ReleaseReaderLock();
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
+ //finally { wrappedBuffer.Dispose(); }
}
}
public void AsyncBeginSend(UDPPacketBuffer buf)
{
- rwLock.AcquireReaderLock(-1);
-
if (!shutdownFlag)
{
try
{
- Interlocked.Increment(ref rwOperationCount);
udpSocket.BeginSendTo(
buf.Data,
0,
buf.DataLength,
SocketFlags.None,
buf.RemoteEndPoint,
- new AsyncCallback(AsyncEndSend),
+ AsyncEndSend,
buf);
}
- catch (SocketException)
- {
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncBeginSend()",
- // Helpers.LogLevel.Error, se);
- }
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
}
-
- rwLock.ReleaseReaderLock();
}
- private void AsyncEndSend(IAsyncResult iar)
+ void AsyncEndSend(IAsyncResult result)
{
- rwLock.AcquireReaderLock(-1);
-
- if (!shutdownFlag)
+ try
{
- UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
-
- try
- {
- int bytesSent = udpSocket.EndSendTo(iar);
+ UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
+ int bytesSent = udpSocket.EndSendTo(result);
- // note that call to the abstract PacketSent() method - we are passing the number
- // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
- // is the number of bytes to send (or bytes received depending upon whether this
- // buffer was part of a send or a receive).
- PacketSent(buffer, bytesSent);
- }
- catch (SocketException)
- {
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncEndSend()",
- // Helpers.LogLevel.Error, se);
- }
+ PacketSent(buf, bytesSent);
}
-
- Interlocked.Decrement(ref rwOperationCount);
- rwLock.ReleaseReaderLock();
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
}
}
}
+
--
cgit v1.1
From c146f2c8c4eb60d063196972d5c0dd2ec550b27e Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 9 Oct 2009 13:49:55 -0700
Subject: Use the cache, Luke!
---
.../Communications/CommunicationsManager.cs | 33 ++++++----------------
1 file changed, 8 insertions(+), 25 deletions(-)
diff --git a/OpenSim/Framework/Communications/CommunicationsManager.cs b/OpenSim/Framework/Communications/CommunicationsManager.cs
index 2410f31..9c02842 100644
--- a/OpenSim/Framework/Communications/CommunicationsManager.cs
+++ b/OpenSim/Framework/Communications/CommunicationsManager.cs
@@ -210,34 +210,17 @@ namespace OpenSim.Framework.Communications
private string[] doUUIDNameRequest(UUID uuid)
{
string[] returnstring = new string[0];
- bool doLookup = false;
+ CachedUserInfo uinfo = UserProfileCacheService.GetUserDetails(uuid);
- lock (m_nameRequestCache)
+ if ((uinfo != null) && (uinfo.UserProfile != null))
{
- if (m_nameRequestCache.ContainsKey(uuid))
- {
- returnstring = m_nameRequestCache[uuid];
- }
- else
- {
- // we don't want to lock the dictionary while we're doing the lookup
- doLookup = true;
- }
- }
-
- if (doLookup) {
- UserProfileData profileData = m_userService.GetUserProfile(uuid);
- if (profileData != null)
+ returnstring = new string[2];
+ returnstring[0] = uinfo.UserProfile.FirstName;
+ returnstring[1] = uinfo.UserProfile.SurName;
+ lock (m_nameRequestCache)
{
- returnstring = new string[2];
- // UUID profileId = profileData.ID;
- returnstring[0] = profileData.FirstName;
- returnstring[1] = profileData.SurName;
- lock (m_nameRequestCache)
- {
- if (!m_nameRequestCache.ContainsKey(uuid))
- m_nameRequestCache.Add(uuid, returnstring);
- }
+ if (!m_nameRequestCache.ContainsKey(uuid))
+ m_nameRequestCache.Add(uuid, returnstring);
}
}
--
cgit v1.1
From c8cc14a98bbbe4d20949370b56912065957eed67 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 9 Oct 2009 14:25:01 -0700
Subject: This is to *try* to avoid the exception we are seeing repeatedly:
#13:53:03 - [LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag
#13:53:03 - [Scene]: Failed with exception System.ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection.
# at System.Buffer.BlockCopy (System.Array src, Int32 srcOffset, System.Array dst, Int32 dstOffset, Int32 count) [0x000b7] in /home/grid/install/mono24/mono-2.4.2.3/mcs/class/corlib/System/Buffer.cs:116
# at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacketData (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, System.Byte[] data, Int32 dataLength, PacketType type, Boolean doZerocode, ThrottleOutPacketType category) [0x00060] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:290
# at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacket (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType category, Boolean allowSplitting) [0x00077] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:265
# at OpenSim.Region.ClientStack.LindenUDP.LLClientView.OutPacket (OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType throttlePacketType) [0x00000] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:5244
# at OpenSim.Region.ClientStack.LindenUDP.LLClientView.SendCoarseLocationUpdate (System.Collections.Generic.List`1 users, System.Collections.Generic.List`1 CoarseLocations) [0x0012a] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:3424
# at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocationsDefault (UUID sceneId, OpenSim.Region.Framework.Scenes.ScenePresence p) [0x000fa] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2536
# at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocations () [0x0000d] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2491
# at OpenSim.Region.Framework.Scenes.ScenePresence.Update () [0x00011] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2404
# at OpenSim.Region.Framework.Scenes.SceneGraph.UpdateEntities () [0x0001b] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/SceneGraph.cs:164
# at OpenSim.Region.Framework.Scenes.Scene.Update () [0x000dc] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/Scene.cs:1031 On Region: Wright Plaza
---
OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | 4 ++++
1 file changed, 4 insertions(+)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 1e6927f..0390277 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -287,11 +287,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// instead
m_log.Info("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag");
data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
+ //
+ buffer = new UDPPacketBuffer(client.RemoteEndPoint, dataLength);
+ //
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
}
else
{
+ // ??? will it fit?
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
buffer.DataLength = dataLength;
--
cgit v1.1
From f29bd8036dac4e3129b937cceda9606d496a20b7 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 9 Oct 2009 14:36:08 -0700
Subject: A slight improvement on name fetching -- using the local name cache,
since it exists.
---
OpenSim/Framework/Communications/CommunicationsManager.cs | 6 ++++++
1 file changed, 6 insertions(+)
diff --git a/OpenSim/Framework/Communications/CommunicationsManager.cs b/OpenSim/Framework/Communications/CommunicationsManager.cs
index 9c02842..4bf9018 100644
--- a/OpenSim/Framework/Communications/CommunicationsManager.cs
+++ b/OpenSim/Framework/Communications/CommunicationsManager.cs
@@ -209,6 +209,12 @@ namespace OpenSim.Framework.Communications
private string[] doUUIDNameRequest(UUID uuid)
{
+ lock (m_nameRequestCache)
+ {
+ if (m_nameRequestCache.ContainsKey(uuid))
+ return m_nameRequestCache[uuid];
+ }
+
string[] returnstring = new string[0];
CachedUserInfo uinfo = UserProfileCacheService.GetUserDetails(uuid);
--
cgit v1.1
From 3f78ff6ee0837c0179be5f43d485d9ca23ee454b Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 9 Oct 2009 19:16:03 -0700
Subject: Slight variation on the locking scheme: now locking always, except
the ForEach, which gets a copy of the Array. I think the ForEach was the big
gorilla.
---
.../ClientStack/LindenUDP/LLUDPClientCollection.cs | 18 +++++++++---------
1 file changed, 9 insertions(+), 9 deletions(-)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
index 784426f..dbb9861 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
@@ -247,16 +247,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
////return success;
- //lock (m_sync)
- // return Dictionary2.TryGetValue(key, out value);
-
- try
- {
+ lock (m_sync)
return Dictionary2.TryGetValue(key, out value);
- }
- catch { }
- value = null;
- return false;
+
+ //try
+ //{
+ // return Dictionary2.TryGetValue(key, out value);
+ //}
+ //catch { }
+ //value = null;
+ //return false;
}
--
cgit v1.1
From 798bce592f7c467bbfdf2be8820d626520f378dc Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Sat, 10 Oct 2009 01:16:34 -0400
Subject: * Move the 'On Collision Update Movement Animation' routine to above
the 'm_invulnerable' test. It doesn't fix anything but it should really be
there anyway.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 11 ++++++++---
1 file changed, 8 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3996cdc..0352c64 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3417,7 +3417,13 @@ namespace OpenSim.Region.Framework.Scenes
// Event called by the physics plugin to tell the avatar about a collision.
private void PhysicsCollisionUpdate(EventArgs e)
{
- if ((e == null) || m_invulnerable)
+ if (e == null)
+ return;
+
+ if (Velocity.X > 0 || Velocity.Y > 0)
+ UpdateMovementAnimations();
+
+ if (m_invulnerable)
return;
CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
Dictionary coldata = collisionData.m_objCollisionList;
@@ -3455,8 +3461,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerAvatarKill(killerObj, this);
}
- if (Velocity.X > 0 || Velocity.Y > 0)
- UpdateMovementAnimations();
+
}
public void setHealthWithUpdate(float health)
--
cgit v1.1
From 5f94889044656211d05b62c7253b1aad19a23eab Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Sat, 10 Oct 2009 01:49:06 -0400
Subject: * Fix incorrect math on the Velocity check in PhysicsCollisionUpdate.
This may reduce avatar flailing.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0352c64..af85424 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3420,7 +3420,7 @@ namespace OpenSim.Region.Framework.Scenes
if (e == null)
return;
- if (Velocity.X > 0 || Velocity.Y > 0)
+ if ((Math.Abs(Velocity.X) > 0.05f) || (Math.Abs(Velocity.Y) > 0.05f))
UpdateMovementAnimations();
if (m_invulnerable)
--
cgit v1.1
From d7654c3bda9c6fea93ddc258b00e41eb568faa18 Mon Sep 17 00:00:00 2001
From: dahlia
Date: Sat, 10 Oct 2009 00:26:43 -0700
Subject: Adjust velocity threshold for triggering flailing. Thanks to
KittoFlora for researching this.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index af85424..7ea9314 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3420,7 +3420,7 @@ namespace OpenSim.Region.Framework.Scenes
if (e == null)
return;
- if ((Math.Abs(Velocity.X) > 0.05f) || (Math.Abs(Velocity.Y) > 0.05f))
+ if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
UpdateMovementAnimations();
if (m_invulnerable)
--
cgit v1.1
From 4ffe936ba837eb47dc235317a54f5fa16af514ce Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Sat, 10 Oct 2009 03:53:53 -0400
Subject: * Make ODECharacter respect the scene's requested collision update
time * Set the Scene collision update time to 500 ms
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +-
OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 15 +++++++++++++--
OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 1 +
3 files changed, 15 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index af85424..e9040e9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3409,7 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
scene.AddPhysicsActorTaint(m_physicsActor);
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
- m_physicsActor.SubscribeEvents(1000);
+ m_physicsActor.SubscribeEvents(500);
m_physicsActor.LocalID = LocalId;
}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a00ba11..7a86b6e 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -98,6 +98,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_alwaysRun = false;
private bool m_hackSentFall = false;
private bool m_hackSentFly = false;
+ private int m_requestedUpdateFrequency = 0;
private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
public uint m_localID = 0;
public bool m_returnCollisions = false;
@@ -1184,26 +1185,31 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void SubscribeEvents(int ms)
{
+ m_requestedUpdateFrequency = ms;
m_eventsubscription = ms;
_parent_scene.addCollisionEventReporting(this);
}
public override void UnSubscribeEvents()
{
_parent_scene.remCollisionEventReporting(this);
+ m_requestedUpdateFrequency = 0;
m_eventsubscription = 0;
}
public void AddCollisionEvent(uint CollidedWith, float depth)
{
if (m_eventsubscription > 0)
- CollisionEventsThisFrame.addCollider(CollidedWith,depth);
+ {
+ CollisionEventsThisFrame.addCollider(CollidedWith, depth);
+ }
}
public void SendCollisions()
{
- if (m_eventsubscription > 0)
+ if (m_eventsubscription > m_requestedUpdateFrequency)
{
base.SendCollisionUpdate(CollisionEventsThisFrame);
CollisionEventsThisFrame = new CollisionEventUpdate();
+ m_eventsubscription = 0;
}
}
public override bool SubscribedEvents()
@@ -1309,5 +1315,10 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+
+ internal void AddCollisionFrameTime(int p)
+ {
+ m_eventsubscription += p;
+ }
}
}
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index f5ab1de..083b7db 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -2928,6 +2928,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
case ActorTypes.Agent:
OdeCharacter cobj = (OdeCharacter)obj;
+ cobj.AddCollisionFrameTime(100);
cobj.SendCollisions();
break;
case ActorTypes.Prim:
--
cgit v1.1
From 8271528b1fe49d99cf5b64d3644864ba4aa097c1 Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Sat, 10 Oct 2009 04:01:36 -0400
Subject: * comment out the velocity test, using updates every 500 ms as set in
ScenePresence.AddToPhysicalScene. * This causes time to be counted in
ODECharacter and, when a collision occurs, the physics scene will report the
collisions only if the the difference of last time it reported the collisions
from now was more then the set ms. * This is cool because the time accrues
while collisions are not taking place and when they do take place again, you
get an immediate update.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 ++++--
OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 3 +++
2 files changed, 7 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e20b8f2..15fb11f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3420,8 +3420,10 @@ namespace OpenSim.Region.Framework.Scenes
if (e == null)
return;
- if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
- UpdateMovementAnimations();
+ //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
+ // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
+ // as of this comment the interval is set in AddToPhysicalScene
+ UpdateMovementAnimations();
if (m_invulnerable)
return;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 7a86b6e..bd81d50 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1318,6 +1318,9 @@ namespace OpenSim.Region.Physics.OdePlugin
internal void AddCollisionFrameTime(int p)
{
+ // protect it from overflow crashing
+ if (m_eventsubscription + p >= int.MaxValue)
+ m_eventsubscription = 0;
m_eventsubscription += p;
}
}
--
cgit v1.1
From ef03b2d936fe623029bc414f00e001f17aaa85bc Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sat, 10 Oct 2009 10:18:16 +0100
Subject: Fix selling objects
---
OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 901144a..fe9de1b 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -556,6 +556,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
// Customize the EveryoneMask
uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
+ if (objectOwner != UUID.Zero)
+ objectEveryoneMask |= (uint)PrimFlags.ObjectAnyOwner;
if (m_bypassPermissions)
return objectOwnerMask;
@@ -578,12 +580,9 @@ namespace OpenSim.Region.CoreModules.World.Permissions
{
// Admin objects should not be editable by the above
if (!IsAdministrator(objectOwner))
- return objectOwnerMask;
+ return objectOwnerMask;
}
- if ((objectOwnerMask & (uint)PermissionMask.Transfer) != 0 && task.ObjectSaleType != 0)
- objectEveryoneMask |= (uint)PrimFlags.ObjectTransfer;
-
// Group permissions
if ((task.GroupID != UUID.Zero) && IsGroupMember(task.GroupID, user, 0))
return objectGroupMask | objectEveryoneMask;
--
cgit v1.1