From 82ace481c9ea180e7e5b9d6d7c7c191e438fdbe1 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Tue, 13 Oct 2009 11:14:45 -0700 Subject: * Broke the circular reference between LLClientView and LLUDPClient. This should speed up garbage collection on the large LLClientView objects, and also prevents handling packets for disconnected clients * Renamed local LLUDPClient variables to udpClient to avoid naming confusion between LLUDPClient and LLClientView --- .../Region/ClientStack/LindenUDP/LLUDPClient.cs | 2 - .../Region/ClientStack/LindenUDP/LLUDPServer.cs | 134 ++++++++++++--------- 2 files changed, 77 insertions(+), 59 deletions(-) (limited to 'OpenSim/Region/ClientStack') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs index 871e8e8..10e22d5 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs @@ -82,8 +82,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// ACKs that are queued up, waiting to be sent to the client public readonly LocklessQueue PendingAcks = new LocklessQueue(); - /// Reference to the IClientAPI for this client - public LLClientView ClientAPI; /// Current packet sequence number public int CurrentSequence; /// Current ping sequence number diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 07764cb..0b5b51d 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs @@ -183,10 +183,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP public void RemoveClient(LLUDPClient udpClient) { - m_log.Debug("[LLUDPSERVER]: Removing LLUDPClient for " + udpClient.ClientAPI.Name); + m_log.Debug("[LLUDPSERVER]: Removing LLUDPClient for " + udpClient.AgentID); - m_scene.ClientManager.Remove(udpClient.CircuitCode); - udpClient.ClientAPI.Close(false); + // Shut down the IClientAPI and remove it from the scene + IClientAPI client; + if (m_scene.ClientManager.TryGetClient(udpClient.CircuitCode, out client)) + { + client.Close(false); + m_scene.ClientManager.Remove(udpClient.CircuitCode); + } + + // Shut down the LLUDPClient and remove it from the list of UDP clients udpClient.Shutdown(); m_clients.Remove(udpClient.RemoteEndPoint); } @@ -222,7 +229,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } - public void SendPacket(LLUDPClient client, Packet packet, ThrottleOutPacketType category, bool allowSplitting) + public void SendPacket(LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting) { // CoarseLocationUpdate packets cannot be split in an automated way if (packet.Type == PacketType.CoarseLocationUpdate && allowSplitting) @@ -239,17 +246,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP for (int i = 0; i < packetCount; i++) { byte[] data = datas[i]; - SendPacketData(client, data, packet.Type, category); + SendPacketData(udpClient, data, packet.Type, category); } } else { byte[] data = packet.ToBytes(); - SendPacketData(client, data, packet.Type, category); + SendPacketData(udpClient, data, packet.Type, category); } } - public void SendPacketData(LLUDPClient client, byte[] data, PacketType type, ThrottleOutPacketType category) + public void SendPacketData(LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category) { int dataLength = data.Length; bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0; @@ -260,7 +267,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // to accomodate for both common scenarios and provide ample room for ACK appending in both int bufferSize = (dataLength > 180) ? Packet.MTU : 200; - UDPPacketBuffer buffer = new UDPPacketBuffer(client.RemoteEndPoint, bufferSize); + UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize); // Zerocode if needed if (doZerocode) @@ -285,7 +292,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Queue or Send // Look up the UDPClient this is going to - OutgoingPacket outgoingPacket = new OutgoingPacket(client, buffer, category); + OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category); if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) SendPacketFinal(outgoingPacket); @@ -293,18 +300,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP #endregion Queue or Send } - public void SendAcks(LLUDPClient client) + public void SendAcks(LLUDPClient udpClient) { uint ack; - if (client.PendingAcks.Dequeue(out ack)) + if (udpClient.PendingAcks.Dequeue(out ack)) { List blocks = new List(); PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock(); block.ID = ack; blocks.Add(block); - while (client.PendingAcks.Dequeue(out ack)) + while (udpClient.PendingAcks.Dequeue(out ack)) { block = new PacketAckPacket.PacketsBlock(); block.ID = ack; @@ -315,22 +322,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP packet.Header.Reliable = false; packet.Packets = blocks.ToArray(); - SendPacket(client, packet, ThrottleOutPacketType.Unknown, true); + SendPacket(udpClient, packet, ThrottleOutPacketType.Unknown, true); } } - public void SendPing(LLUDPClient client) + public void SendPing(LLUDPClient udpClient) { - IClientAPI api = client.ClientAPI; - if (api != null) - api.SendStartPingCheck(client.CurrentPingSequence++); + StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck); + pc.Header.Reliable = false; + + OutgoingPacket oldestPacket = udpClient.NeedAcks.GetOldest(); + + pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++; + pc.PingID.OldestUnacked = (oldestPacket != null) ? oldestPacket.SequenceNumber : 0; + + SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false); } - public void ResendUnacked(LLUDPClient client) + public void ResendUnacked(LLUDPClient udpClient) { - if (client.NeedAcks.Count > 0) + if (udpClient.NeedAcks.Count > 0) { - List expiredPackets = client.NeedAcks.GetExpiredPackets(client.RTO); + List expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO); if (expiredPackets != null) { @@ -366,18 +379,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_log.DebugFormat("[LLUDPSERVER]: Dropping packet #{0} for agent {1} after {2} failed attempts", outgoingPacket.SequenceNumber, outgoingPacket.Client.RemoteEndPoint, outgoingPacket.ResendCount); - lock (client.NeedAcks.SyncRoot) - client.NeedAcks.RemoveUnsafe(outgoingPacket.SequenceNumber); + lock (udpClient.NeedAcks.SyncRoot) + udpClient.NeedAcks.RemoveUnsafe(outgoingPacket.SequenceNumber); //Interlocked.Increment(ref Stats.DroppedPackets); // Disconnect an agent if no packets are received for some time //FIXME: Make 60 an .ini setting - if (Environment.TickCount - client.TickLastPacketReceived > 1000 * 60) + if (Environment.TickCount - udpClient.TickLastPacketReceived > 1000 * 60) { - m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + client.ClientAPI.Name); + m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID); - RemoveClient(client); + RemoveClient(udpClient); return; } } @@ -397,7 +410,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP byte flags = buffer.Data[0]; bool isResend = (flags & Helpers.MSG_RESENT) != 0; bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0; - LLUDPClient client = outgoingPacket.Client; + LLUDPClient udpClient = outgoingPacket.Client; // Keep track of when this packet was sent out (right now) outgoingPacket.TickCount = Environment.TickCount; @@ -410,7 +423,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // no more ACKs to append uint ackCount = 0; uint ack; - while (dataLength + 5 < buffer.Data.Length && client.PendingAcks.Dequeue(out ack)) + while (dataLength + 5 < buffer.Data.Length && udpClient.PendingAcks.Dequeue(out ack)) { Utils.UIntToBytesBig(ack, buffer.Data, dataLength); dataLength += 4; @@ -429,24 +442,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP #endregion ACK Appending + #region Sequence Number Assignment + if (!isResend) { // Not a resend, assign a new sequence number - uint sequenceNumber = (uint)Interlocked.Increment(ref client.CurrentSequence); + uint sequenceNumber = (uint)Interlocked.Increment(ref udpClient.CurrentSequence); Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1); outgoingPacket.SequenceNumber = sequenceNumber; if (isReliable) { // Add this packet to the list of ACK responses we are waiting on from the server - client.NeedAcks.Add(outgoingPacket); + udpClient.NeedAcks.Add(outgoingPacket); } } + #endregion Sequence Number Assignment + // Stats tracking - Interlocked.Increment(ref client.PacketsSent); + Interlocked.Increment(ref udpClient.PacketsSent); if (isReliable) - Interlocked.Add(ref client.UnackedBytes, outgoingPacket.Buffer.DataLength); + Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength); // Put the UDP payload on the wire AsyncBeginSend(buffer); @@ -455,7 +472,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP protected override void PacketReceived(UDPPacketBuffer buffer) { // Debugging/Profiling - //try { Thread.CurrentThread.Name = "PacketReceived (" + scene.RegionName + ")"; } + //try { Thread.CurrentThread.Name = "PacketReceived (" + m_scene.RegionInfo.RegionName + ")"; } //catch (Exception) { } LLUDPClient client = null; @@ -484,9 +501,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP return; } - //Stats.RecvBytes += (ulong)buffer.DataLength; - //++Stats.RecvPackets; - #endregion Decoding #region UseCircuitCode Handling @@ -508,7 +522,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (!m_clients.TryGetValue(address, out client)) { m_log.Warn("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + - ", currently tracking " + m_clients.Count + " clients"); + " in " + m_scene.RegionInfo.RegionName + ", currently tracking " + m_clients.Count + " clients"); return; } @@ -549,7 +563,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region ACK Sending if (packet.Header.Reliable) - client.PendingAcks.Enqueue((uint)packet.Header.Sequence); + client.PendingAcks.Enqueue(packet.Header.Sequence); // This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out, // add the current received bytes to it, test if 2*MTU bytes have been sent, if so remove @@ -648,9 +662,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_scene.ClientManager.Add(circuitCode, clientApi); clientApi.Start(); - // Give LLUDPClient a reference to IClientAPI - udpClient.ClientAPI = clientApi; - // Add the new client to our list of tracked clients m_clients.Add(udpClient.RemoteEndPoint, udpClient); } @@ -756,31 +767,40 @@ namespace OpenSim.Region.ClientStack.LindenUDP { IncomingPacket incomingPacket = (IncomingPacket)state; Packet packet = incomingPacket.Packet; - LLUDPClient client = incomingPacket.Client; + LLUDPClient udpClient = incomingPacket.Client; + IClientAPI client; // Sanity check - if (packet == null || client == null || client.ClientAPI == null) + if (packet == null || udpClient == null) { - m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", Client=\"{1}\", Client.ClientAPI=\"{2}\"", - packet, client, (client != null) ? client.ClientAPI : null); + m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", UDPClient=\"{1}\"", + packet, udpClient); } - try + // Make sure this client is still alive + if (m_scene.ClientManager.TryGetClient(udpClient.CircuitCode, out client)) { - // Process this packet - client.ClientAPI.ProcessInPacket(packet); - } - catch (ThreadAbortException) - { - // If something is trying to abort the packet processing thread, take that as a hint that it's time to shut down - m_log.Info("[LLUDPSERVER]: Caught a thread abort, shutting down the LLUDP server"); - Stop(); + try + { + // Process this packet + client.ProcessInPacket(packet); + } + catch (ThreadAbortException) + { + // If something is trying to abort the packet processing thread, take that as a hint that it's time to shut down + m_log.Info("[LLUDPSERVER]: Caught a thread abort, shutting down the LLUDP server"); + Stop(); + } + catch (Exception e) + { + // Don't let a failure in an individual client thread crash the whole sim. + m_log.ErrorFormat("[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw an exception", udpClient.AgentID, packet.Type); + m_log.Error(e.Message, e); + } } - catch (Exception e) + else { - // Don't let a failure in an individual client thread crash the whole sim. - m_log.ErrorFormat("[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw an exception", client.AgentID, packet.Type); - m_log.Error(e.Message, e); + m_log.DebugFormat("[LLUDPSERVER]: Dropping incoming {0} packet for dead client {1}", packet.Type, udpClient.AgentID); } } -- cgit v1.1