From 63c42d66022ea7f1c2805b8f77980af5d4ba1fb4 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 21:28:36 +0100 Subject: Do some simple queue empty checks in the main outgoing udp loop instead of always performing these on a separate fired thread. This appears to improve cpu usage since launching a new thread is more expensive than performing a small amount of inline logic. However, needs testing at scale. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 28 +++++++++ .../ClientStack/Linden/UDP/LLImageManager.cs | 7 +++ .../Region/ClientStack/Linden/UDP/LLUDPClient.cs | 69 ++++++++++++++++------ .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 4 +- .../ClientStack/Linden/UDP/OpenSimUDPBase.cs | 6 +- 5 files changed, 92 insertions(+), 22 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 7229d7c..711a574 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -485,6 +485,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_udpServer = udpServer; m_udpClient = udpClient; m_udpClient.OnQueueEmpty += HandleQueueEmpty; + m_udpClient.HasUpdates += HandleHasUpdates; m_udpClient.OnPacketStats += PopulateStats; m_prioritizer = new Prioritizer(m_scene); @@ -4133,8 +4134,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP void HandleQueueEmpty(ThrottleOutPacketTypeFlags categories) { +// if (!m_udpServer.IsRunningOutbound) +// return; + if ((categories & ThrottleOutPacketTypeFlags.Task) != 0) { +// if (!m_udpServer.IsRunningOutbound) +// return; + if (m_maxUpdates == 0 || m_LastQueueFill == 0) { m_maxUpdates = m_udpServer.PrimUpdatesPerCallback; @@ -4160,6 +4167,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP ImageManager.ProcessImageQueue(m_udpServer.TextureSendLimit); } + internal bool HandleHasUpdates(ThrottleOutPacketTypeFlags categories) + { + bool hasUpdates = false; + + if ((categories & ThrottleOutPacketTypeFlags.Task) != 0) + { + if (m_entityUpdates.Count > 0) + hasUpdates = true; + else if (m_entityProps.Count > 0) + hasUpdates = true; + } + + if ((categories & ThrottleOutPacketTypeFlags.Texture) != 0) + { + if (ImageManager.HasUpdates()) + hasUpdates = true; + } + + return hasUpdates; + } + public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID) { AssetUploadCompletePacket newPack = new AssetUploadCompletePacket(); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs index 073c357..41dd4d1 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLImageManager.cs @@ -206,6 +206,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } + public bool HasUpdates() + { + J2KImage image = GetHighestPriorityImage(); + + return image != null && image.IsDecoded; + } + public bool ProcessImageQueue(int packetsToSend) { int packetsSent = 0; diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs index 7749446..202cc62 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs @@ -31,6 +31,7 @@ using System.Net; using System.Threading; using log4net; using OpenSim.Framework; +using OpenSim.Framework.Monitoring; using OpenMetaverse; using OpenMetaverse.Packets; @@ -81,6 +82,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// hooked to put more data on the empty queue public event QueueEmpty OnQueueEmpty; + public event Func HasUpdates; + /// AgentID for this client public readonly UUID AgentID; /// The remote address of the connected client @@ -613,15 +616,38 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Throttle categories to fire the callback for private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories) { - if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty) +// if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty) + if (!m_isQueueEmptyRunning && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty) { + m_isQueueEmptyRunning = true; + + int start = Environment.TickCount & Int32.MaxValue; + const int MIN_CALLBACK_MS = 30; + + m_nextOnQueueEmpty = start + MIN_CALLBACK_MS; + if (m_nextOnQueueEmpty == 0) + m_nextOnQueueEmpty = 1; + // Use a value of 0 to signal that FireQueueEmpty is running - m_nextOnQueueEmpty = 0; - // Asynchronously run the callback - Util.FireAndForget(FireQueueEmpty, categories); +// m_nextOnQueueEmpty = 0; + + m_categories = categories; + + if (HasUpdates(m_categories)) + { + // Asynchronously run the callback + Util.FireAndForget(FireQueueEmpty, categories); + } + else + { + m_isQueueEmptyRunning = false; + } } } + private bool m_isQueueEmptyRunning; + private ThrottleOutPacketTypeFlags m_categories = 0; + /// /// Fires the OnQueueEmpty callback and sets the minimum time that it /// can be called again @@ -631,22 +657,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// signature private void FireQueueEmpty(object o) { - const int MIN_CALLBACK_MS = 30; +// int start = Environment.TickCount & Int32.MaxValue; +// const int MIN_CALLBACK_MS = 30; - ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o; - QueueEmpty callback = OnQueueEmpty; - - int start = Environment.TickCount & Int32.MaxValue; +// if (m_udpServer.IsRunningOutbound) +// { + ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o; + QueueEmpty callback = OnQueueEmpty; - if (callback != null) - { - try { callback(categories); } - catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); } - } + if (callback != null) + { +// if (m_udpServer.IsRunningOutbound) +// { + try { callback(categories); } + catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); } +// } + } +// } + +// m_nextOnQueueEmpty = start + MIN_CALLBACK_MS; +// if (m_nextOnQueueEmpty == 0) +// m_nextOnQueueEmpty = 1; + +// } - m_nextOnQueueEmpty = start + MIN_CALLBACK_MS; - if (m_nextOnQueueEmpty == 0) - m_nextOnQueueEmpty = 1; + m_isQueueEmptyRunning = false; } /// diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 54cafb2..e871ca2 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1662,8 +1662,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Action generic every round Action clientPacketHandler = ClientOutgoingPacketHandler; -// while (true) - while (base.IsRunningOutbound) + while (true) +// while (base.IsRunningOutbound) { try { diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index f143c32..512f60d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -308,8 +308,8 @@ namespace OpenMetaverse public void AsyncBeginSend(UDPPacketBuffer buf) { - if (IsRunningOutbound) - { +// if (IsRunningOutbound) +// { try { m_udpSocket.BeginSendTo( @@ -323,7 +323,7 @@ namespace OpenMetaverse } catch (SocketException) { } catch (ObjectDisposedException) { } - } +// } } void AsyncEndSend(IAsyncResult result) -- cgit v1.1 From 3a476bf60ce6364f5fd562132625027b73606fea Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 22:42:25 +0100 Subject: Fix up a temporary debugging change from last commit which stopped "lludp stop out" from actually doing anything --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index e871ca2..a1085fa 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1662,8 +1662,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // Action generic every round Action clientPacketHandler = ClientOutgoingPacketHandler; - while (true) -// while (base.IsRunningOutbound) + while (base.IsRunningOutbound) { try { -- cgit v1.1 From 66048e1a7024f151739fdb0be2309787a76c8403 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 22:54:10 +0100 Subject: minor: provide user feedback in the log for now when udp in/out bound threads are started/stopped --- OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index 512f60d..a919141 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -111,6 +111,8 @@ namespace OpenMetaverse if (!IsRunningInbound) { + m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop"); + const int SIO_UDP_CONNRESET = -1744830452; IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); @@ -155,6 +157,8 @@ namespace OpenMetaverse /// public void StartOutbound() { + m_log.DebugFormat("[UDPBASE]: Starting outbound UDP loop"); + IsRunningOutbound = true; } @@ -162,10 +166,8 @@ namespace OpenMetaverse { if (IsRunningInbound) { - // 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 IsRunningInbound = false to inform the other - // threads that the socket is closed. + m_log.DebugFormat("[UDPBASE]: Stopping inbound UDP loop"); + IsRunningInbound = false; m_udpSocket.Close(); } @@ -173,6 +175,8 @@ namespace OpenMetaverse public void StopOutbound() { + m_log.DebugFormat("[UDPBASE]: Stopping outbound UDP loop"); + IsRunningOutbound = false; } -- cgit v1.1 From 5a2d4d888c02bef984f42eecaec62164a1e58b72 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 18 Jul 2013 23:05:45 +0100 Subject: Hack in console command "debug lludp toggle agentupdate" to allow AgentUpdate in packets to be discarded at a very early stage. Enabling this will stop anybody from moving on a sim, though all other updates should be unaffected. Appears to make some cpu difference on very basic testing with a static standing avatar (though not all that much). Need to see the results with much higher av numbers. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 24 ++++++++++++++++++++++ 1 file changed, 24 insertions(+) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index a1085fa..78d4165 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -572,6 +572,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP "debug lludp status", "Return status of LLUDP packet processing.", HandleStatusCommand); + + MainConsole.Instance.Commands.AddCommand( + "Debug", + false, + "debug lludp toggle agentupdate", + "debug lludp toggle agentupdate", + "Toggle whether agentupdate packets are processed or simply discarded.", + HandleAgentUpdateCommand); } private void HandlePacketCommand(string module, string[] args) @@ -706,6 +714,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } + bool m_discardAgentUpdates; + + private void HandleAgentUpdateCommand(string module, string[] args) + { + if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) + return; + + m_discardAgentUpdates = !m_discardAgentUpdates; + + MainConsole.Instance.OutputFormat( + "Discard AgentUpdates now {0} for {1}", m_discardAgentUpdates, m_scene.Name); + } + private void HandleStatusCommand(string module, string[] args) { if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_scene) @@ -1286,6 +1307,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length); #endregion BinaryStats + if (m_discardAgentUpdates && packet.Type == PacketType.AgentUpdate) + return; + #region Ping Check Handling if (packet.Type == PacketType.StartPingCheck) -- cgit v1.1 From e5c677779b8501c245e5399240ffe3ca2519ec72 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 19 Jul 2013 00:16:09 +0100 Subject: Add measure of number of inbound AgentUpdates that were seen as significant to "show client stats" (i.e. sent on for further processing instead of being discarded) Added here since it was the most convenient place Number is in the last column, "Sig. AgentUpdates" along with percentage of all AgentUpdates Percentage largely falls over time, most cpu for processing AgentUpdates may be in UDP processing as turning this off even earlier (with "debug lludp toggle agentupdate" results in a big cpu fall Also tidies up display. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 711a574..3145275 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5565,6 +5565,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Packet Handlers + public int TotalSignificantAgentUpdates { get; private set; } + #region Scene/Avatar private bool HandleAgentUpdate(IClientAPI sener, Packet packet) @@ -5614,6 +5616,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (update) { // m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); + TotalSignificantAgentUpdates++; m_lastAgentUpdateArgs.AgentID = x.AgentID; m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; -- cgit v1.1 From 61eda1f441092eb12936472de2dc73898e40aa16 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 19 Jul 2013 00:51:13 +0100 Subject: Make the check as to whether any particular inbound AgentUpdate packet is significant much earlier in UDP processing (i.e. before we pointlessly place such packets on internal queues, etc.) Appears to have some impact on cpu but needs testing. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 170 ++++++++++++++------- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 17 ++- 2 files changed, 129 insertions(+), 58 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 3145275..7e5511f 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -357,7 +357,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// This does mean that agent updates must be processed synchronously, at least for each client, and called methods /// cannot retain a reference to it outside of that method. /// - private AgentUpdateArgs m_lastAgentUpdateArgs; + private AgentUpdateArgs m_lastAgentUpdateArgs = new AgentUpdateArgs(); + + private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs(); protected Dictionary m_packetHandlers = new Dictionary(); protected Dictionary m_genericPacketHandlers = new Dictionary(); //PauPaw:Local Generic Message handlers @@ -5569,80 +5571,136 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar + /// + /// This checks the update significance against the last update made. + /// + /// Can only be called by one thread at a time, and not at the same time as + /// + /// /returns> + /// + public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + { + bool update = false; + + if (m_lastAgentUpdateArgs != null) + { + // These should be ordered from most-likely to + // least likely to change. I've made an initial + // guess at that. + update = + ( + (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || + (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || + (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || + (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || + (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || + (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || + (x.Far != m_lastAgentUpdateArgs.Far) || + (x.Flags != m_lastAgentUpdateArgs.Flags) || + (x.State != m_lastAgentUpdateArgs.State) || + (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || + (x.SessionID != m_lastAgentUpdateArgs.SessionID) || + (x.AgentID != m_lastAgentUpdateArgs.AgentID) + ); + } + else + { + m_lastAgentUpdateArgs = new AgentUpdateArgs(); + update = true; + } + + if (update) + { +// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); + TotalSignificantAgentUpdates++; + + m_lastAgentUpdateArgs.AgentID = x.AgentID; + m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; + m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; + m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter; + m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; + m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; + m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags; + m_lastAgentUpdateArgs.Far = x.Far; + m_lastAgentUpdateArgs.Flags = x.Flags; + m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; + m_lastAgentUpdateArgs.SessionID = x.SessionID; + m_lastAgentUpdateArgs.State = x.State; + } + + return update; + } + private bool HandleAgentUpdate(IClientAPI sener, Packet packet) { if (OnAgentUpdate != null) { AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; - #region Packet Session and User Check - if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId) - { - PacketPool.Instance.ReturnPacket(packet); - return false; - } - #endregion - - bool update = false; + // Now done earlier +// #region Packet Session and User Check +// if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId) +// { +// PacketPool.Instance.ReturnPacket(packet); +// return false; +// } +// #endregion +// +// bool update = false; AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; - - if (m_lastAgentUpdateArgs != null) - { - // These should be ordered from most-likely to - // least likely to change. I've made an initial - // guess at that. - update = - ( - (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || - (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || - (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || - (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || - (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || - (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || - (x.Far != m_lastAgentUpdateArgs.Far) || - (x.Flags != m_lastAgentUpdateArgs.Flags) || - (x.State != m_lastAgentUpdateArgs.State) || - (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || - (x.SessionID != m_lastAgentUpdateArgs.SessionID) || - (x.AgentID != m_lastAgentUpdateArgs.AgentID) - ); - } - else - { - m_lastAgentUpdateArgs = new AgentUpdateArgs(); - update = true; - } - - if (update) - { -// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); +// +// if (m_lastAgentUpdateArgs != null) +// { +// // These should be ordered from most-likely to +// // least likely to change. I've made an initial +// // guess at that. +// update = +// ( +// (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || +// (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || +// (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || +// (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || +// (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || +// (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || +// (x.Far != m_lastAgentUpdateArgs.Far) || +// (x.Flags != m_lastAgentUpdateArgs.Flags) || +// (x.State != m_lastAgentUpdateArgs.State) || +// (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || +// (x.SessionID != m_lastAgentUpdateArgs.SessionID) || +// (x.AgentID != m_lastAgentUpdateArgs.AgentID) +// ); +// } +// +// if (update) +// { +//// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); TotalSignificantAgentUpdates++; - m_lastAgentUpdateArgs.AgentID = x.AgentID; - m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; - m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; - m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter; - m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; - m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; - m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags; - m_lastAgentUpdateArgs.Far = x.Far; - m_lastAgentUpdateArgs.Flags = x.Flags; - m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; - m_lastAgentUpdateArgs.SessionID = x.SessionID; - m_lastAgentUpdateArgs.State = x.State; + m_thisAgentUpdateArgs.AgentID = x.AgentID; + m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; + m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; + m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter; + m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; + m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; + m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags; + m_thisAgentUpdateArgs.Far = x.Far; + m_thisAgentUpdateArgs.Flags = x.Flags; + m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; + m_thisAgentUpdateArgs.SessionID = x.SessionID; + m_thisAgentUpdateArgs.State = x.State; UpdateAgent handlerAgentUpdate = OnAgentUpdate; UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate; if (handlerPreAgentUpdate != null) - OnPreAgentUpdate(this, m_lastAgentUpdateArgs); + OnPreAgentUpdate(this, m_thisAgentUpdateArgs); if (handlerAgentUpdate != null) - OnAgentUpdate(this, m_lastAgentUpdateArgs); + OnAgentUpdate(this, m_thisAgentUpdateArgs); handlerAgentUpdate = null; handlerPreAgentUpdate = null; - } +// } } PacketPool.Instance.ReturnPacket(packet); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 78d4165..766c2fe 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1307,8 +1307,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length); #endregion BinaryStats - if (m_discardAgentUpdates && packet.Type == PacketType.AgentUpdate) - return; + if (packet.Type == PacketType.AgentUpdate) + { + if (m_discardAgentUpdates) + return; + + AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; + + if (agentUpdate.AgentData.SessionID != client.SessionId + || agentUpdate.AgentData.AgentID != client.AgentId + || !((LLClientView)client).CheckAgentUpdateSignificance(agentUpdate.AgentData)) + { + PacketPool.Instance.ReturnPacket(packet); + return; + } + } #region Ping Check Handling -- cgit v1.1 From 866de5397890edbc0355b1925bf8537b40bab6a3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 19 Jul 2013 00:56:45 +0100 Subject: Remove some pointless code in CheckAgentUpdateSignificance() --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 50 +++++++++------------- 1 file changed, 20 insertions(+), 30 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 7e5511f..c5bb697 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5574,40 +5574,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// /// This checks the update significance against the last update made. /// - /// Can only be called by one thread at a time, and not at the same time as - /// + /// Can only be called by one thread at a time /// /returns> /// public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - bool update = false; - - if (m_lastAgentUpdateArgs != null) - { - // These should be ordered from most-likely to - // least likely to change. I've made an initial - // guess at that. - update = - ( - (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || - (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || - (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || - (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || - (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || - (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || - (x.Far != m_lastAgentUpdateArgs.Far) || - (x.Flags != m_lastAgentUpdateArgs.Flags) || - (x.State != m_lastAgentUpdateArgs.State) || - (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || - (x.SessionID != m_lastAgentUpdateArgs.SessionID) || - (x.AgentID != m_lastAgentUpdateArgs.AgentID) - ); - } - else - { - m_lastAgentUpdateArgs = new AgentUpdateArgs(); - update = true; - } + // These should be ordered from most-likely to + // least likely to change. I've made an initial + // guess at that. + bool update = + ( + (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || + (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || + (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || + (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || + (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || + (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || + (x.Far != m_lastAgentUpdateArgs.Far) || + (x.Flags != m_lastAgentUpdateArgs.Flags) || + (x.State != m_lastAgentUpdateArgs.State) || + (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || + (x.SessionID != m_lastAgentUpdateArgs.SessionID) || + (x.AgentID != m_lastAgentUpdateArgs.AgentID) + ); + if (update) { -- cgit v1.1 From 3a6acbcc149fb359c2be2ee2c646c9b15809c01e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 19 Jul 2013 01:00:38 +0100 Subject: furhter shorten CheckAgentUpdateSignificance(). No real perf impact. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index c5bb697..3d085c3 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5582,8 +5582,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // These should be ordered from most-likely to // least likely to change. I've made an initial // guess at that. - bool update = - ( + if ( (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || @@ -5596,10 +5595,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || (x.SessionID != m_lastAgentUpdateArgs.SessionID) || (x.AgentID != m_lastAgentUpdateArgs.AgentID) - ); - - - if (update) + ) { // m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); TotalSignificantAgentUpdates++; @@ -5616,9 +5612,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; m_lastAgentUpdateArgs.SessionID = x.SessionID; m_lastAgentUpdateArgs.State = x.State; + + return true; } - return update; + return false; } private bool HandleAgentUpdate(IClientAPI sener, Packet packet) -- cgit v1.1 From 174105ad028c5ed318850238d97aa7c3b1d7f207 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Fri, 19 Jul 2013 22:11:32 -0700 Subject: Fixed the stats in show client stats. Also left some comments with observations about AgentUpdates. --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 18 +++++++++++++----- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 ++ 2 files changed, 15 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 3d085c3..66a8ea7 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5567,7 +5567,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Packet Handlers - public int TotalSignificantAgentUpdates { get; private set; } + public int TotalAgentUpdates { get; set; } #region Scene/Avatar @@ -5583,11 +5583,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP // least likely to change. I've made an initial // guess at that. if ( - (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || + /* These 4 are the worst offenders! We should consider ignoring most of them. + * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || + /* */ + (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || (x.Far != m_lastAgentUpdateArgs.Far) || (x.Flags != m_lastAgentUpdateArgs.Flags) || @@ -5597,8 +5600,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP (x.AgentID != m_lastAgentUpdateArgs.AgentID) ) { -// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); - TotalSignificantAgentUpdates++; + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", + // x.CameraAtAxis, x.CameraCenter); + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", + // x.CameraLeftAxis, x.CameraUpAxis); + //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", + // x.BodyRotation, x.HeadRotation); + //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", + // x.ControlFlags, x.Flags, x.Far, x.State); m_lastAgentUpdateArgs.AgentID = x.AgentID; m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; @@ -5662,7 +5671,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // if (update) // { //// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); - TotalSignificantAgentUpdates++; m_thisAgentUpdateArgs.AgentID = x.AgentID; m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 766c2fe..32282af 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1312,6 +1312,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (m_discardAgentUpdates) return; + ((LLClientView)client).TotalAgentUpdates++; + AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; if (agentUpdate.AgentData.SessionID != client.SessionId -- cgit v1.1 From d5a1779465b6d875ebe5822ce6f15df3378b759f Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 12:20:35 -0700 Subject: Manage AgentUpdates more sanely: - The existing event to scene has been split into 2: OnAgentUpdate and OnAgentCameraUpdate, to better reflect the two types of updates that the viewer sends. We can run one without the other, which is what happens when the avie is still but the user is camming around - Added thresholds (as opposed to equality) to determine whether the update is significant or not. I thin these thresholds are ok, but we can play with them later - Ignore updates of HeadRotation, which were problematic and aren't being used up stream --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 214 +++++++++++---------- 1 file changed, 108 insertions(+), 106 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 66a8ea7..6c58aac 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -96,6 +96,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP public event Action OnCompleteMovementToRegion; public event UpdateAgent OnPreAgentUpdate; public event UpdateAgent OnAgentUpdate; + public event UpdateAgent OnAgentCameraUpdate; public event AgentRequestSit OnAgentRequestSit; public event AgentSit OnAgentSit; public event AvatarPickerRequest OnAvatarPickerRequest; @@ -357,9 +358,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// This does mean that agent updates must be processed synchronously, at least for each client, and called methods /// cannot retain a reference to it outside of that method. /// - private AgentUpdateArgs m_lastAgentUpdateArgs = new AgentUpdateArgs(); - private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs(); + private float qdelta1; + private float qdelta2; + private float vdelta1; + private float vdelta2; + private float vdelta3; + private float vdelta4; protected Dictionary m_packetHandlers = new Dictionary(); protected Dictionary m_genericPacketHandlers = new Dictionary(); //PauPaw:Local Generic Message handlers @@ -5571,57 +5576,75 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar + private const float QDELTA = 0.01f; + private const float VDELTA = 0.01f; + /// /// This checks the update significance against the last update made. /// /// Can only be called by one thread at a time - /// /returns> + /// /// public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - // These should be ordered from most-likely to - // least likely to change. I've made an initial - // guess at that. + return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); + } + + /// + /// This checks the movement/state update significance against the last update made. + /// + /// Can only be called by one thread at a time + /// + /// + public bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + { + qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); + qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); + if ( + (qdelta1 > QDELTA) || + // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack + //(qdelta2 > QDELTA * 10) || + (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) || + (x.Far != m_thisAgentUpdateArgs.Far) || + (x.Flags != m_thisAgentUpdateArgs.Flags) || + (x.State != m_thisAgentUpdateArgs.State) + ) + { + //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", + // qdelta1, qdelta2); + //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3} (Thread {4})", + // x.ControlFlags, x.Flags, x.Far, x.State, Thread.CurrentThread.Name); + return true; + } + + return false; + } + + /// + /// This checks the camera update significance against the last update made. + /// + /// Can only be called by one thread at a time + /// + /// + public bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + { + vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); + vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); + vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); + vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); if ( - /* These 4 are the worst offenders! We should consider ignoring most of them. + /* These 4 are the worst offenders! * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ - (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || - (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || - (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || - (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || - /* */ - (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || - (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || - (x.Far != m_lastAgentUpdateArgs.Far) || - (x.Flags != m_lastAgentUpdateArgs.Flags) || - (x.State != m_lastAgentUpdateArgs.State) || - (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || - (x.SessionID != m_lastAgentUpdateArgs.SessionID) || - (x.AgentID != m_lastAgentUpdateArgs.AgentID) + (vdelta1 > VDELTA) || + (vdelta2 > VDELTA) || + (vdelta3 > VDELTA) || + (vdelta4 > VDELTA) ) { //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", // x.CameraAtAxis, x.CameraCenter); //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", // x.CameraLeftAxis, x.CameraUpAxis); - //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", - // x.BodyRotation, x.HeadRotation); - //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", - // x.ControlFlags, x.Flags, x.Far, x.State); - - m_lastAgentUpdateArgs.AgentID = x.AgentID; - m_lastAgentUpdateArgs.BodyRotation = x.BodyRotation; - m_lastAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; - m_lastAgentUpdateArgs.CameraCenter = x.CameraCenter; - m_lastAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; - m_lastAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; - m_lastAgentUpdateArgs.ControlFlags = x.ControlFlags; - m_lastAgentUpdateArgs.Far = x.Far; - m_lastAgentUpdateArgs.Flags = x.Flags; - m_lastAgentUpdateArgs.HeadRotation = x.HeadRotation; - m_lastAgentUpdateArgs.SessionID = x.SessionID; - m_lastAgentUpdateArgs.State = x.State; - return true; } @@ -5629,75 +5652,54 @@ namespace OpenSim.Region.ClientStack.LindenUDP } private bool HandleAgentUpdate(IClientAPI sener, Packet packet) - { - if (OnAgentUpdate != null) - { - AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; + { + // We got here, which means that something in agent update was significant - // Now done earlier -// #region Packet Session and User Check -// if (agentUpdate.AgentData.SessionID != SessionId || agentUpdate.AgentData.AgentID != AgentId) -// { -// PacketPool.Instance.ReturnPacket(packet); -// return false; -// } -// #endregion -// -// bool update = false; - AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; -// -// if (m_lastAgentUpdateArgs != null) -// { -// // These should be ordered from most-likely to -// // least likely to change. I've made an initial -// // guess at that. -// update = -// ( -// (x.BodyRotation != m_lastAgentUpdateArgs.BodyRotation) || -// (x.CameraAtAxis != m_lastAgentUpdateArgs.CameraAtAxis) || -// (x.CameraCenter != m_lastAgentUpdateArgs.CameraCenter) || -// (x.CameraLeftAxis != m_lastAgentUpdateArgs.CameraLeftAxis) || -// (x.CameraUpAxis != m_lastAgentUpdateArgs.CameraUpAxis) || -// (x.ControlFlags != m_lastAgentUpdateArgs.ControlFlags) || -// (x.Far != m_lastAgentUpdateArgs.Far) || -// (x.Flags != m_lastAgentUpdateArgs.Flags) || -// (x.State != m_lastAgentUpdateArgs.State) || -// (x.HeadRotation != m_lastAgentUpdateArgs.HeadRotation) || -// (x.SessionID != m_lastAgentUpdateArgs.SessionID) || -// (x.AgentID != m_lastAgentUpdateArgs.AgentID) -// ); -// } -// -// if (update) -// { -//// m_log.DebugFormat("[LLCLIENTVIEW]: Triggered AgentUpdate for {0}", sener.Name); - - m_thisAgentUpdateArgs.AgentID = x.AgentID; - m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; - m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; - m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter; - m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; - m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; - m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags; - m_thisAgentUpdateArgs.Far = x.Far; - m_thisAgentUpdateArgs.Flags = x.Flags; - m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; - m_thisAgentUpdateArgs.SessionID = x.SessionID; - m_thisAgentUpdateArgs.State = x.State; - - UpdateAgent handlerAgentUpdate = OnAgentUpdate; - UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate; - - if (handlerPreAgentUpdate != null) - OnPreAgentUpdate(this, m_thisAgentUpdateArgs); - - if (handlerAgentUpdate != null) - OnAgentUpdate(this, m_thisAgentUpdateArgs); - - handlerAgentUpdate = null; - handlerPreAgentUpdate = null; -// } - } + AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; + AgentUpdatePacket.AgentDataBlock x = agentUpdate.AgentData; + + if (x.AgentID != AgentId || x.SessionID != SessionId) + return false; + + // Before we update the current m_thisAgentUpdateArgs, let's check this again + // to see what exactly changed + bool movement = CheckAgentMovementUpdateSignificance(x); + bool camera = CheckAgentCameraUpdateSignificance(x); + + m_thisAgentUpdateArgs.AgentID = x.AgentID; + m_thisAgentUpdateArgs.BodyRotation = x.BodyRotation; + m_thisAgentUpdateArgs.CameraAtAxis = x.CameraAtAxis; + m_thisAgentUpdateArgs.CameraCenter = x.CameraCenter; + m_thisAgentUpdateArgs.CameraLeftAxis = x.CameraLeftAxis; + m_thisAgentUpdateArgs.CameraUpAxis = x.CameraUpAxis; + m_thisAgentUpdateArgs.ControlFlags = x.ControlFlags; + m_thisAgentUpdateArgs.Far = x.Far; + m_thisAgentUpdateArgs.Flags = x.Flags; + m_thisAgentUpdateArgs.HeadRotation = x.HeadRotation; + m_thisAgentUpdateArgs.SessionID = x.SessionID; + m_thisAgentUpdateArgs.State = x.State; + + UpdateAgent handlerAgentUpdate = OnAgentUpdate; + UpdateAgent handlerPreAgentUpdate = OnPreAgentUpdate; + UpdateAgent handlerAgentCameraUpdate = OnAgentCameraUpdate; + + // Was there a significant movement/state change? + if (movement) + { + if (handlerPreAgentUpdate != null) + OnPreAgentUpdate(this, m_thisAgentUpdateArgs); + + if (handlerAgentUpdate != null) + OnAgentUpdate(this, m_thisAgentUpdateArgs); + } + // Was there a significant camera(s) change? + if (camera) + if (handlerAgentCameraUpdate != null) + handlerAgentCameraUpdate(this, m_thisAgentUpdateArgs); + + handlerAgentUpdate = null; + handlerPreAgentUpdate = null; + handlerAgentCameraUpdate = null; PacketPool.Instance.ReturnPacket(packet); -- cgit v1.1 From 3919c805054e6ce240c72436414ecee18a6c2947 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 13:42:39 -0700 Subject: A couple of small optimizations over the previous commit --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 18 ++++++++++-------- 1 file changed, 10 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 6c58aac..2907580 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5587,6 +5587,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { + // Compute these only once, when this function is called from down below + qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); + //qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); + vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); + vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); + vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); + vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); + return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); } @@ -5596,10 +5604,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Can only be called by one thread at a time /// /// - public bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); - qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); if ( (qdelta1 > QDELTA) || // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack @@ -5626,12 +5632,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Can only be called by one thread at a time /// /// - public bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) + private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); - vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); - vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); - vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); if ( /* These 4 are the worst offenders! * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ -- cgit v1.1 From b5ab0698d6328c90d779c2af29914da840335233 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 17:58:32 -0700 Subject: EDIT BEAMS!!! They had been missing from OpenSim since ever. Thanks to lkalif for telling me how to route the information. The viewer effect is under the distance filter, so only avatars with cameras < 10m away see the beams. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 27 ++++------------------ 1 file changed, 4 insertions(+), 23 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 2907580..a8759ab 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5016,7 +5016,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { ScenePresence presence = (ScenePresence)entity; - attachPoint = 0; + attachPoint = presence.State; collisionPlane = presence.CollisionPlane; position = presence.OffsetPosition; velocity = presence.Velocity; @@ -5040,7 +5040,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP SceneObjectPart part = (SceneObjectPart)entity; attachPoint = part.ParentGroup.AttachmentPoint; - + attachPoint = ((attachPoint % 16) * 16 + (attachPoint / 16)); // m_log.DebugFormat( // "[LLCLIENTVIEW]: Sending attachPoint {0} for {1} {2} to {3}", // attachPoint, part.Name, part.LocalId, Name); @@ -5068,7 +5068,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP pos += 4; // Avatar/CollisionPlane - data[pos++] = (byte)((attachPoint % 16) * 16 + (attachPoint / 16)); ; + data[pos++] = (byte) attachPoint; if (avatar) { data[pos++] = 1; @@ -12550,7 +12550,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP OutPacket(dialog, ThrottleOutPacketType.Task); } - public void StopFlying(ISceneEntity p) + public void SendAgentTerseUpdate(ISceneEntity p) { if (p is ScenePresence) { @@ -12564,25 +12564,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP Vector3 pos = presence.AbsolutePosition; - if (presence.Appearance.AvatarHeight != 127.0f) - pos += new Vector3(0f, 0f, (presence.Appearance.AvatarHeight/6f)); - else - pos += new Vector3(0f, 0f, (1.56f/6f)); - - presence.AbsolutePosition = pos; - - // attach a suitable collision plane regardless of the actual situation to force the LLClient to land. - // Collision plane below the avatar's position a 6th of the avatar's height is suitable. - // Mind you, that this method doesn't get called if the avatar's velocity magnitude is greater then a - // certain amount.. because the LLClient wouldn't land in that situation anyway. - - // why are we still testing for this really old height value default??? - if (presence.Appearance.AvatarHeight != 127.0f) - presence.CollisionPlane = new Vector4(0, 0, 0, pos.Z - presence.Appearance.AvatarHeight/6f); - else - presence.CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f/6f)); - - ImprovedTerseObjectUpdatePacket.ObjectDataBlock block = CreateImprovedTerseBlock(p, false); -- cgit v1.1 From 116a449d8945d1d04013860f952841a71df80be7 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 20 Jul 2013 19:20:20 -0700 Subject: The quaternion delta was a bit to high, now that the head rotation is out of the equation. (head rotation was the problematic one) --- OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index a8759ab..021b7c1 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5576,7 +5576,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar - private const float QDELTA = 0.01f; + private const float QDELTA = 0.000001f; private const float VDELTA = 0.01f; /// -- cgit v1.1 From 99a727600b938383224285d9dad79e2b564cb1fe Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sun, 21 Jul 2013 10:07:35 -0700 Subject: Minor cosmetic changes. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 50 ++++++++++------------ 1 file changed, 23 insertions(+), 27 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index 021b7c1..e23e55b 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -5595,7 +5595,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); - return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); + bool significant = CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); + + // Emergency debugging + //if (significant) + //{ + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", + // x.CameraAtAxis, x.CameraCenter); + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", + // x.CameraLeftAxis, x.CameraUpAxis); + //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", + // qdelta1, qdelta2); + //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", + // x.ControlFlags, x.Flags, x.Far, x.State); + //} + + return significant; + } /// @@ -5606,24 +5622,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - if ( + return ( (qdelta1 > QDELTA) || // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack //(qdelta2 > QDELTA * 10) || (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) || (x.Far != m_thisAgentUpdateArgs.Far) || (x.Flags != m_thisAgentUpdateArgs.Flags) || - (x.State != m_thisAgentUpdateArgs.State) - ) - { - //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", - // qdelta1, qdelta2); - //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3} (Thread {4})", - // x.ControlFlags, x.Flags, x.Far, x.State, Thread.CurrentThread.Name); - return true; - } - - return false; + (x.State != m_thisAgentUpdateArgs.State) + ); } /// @@ -5634,23 +5641,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - if ( - /* These 4 are the worst offenders! - * With Singularity, there is a bug where sometimes the spam on these doesn't stop */ + return ( (vdelta1 > VDELTA) || (vdelta2 > VDELTA) || (vdelta3 > VDELTA) || - (vdelta4 > VDELTA) - ) - { - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", - // x.CameraAtAxis, x.CameraCenter); - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", - // x.CameraLeftAxis, x.CameraUpAxis); - return true; - } - - return false; + (vdelta4 > VDELTA) + ); } private bool HandleAgentUpdate(IClientAPI sener, Packet packet) -- cgit v1.1 From e6b6af62dd677077664fdc8801b3a7e894a2b8da Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Jul 2013 15:41:14 -0700 Subject: Added check for user movement specification before discarding an incoming AgentUpdate packet. This fixes the problem with vehicles not moving forward after the first up-arrow. Code to fix a potential exception when using different IClientAPIs. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 81 +++++++++++----------- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 3 +- 2 files changed, 42 insertions(+), 42 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index e23e55b..32549c8 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -359,12 +359,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// cannot retain a reference to it outside of that method. /// private AgentUpdateArgs m_thisAgentUpdateArgs = new AgentUpdateArgs(); - private float qdelta1; - private float qdelta2; - private float vdelta1; - private float vdelta2; - private float vdelta3; - private float vdelta4; protected Dictionary m_packetHandlers = new Dictionary(); protected Dictionary m_genericPacketHandlers = new Dictionary(); //PauPaw:Local Generic Message handlers @@ -5576,7 +5570,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Scene/Avatar + // Threshold for body rotation to be a significant agent update private const float QDELTA = 0.000001f; + // Threshold for camera rotation to be a significant agent update private const float VDELTA = 0.01f; /// @@ -5587,31 +5583,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// public bool CheckAgentUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - // Compute these only once, when this function is called from down below - qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); - //qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); - vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); - vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); - vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); - vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); - - bool significant = CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); - - // Emergency debugging - //if (significant) - //{ - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", - // x.CameraAtAxis, x.CameraCenter); - //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", - // x.CameraLeftAxis, x.CameraUpAxis); - //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", - // qdelta1, qdelta2); - //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", - // x.ControlFlags, x.Flags, x.Far, x.State); - //} - - return significant; - + return CheckAgentMovementUpdateSignificance(x) || CheckAgentCameraUpdateSignificance(x); } /// @@ -5622,15 +5594,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentMovementUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - return ( - (qdelta1 > QDELTA) || + float qdelta1 = 1 - (float)Math.Pow(Quaternion.Dot(x.BodyRotation, m_thisAgentUpdateArgs.BodyRotation), 2); + //qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2); + + bool movementSignificant = + (qdelta1 > QDELTA) // significant if body rotation above threshold // Ignoring head rotation altogether, because it's not being used for anything interesting up the stack - //(qdelta2 > QDELTA * 10) || - (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) || - (x.Far != m_thisAgentUpdateArgs.Far) || - (x.Flags != m_thisAgentUpdateArgs.Flags) || - (x.State != m_thisAgentUpdateArgs.State) - ); + // || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold + || (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed + || (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands + || (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed + || (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed + || (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed + ; + //if (movementSignificant) + //{ + //m_log.DebugFormat("[LLCLIENTVIEW]: Bod {0} {1}", + // qdelta1, qdelta2); + //m_log.DebugFormat("[LLCLIENTVIEW]: St {0} {1} {2} {3}", + // x.ControlFlags, x.Flags, x.Far, x.State); + //} + return movementSignificant; } /// @@ -5641,12 +5625,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// private bool CheckAgentCameraUpdateSignificance(AgentUpdatePacket.AgentDataBlock x) { - return ( + float vdelta1 = Vector3.Distance(x.CameraAtAxis, m_thisAgentUpdateArgs.CameraAtAxis); + float vdelta2 = Vector3.Distance(x.CameraCenter, m_thisAgentUpdateArgs.CameraCenter); + float vdelta3 = Vector3.Distance(x.CameraLeftAxis, m_thisAgentUpdateArgs.CameraLeftAxis); + float vdelta4 = Vector3.Distance(x.CameraUpAxis, m_thisAgentUpdateArgs.CameraUpAxis); + + bool cameraSignificant = (vdelta1 > VDELTA) || (vdelta2 > VDELTA) || (vdelta3 > VDELTA) || (vdelta4 > VDELTA) - ); + ; + + //if (cameraSignificant) + //{ + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam1 {0} {1}", + // x.CameraAtAxis, x.CameraCenter); + //m_log.DebugFormat("[LLCLIENTVIEW]: Cam2 {0} {1}", + // x.CameraLeftAxis, x.CameraUpAxis); + //} + + return cameraSignificant; } private bool HandleAgentUpdate(IClientAPI sener, Packet packet) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 32282af..f5c0b05 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1316,9 +1316,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet; + LLClientView llClient = client as LLClientView; if (agentUpdate.AgentData.SessionID != client.SessionId || agentUpdate.AgentData.AgentID != client.AgentId - || !((LLClientView)client).CheckAgentUpdateSignificance(agentUpdate.AgentData)) + || !(llClient == null || llClient.CheckAgentUpdateSignificance(agentUpdate.AgentData)) ) { PacketPool.Instance.ReturnPacket(packet); return; -- cgit v1.1 From bf517899a7a63278d4ed22d5485c37d61d47bb58 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 22 Jul 2013 23:30:09 +0100 Subject: Add AverageUDPProcessTime stat to try and get a handle on how long we're taking on the initial processing of a UDP packet. If we're not receiving packets with multiple threads (m_asyncPacketHandling) then this is critical since it will limit the number of incoming UDP requests that the region can handle and affects packet loss. If m_asyncPacketHandling then this is less critical though a long process will increase the scope for threads to race. This is an experimental stat which may be changed. --- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 19 +++++++++-- .../ClientStack/Linden/UDP/OpenSimUDPBase.cs | 39 ++++++++++++++++++++++ 2 files changed, 56 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index f5c0b05..d3823f3 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -70,8 +70,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( "IncomingPacketsProcessedCount", - "Number of inbound UDP packets processed", - "Number of inbound UDP packets processed", + "Number of inbound LL protocol packets processed", + "Number of inbound LL protocol packets processed", "", "clientstack", scene.Name, @@ -79,6 +79,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP MeasuresOfInterest.AverageChangeOverTime, stat => stat.Value = m_udpServer.IncomingPacketsProcessed, StatVerbosity.Debug)); + + StatsManager.RegisterStat( + new Stat( + "AverageUDPProcessTime", + "Average number of milliseconds taken to process each incoming UDP packet in a sample.", + "This is for initial receive processing which is separate from the later client LL packet processing stage.", + "ms", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.None, + stat => stat.Value = m_udpServer.AverageReceiveTicksForLastSamplePeriod / TimeSpan.TicksPerMillisecond, +// stat => +// stat.Value = Math.Round(m_udpServer.AverageReceiveTicksForLastSamplePeriod / TimeSpan.TicksPerMillisecond, 7), + StatVerbosity.Debug)); } public bool HandlesRegion(Location x) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index a919141..46a3261 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -78,6 +78,26 @@ namespace OpenMetaverse public bool IsRunningOutbound { get; private set; } /// + /// Number of receives over which to establish a receive time average. + /// + private readonly static int s_receiveTimeSamples = 500; + + /// + /// Current number of samples taken to establish a receive time average. + /// + private int m_currentReceiveTimeSamples; + + /// + /// Cumulative receive time for the sample so far. + /// + private int m_receiveTicksInCurrentSamplePeriod; + + /// + /// The average time taken for each require receive in the last sample. + /// + public float AverageReceiveTicksForLastSamplePeriod { get; private set; } + + /// /// Default constructor /// /// Local IP address to bind the server to @@ -286,6 +306,8 @@ namespace OpenMetaverse try { + int startTick = Util.EnvironmentTickCount(); + // get the length of data actually read from the socket, store it with the // buffer buffer.DataLength = m_udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint); @@ -293,6 +315,23 @@ namespace OpenMetaverse // call the abstract method PacketReceived(), passing the buffer that // has just been filled from the socket read. PacketReceived(buffer); + + // If more than one thread can be calling AsyncEndReceive() at once (e.g. if m_asyncPacketHandler) + // then a particular stat may be inaccurate due to a race condition. We won't worry about this + // since this should be rare and won't cause a runtime problem. + if (m_currentReceiveTimeSamples >= s_receiveTimeSamples) + { + AverageReceiveTicksForLastSamplePeriod + = (float)m_receiveTicksInCurrentSamplePeriod / s_receiveTimeSamples; + + m_receiveTicksInCurrentSamplePeriod = 0; + m_currentReceiveTimeSamples = 0; + } + else + { + m_receiveTicksInCurrentSamplePeriod += Util.EnvironmentTickCountSubtract(startTick); + m_currentReceiveTimeSamples++; + } } catch (SocketException) { } catch (ObjectDisposedException) { } -- cgit v1.1 From 8396f1bd42cf42d412c09e769c491930aaa8bfea Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 22 Jul 2013 23:58:45 +0100 Subject: Record raw number of UDP receives as clientstack.IncomingUDPReceivesCount --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 13 +++++++++++++ OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs | 8 +++++++- 2 files changed, 20 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index d3823f3..5300b1e 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -69,6 +69,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( + "IncomingUDPReceivesCount", + "Number of inbound LL protocol packets processed", + "Number of inbound LL protocol packets processed", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.AverageChangeOverTime, + stat => stat.Value = m_udpServer.UdpReceives, + StatVerbosity.Debug)); + + StatsManager.RegisterStat( + new Stat( "IncomingPacketsProcessedCount", "Number of inbound LL protocol packets processed", "Number of inbound LL protocol packets processed", diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index 46a3261..b4044b5 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -78,6 +78,11 @@ namespace OpenMetaverse public bool IsRunningOutbound { get; private set; } /// + /// Number of UDP receives. + /// + public int UdpReceives { get; private set; } + + /// /// Number of receives over which to establish a receive time average. /// private readonly static int s_receiveTimeSamples = 500; @@ -295,6 +300,8 @@ namespace OpenMetaverse // to AsyncBeginReceive if (IsRunningInbound) { + UdpReceives++; + // Asynchronous mode will start another receive before the // callback for this packet is even fired. Very parallel :-) if (m_asyncPacketHandling) @@ -345,7 +352,6 @@ namespace OpenMetaverse if (!m_asyncPacketHandling) AsyncBeginReceive(); } - } } -- cgit v1.1 From 60732c96efd149bbb0484b327b00463dc5b81aff Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 23 Jul 2013 00:15:58 +0100 Subject: Add clientstack.OutgoingUDPSendsCount stat to show number of outbound UDP packets sent by a region per second --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 18 +++++++++++++++--- .../Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs | 7 +++++++ 2 files changed, 22 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 5300b1e..cc4de10 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -70,8 +70,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( "IncomingUDPReceivesCount", - "Number of inbound LL protocol packets processed", - "Number of inbound LL protocol packets processed", + "Number of UDP receives performed", + "Number of UDP receives performed", "", "clientstack", scene.Name, @@ -95,6 +95,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP StatsManager.RegisterStat( new Stat( + "OutgoingUDPSendsCount", + "Number of UDP sends performed", + "Number of UDP sends performed", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.AverageChangeOverTime, + stat => stat.Value = m_udpServer.UdpSends, + StatVerbosity.Debug)); + + StatsManager.RegisterStat( + new Stat( "AverageUDPProcessTime", "Average number of milliseconds taken to process each incoming UDP packet in a sample.", "This is for initial receive processing which is separate from the later client LL packet processing stage.", @@ -856,7 +869,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP PacketPool.Instance.ReturnPacket(packet); m_dataPresentEvent.Set(); - } private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs index b4044b5..d0ed7e8 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs @@ -83,6 +83,11 @@ namespace OpenMetaverse public int UdpReceives { get; private set; } /// + /// Number of UDP sends + /// + public int UdpSends { get; private set; } + + /// /// Number of receives over which to establish a receive time average. /// private readonly static int s_receiveTimeSamples = 500; @@ -381,6 +386,8 @@ namespace OpenMetaverse { // UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState; m_udpSocket.EndSendTo(result); + + UdpSends++; } catch (SocketException) { } catch (ObjectDisposedException) { } -- cgit v1.1 From 9fb9da1b6c86e10b229706fe06f2875c8a63a52f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 23 Jul 2013 00:31:57 +0100 Subject: Add clientstack.InboxPacketsCount stat. This records the number of packets waiting to be processed at the second stage (after initial UDP processing) If this consistently increases then this is a problem since it means the simulator is receiving more requests than it can distribute to other parts of the code. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 13 +++++++++++++ 1 file changed, 13 insertions(+) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index cc4de10..0e9f1b7 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -500,6 +500,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_scene = (Scene)scene; m_location = new Location(m_scene.RegionInfo.RegionHandle); + StatsManager.RegisterStat( + new Stat( + "InboxPacketsCount", + "Number of LL protocol packets waiting for the second stage of processing after initial receive.", + "Number of LL protocol packets waiting for the second stage of processing after initial receive.", + "", + "clientstack", + scene.Name, + StatType.Pull, + MeasuresOfInterest.AverageChangeOverTime, + stat => stat.Value = packetInbox.Count, + StatVerbosity.Debug)); + // XXX: These stats are also pool stats but we register them separately since they are currently not // turned on and off by EnablePools()/DisablePools() StatsManager.RegisterStat( -- cgit v1.1 From a57a472ab8edf70430a8391909e6078b9ae0f26d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 23 Jul 2013 00:51:59 +0100 Subject: Add proper method doc and comments to m_dataPresentEvent (from d9d9959) --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 0e9f1b7..37fd252 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -223,6 +223,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// Flag to signal when clients should send pings protected bool m_sendPing; + /// + /// Event used to signal when queued packets are available for sending. + /// + /// + /// This allows the outbound loop to only operate when there is data to send rather than continuously polling. + /// Some data is sent immediately and not queued. That data would not trigger this event. + /// + private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); + private Pool m_incomingPacketPool; /// @@ -881,11 +890,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP } PacketPool.Instance.ReturnPacket(packet); + m_dataPresentEvent.Set(); } - private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); - /// /// Start the process of sending a packet to the client. /// @@ -1817,6 +1825,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP // token bucket could get more tokens //if (!m_packetSent) // Thread.Sleep((int)TickCountResolution); + // + // Instead, now wait for data present to be explicitly signalled. Evidence so far is that with + // modern mono it reduces CPU base load since there is no more continuous polling. m_dataPresentEvent.WaitOne(100); Watchdog.UpdateThread(); -- cgit v1.1