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authorDan Lake2011-04-18 16:48:49 -0700
committerMic Bowman2011-04-19 08:10:01 -0700
commit08d8a3e5808b790fbbd7ba3f460603db66aeaff2 (patch)
tree251da046af3aaec1c1594731d7bbf41d87c4d5cd /OpenSim/Framework/IClientAPI.cs
parentMove mesh on/off swtich from [Startup] to [Mesh] in anticipation of future co... (diff)
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Requeue unacknowledged entity updates rather than resend then "as is".
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
Diffstat (limited to '')
-rw-r--r--OpenSim/Framework/IClientAPI.cs59
1 files changed, 47 insertions, 12 deletions
diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs
index f573c32..069987b 100644
--- a/OpenSim/Framework/IClientAPI.cs
+++ b/OpenSim/Framework/IClientAPI.cs
@@ -572,34 +572,69 @@ namespace OpenSim.Framework
572 572
573 public class IEntityUpdate 573 public class IEntityUpdate
574 { 574 {
575 public ISceneEntity Entity; 575 private ISceneEntity m_entity;
576 public uint Flags; 576 private uint m_flags;
577 private int m_updateTime;
578
579 public ISceneEntity Entity
580 {
581 get { return m_entity; }
582 }
583
584 public uint Flags
585 {
586 get { return m_flags; }
587 }
588
589 public int UpdateTime
590 {
591 get { return m_updateTime; }
592 }
577 593
578 public virtual void Update(IEntityUpdate update) 594 public virtual void Update(IEntityUpdate update)
579 { 595 {
580 this.Flags |= update.Flags; 596 m_flags |= update.Flags;
597
598 // Use the older of the updates as the updateTime
599 if (Util.EnvironmentTickCountCompare(UpdateTime, update.UpdateTime) > 0)
600 m_updateTime = update.UpdateTime;
581 } 601 }
582 602
583 public IEntityUpdate(ISceneEntity entity, uint flags) 603 public IEntityUpdate(ISceneEntity entity, uint flags)
584 { 604 {
585 Entity = entity; 605 m_entity = entity;
586 Flags = flags; 606 m_flags = flags;
607 m_updateTime = Util.EnvironmentTickCount();
608 }
609
610 public IEntityUpdate(ISceneEntity entity, uint flags, Int32 updateTime)
611 {
612 m_entity = entity;
613 m_flags = flags;
614 m_updateTime = updateTime;
587 } 615 }
588 } 616 }
589
590 617
591 public class EntityUpdate : IEntityUpdate 618 public class EntityUpdate : IEntityUpdate
592 { 619 {
593 // public ISceneEntity Entity; 620 private float m_timeDilation;
594 // public PrimUpdateFlags Flags; 621
595 public float TimeDilation; 622 public float TimeDilation
623 {
624 get { return m_timeDilation; }
625 }
596 626
597 public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation) 627 public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation)
598 : base(entity,(uint)flags) 628 : base(entity, (uint)flags)
599 { 629 {
600 //Entity = entity;
601 // Flags = flags; 630 // Flags = flags;
602 TimeDilation = timedilation; 631 m_timeDilation = timedilation;
632 }
633
634 public EntityUpdate(ISceneEntity entity, PrimUpdateFlags flags, float timedilation, Int32 updateTime)
635 : base(entity,(uint)flags,updateTime)
636 {
637 m_timeDilation = timedilation;
603 } 638 }
604 } 639 }
605 640