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authorDiva Canto2011-04-30 09:24:15 -0700
committerDiva Canto2011-04-30 09:24:15 -0700
commitd8ee0cbe1cf93ca521f52ce39aa2a15cb5784e48 (patch)
tree4958279e2c75dcfa50021a8e559fb6ddc0a76725 /OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
parentDelaying starting the scripts on TPs and crossings until the agent is root. (diff)
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First stab at cleaning up Caps. Compiles. Untested.
Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs1274
1 files changed, 0 insertions, 1274 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
deleted file mode 100644
index aff90c5..0000000
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ /dev/null
@@ -1,1274 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.IO;
32using System.Net;
33using System.Net.Sockets;
34using System.Reflection;
35using System.Threading;
36using log4net;
37using Nini.Config;
38using OpenMetaverse.Packets;
39using OpenSim.Framework;
40using OpenSim.Framework.Statistics;
41using OpenSim.Region.Framework.Scenes;
42using OpenMetaverse;
43
44using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
45
46namespace OpenSim.Region.ClientStack.LindenUDP
47{
48 /// <summary>
49 /// A shim around LLUDPServer that implements the IClientNetworkServer interface
50 /// </summary>
51 public sealed class LLUDPServerShim : IClientNetworkServer
52 {
53 LLUDPServer m_udpServer;
54
55 public LLUDPServerShim()
56 {
57 }
58
59 public void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
60 {
61 m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager);
62 }
63
64 public void NetworkStop()
65 {
66 m_udpServer.Stop();
67 }
68
69 public void AddScene(IScene scene)
70 {
71 m_udpServer.AddScene(scene);
72 }
73
74 public bool HandlesRegion(Location x)
75 {
76 return m_udpServer.HandlesRegion(x);
77 }
78
79 public void Start()
80 {
81 m_udpServer.Start();
82 }
83
84 public void Stop()
85 {
86 m_udpServer.Stop();
87 }
88 }
89
90 /// <summary>
91 /// The LLUDP server for a region. This handles incoming and outgoing
92 /// packets for all UDP connections to the region
93 /// </summary>
94 public class LLUDPServer : OpenSimUDPBase
95 {
96 /// <summary>Maximum transmission unit, or UDP packet size, for the LLUDP protocol</summary>
97 public const int MTU = 1400;
98
99 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
100
101 /// <summary>The measured resolution of Environment.TickCount</summary>
102 public readonly float TickCountResolution;
103 /// <summary>Number of prim updates to put on the queue each time the
104 /// OnQueueEmpty event is triggered for updates</summary>
105 public readonly int PrimUpdatesPerCallback;
106 /// <summary>Number of texture packets to put on the queue each time the
107 /// OnQueueEmpty event is triggered for textures</summary>
108 public readonly int TextureSendLimit;
109
110 /// <summary>Handlers for incoming packets</summary>
111 //PacketEventDictionary packetEvents = new PacketEventDictionary();
112 /// <summary>Incoming packets that are awaiting handling</summary>
113 private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
114 /// <summary></summary>
115 //private UDPClientCollection m_clients = new UDPClientCollection();
116 /// <summary>Bandwidth throttle for this UDP server</summary>
117 protected TokenBucket m_throttle;
118
119 /// <summary>Bandwidth throttle rates for this UDP server</summary>
120 public ThrottleRates ThrottleRates { get; private set; }
121
122 /// <summary>Manages authentication for agent circuits</summary>
123 private AgentCircuitManager m_circuitManager;
124 /// <summary>Reference to the scene this UDP server is attached to</summary>
125 protected Scene m_scene;
126 /// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
127 private Location m_location;
128 /// <summary>The size of the receive buffer for the UDP socket. This value
129 /// is passed up to the operating system and used in the system networking
130 /// stack. Use zero to leave this value as the default</summary>
131 private int m_recvBufferSize;
132 /// <summary>Flag to process packets asynchronously or synchronously</summary>
133 private bool m_asyncPacketHandling;
134 /// <summary>Tracks whether or not a packet was sent each round so we know
135 /// whether or not to sleep</summary>
136 private bool m_packetSent;
137
138 /// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
139 private int m_elapsedMSSinceLastStatReport = 0;
140 /// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
141 private int m_tickLastOutgoingPacketHandler;
142 /// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
143 private int m_elapsedMSOutgoingPacketHandler;
144 /// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
145 private int m_elapsed100MSOutgoingPacketHandler;
146 /// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
147 private int m_elapsed500MSOutgoingPacketHandler;
148
149 /// <summary>Flag to signal when clients should check for resends</summary>
150 private bool m_resendUnacked;
151 /// <summary>Flag to signal when clients should send ACKs</summary>
152 private bool m_sendAcks;
153 /// <summary>Flag to signal when clients should send pings</summary>
154 private bool m_sendPing;
155
156 private int m_defaultRTO = 0;
157 private int m_maxRTO = 0;
158
159 private bool m_disableFacelights = false;
160
161 public Socket Server { get { return null; } }
162
163 public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
164 : base(listenIP, (int)port)
165 {
166 #region Environment.TickCount Measurement
167
168 // Measure the resolution of Environment.TickCount
169 TickCountResolution = 0f;
170 for (int i = 0; i < 5; i++)
171 {
172 int start = Environment.TickCount;
173 int now = start;
174 while (now == start)
175 now = Environment.TickCount;
176 TickCountResolution += (float)(now - start) * 0.2f;
177 }
178 m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
179 TickCountResolution = (float)Math.Ceiling(TickCountResolution);
180
181 #endregion Environment.TickCount Measurement
182
183 m_circuitManager = circuitManager;
184 int sceneThrottleBps = 0;
185
186 IConfig config = configSource.Configs["ClientStack.LindenUDP"];
187 if (config != null)
188 {
189 m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
190 m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
191 sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
192
193 PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
194 TextureSendLimit = config.GetInt("TextureSendLimit", 20);
195
196 m_defaultRTO = config.GetInt("DefaultRTO", 0);
197 m_maxRTO = config.GetInt("MaxRTO", 0);
198 m_disableFacelights = config.GetBoolean("DisableFacelights", false);
199 }
200 else
201 {
202 PrimUpdatesPerCallback = 100;
203 TextureSendLimit = 20;
204 }
205
206 #region BinaryStats
207 config = configSource.Configs["Statistics.Binary"];
208 m_shouldCollectStats = false;
209 if (config != null)
210 {
211 if (config.Contains("enabled") && config.GetBoolean("enabled"))
212 {
213 if (config.Contains("collect_packet_headers"))
214 m_shouldCollectStats = config.GetBoolean("collect_packet_headers");
215 if (config.Contains("packet_headers_period_seconds"))
216 {
217 binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
218 }
219 if (config.Contains("stats_dir"))
220 {
221 binStatsDir = config.GetString("stats_dir");
222 }
223 }
224 else
225 {
226 m_shouldCollectStats = false;
227 }
228 }
229 #endregion BinaryStats
230
231 m_throttle = new TokenBucket(null, sceneThrottleBps);
232 ThrottleRates = new ThrottleRates(configSource);
233 }
234
235 public void Start()
236 {
237 if (m_scene == null)
238 throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
239
240 m_log.Info("[LLUDPSERVER]: Starting the LLUDP server in " + (m_asyncPacketHandling ? "asynchronous" : "synchronous") + " mode");
241
242 base.Start(m_recvBufferSize, m_asyncPacketHandling);
243
244 // Start the packet processing threads
245 Watchdog.StartThread(IncomingPacketHandler, "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
246 Watchdog.StartThread(OutgoingPacketHandler, "Outgoing Packets (" + m_scene.RegionInfo.RegionName + ")", ThreadPriority.Normal, false);
247 m_elapsedMSSinceLastStatReport = Environment.TickCount;
248 }
249
250 public new void Stop()
251 {
252 m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
253 base.Stop();
254 }
255
256 public void AddScene(IScene scene)
257 {
258 if (m_scene != null)
259 {
260 m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
261 return;
262 }
263
264 if (!(scene is Scene))
265 {
266 m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
267 return;
268 }
269
270 m_scene = (Scene)scene;
271 m_location = new Location(m_scene.RegionInfo.RegionHandle);
272 }
273
274 public bool HandlesRegion(Location x)
275 {
276 return x == m_location;
277 }
278
279 public void BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting)
280 {
281 // CoarseLocationUpdate and AvatarGroupsReply packets cannot be split in an automated way
282 if ((packet.Type == PacketType.CoarseLocationUpdate || packet.Type == PacketType.AvatarGroupsReply) && allowSplitting)
283 allowSplitting = false;
284
285 if (allowSplitting && packet.HasVariableBlocks)
286 {
287 byte[][] datas = packet.ToBytesMultiple();
288 int packetCount = datas.Length;
289
290 if (packetCount < 1)
291 m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
292
293 for (int i = 0; i < packetCount; i++)
294 {
295 byte[] data = datas[i];
296 m_scene.ForEachClient(
297 delegate(IClientAPI client)
298 {
299 if (client is LLClientView)
300 SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category, null);
301 }
302 );
303 }
304 }
305 else
306 {
307 byte[] data = packet.ToBytes();
308 m_scene.ForEachClient(
309 delegate(IClientAPI client)
310 {
311 if (client is LLClientView)
312 SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category, null);
313 }
314 );
315 }
316 }
317
318 /// <summary>
319 /// Start the process of sending a packet to the client.
320 /// </summary>
321 /// <param name="udpClient"></param>
322 /// <param name="packet"></param>
323 /// <param name="category"></param>
324 /// <param name="allowSplitting"></param>
325 public void SendPacket(LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
326 {
327 // CoarseLocationUpdate packets cannot be split in an automated way
328 if (packet.Type == PacketType.CoarseLocationUpdate && allowSplitting)
329 allowSplitting = false;
330
331 if (allowSplitting && packet.HasVariableBlocks)
332 {
333 byte[][] datas = packet.ToBytesMultiple();
334 int packetCount = datas.Length;
335
336 if (packetCount < 1)
337 m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
338
339 for (int i = 0; i < packetCount; i++)
340 {
341 byte[] data = datas[i];
342 SendPacketData(udpClient, data, packet.Type, category, method);
343 }
344 }
345 else
346 {
347 byte[] data = packet.ToBytes();
348 SendPacketData(udpClient, data, packet.Type, category, method);
349 }
350 }
351
352 /// <summary>
353 /// Start the process of sending a packet to the client.
354 /// </summary>
355 /// <param name="udpClient"></param>
356 /// <param name="data"></param>
357 /// <param name="type"></param>
358 /// <param name="category"></param>
359 public void SendPacketData(LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category, UnackedPacketMethod method)
360 {
361 int dataLength = data.Length;
362 bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0;
363 bool doCopy = true;
364
365 // Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum.
366 // The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
367 // there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
368 // to accomodate for both common scenarios and provide ample room for ACK appending in both
369 int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
370
371 UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
372
373 // Zerocode if needed
374 if (doZerocode)
375 {
376 try
377 {
378 dataLength = Helpers.ZeroEncode(data, dataLength, buffer.Data);
379 doCopy = false;
380 }
381 catch (IndexOutOfRangeException)
382 {
383 // The packet grew larger than the bufferSize while zerocoding.
384 // Remove the MSG_ZEROCODED flag and send the unencoded data
385 // instead
386 m_log.Debug("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding for " + type + ". DataLength=" + dataLength +
387 " and BufferLength=" + buffer.Data.Length + ". Removing MSG_ZEROCODED flag");
388 data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
389 }
390 }
391
392 // If the packet data wasn't already copied during zerocoding, copy it now
393 if (doCopy)
394 {
395 if (dataLength <= buffer.Data.Length)
396 {
397 Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
398 }
399 else
400 {
401 bufferSize = dataLength;
402 buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
403
404 // m_log.Error("[LLUDPSERVER]: Packet exceeded buffer size! This could be an indication of packet assembly not obeying the MTU. Type=" +
405 // type + ", DataLength=" + dataLength + ", BufferLength=" + buffer.Data.Length + ". Dropping packet");
406 Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
407 }
408 }
409
410 buffer.DataLength = dataLength;
411
412 #region Queue or Send
413
414 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null);
415 // If we were not provided a method for handling unacked, use the UDPServer default method
416 outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method);
417
418 // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
419 // continue to display the deleted object until relog. Therefore, we need to always queue a kill object
420 // packet so that it isn't sent before a queued update packet.
421 bool requestQueue = type == PacketType.KillObject;
422 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, requestQueue))
423 SendPacketFinal(outgoingPacket);
424
425 #endregion Queue or Send
426 }
427
428 public void SendAcks(LLUDPClient udpClient)
429 {
430 uint ack;
431
432 if (udpClient.PendingAcks.Dequeue(out ack))
433 {
434 List<PacketAckPacket.PacketsBlock> blocks = new List<PacketAckPacket.PacketsBlock>();
435 PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock();
436 block.ID = ack;
437 blocks.Add(block);
438
439 while (udpClient.PendingAcks.Dequeue(out ack))
440 {
441 block = new PacketAckPacket.PacketsBlock();
442 block.ID = ack;
443 blocks.Add(block);
444 }
445
446 PacketAckPacket packet = new PacketAckPacket();
447 packet.Header.Reliable = false;
448 packet.Packets = blocks.ToArray();
449
450 SendPacket(udpClient, packet, ThrottleOutPacketType.Unknown, true, null);
451 }
452 }
453
454 public void SendPing(LLUDPClient udpClient)
455 {
456 StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck);
457 pc.Header.Reliable = false;
458
459 pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++;
460 // We *could* get OldestUnacked, but it would hurt performance and not provide any benefit
461 pc.PingID.OldestUnacked = 0;
462
463 SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false, null);
464 }
465
466 public void CompletePing(LLUDPClient udpClient, byte pingID)
467 {
468 CompletePingCheckPacket completePing = new CompletePingCheckPacket();
469 completePing.PingID.PingID = pingID;
470 SendPacket(udpClient, completePing, ThrottleOutPacketType.Unknown, false, null);
471 }
472
473 public void HandleUnacked(LLUDPClient udpClient)
474 {
475 if (!udpClient.IsConnected)
476 return;
477
478 // Disconnect an agent if no packets are received for some time
479 //FIXME: Make 60 an .ini setting
480 if ((Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > 1000 * 60)
481 {
482 m_log.Warn("[LLUDPSERVER]: Ack timeout, disconnecting " + udpClient.AgentID);
483
484 RemoveClient(udpClient);
485 return;
486 }
487
488 // Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
489 List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
490
491 if (expiredPackets != null)
492 {
493 //m_log.Debug("[LLUDPSERVER]: Handling " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
494 // Exponential backoff of the retransmission timeout
495 udpClient.BackoffRTO();
496 for (int i = 0; i < expiredPackets.Count; ++i)
497 expiredPackets[i].UnackedMethod(expiredPackets[i]);
498 }
499 }
500
501 public void ResendUnacked(OutgoingPacket outgoingPacket)
502 {
503 //m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
504 // outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
505
506 // Set the resent flag
507 outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
508 outgoingPacket.Category = ThrottleOutPacketType.Resend;
509
510 // Bump up the resend count on this packet
511 Interlocked.Increment(ref outgoingPacket.ResendCount);
512
513 // Requeue or resend the packet
514 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, false))
515 SendPacketFinal(outgoingPacket);
516 }
517
518 public void Flush(LLUDPClient udpClient)
519 {
520 // FIXME: Implement?
521 }
522
523 /// <summary>
524 /// Actually send a packet to a client.
525 /// </summary>
526 /// <param name="outgoingPacket"></param>
527 internal void SendPacketFinal(OutgoingPacket outgoingPacket)
528 {
529 UDPPacketBuffer buffer = outgoingPacket.Buffer;
530 byte flags = buffer.Data[0];
531 bool isResend = (flags & Helpers.MSG_RESENT) != 0;
532 bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
533 bool isZerocoded = (flags & Helpers.MSG_ZEROCODED) != 0;
534 LLUDPClient udpClient = outgoingPacket.Client;
535
536 if (!udpClient.IsConnected)
537 return;
538
539 #region ACK Appending
540
541 int dataLength = buffer.DataLength;
542
543 // NOTE: I'm seeing problems with some viewers when ACKs are appended to zerocoded packets so I've disabled that here
544 if (!isZerocoded)
545 {
546 // Keep appending ACKs until there is no room left in the buffer or there are
547 // no more ACKs to append
548 uint ackCount = 0;
549 uint ack;
550 while (dataLength + 5 < buffer.Data.Length && udpClient.PendingAcks.Dequeue(out ack))
551 {
552 Utils.UIntToBytesBig(ack, buffer.Data, dataLength);
553 dataLength += 4;
554 ++ackCount;
555 }
556
557 if (ackCount > 0)
558 {
559 // Set the last byte of the packet equal to the number of appended ACKs
560 buffer.Data[dataLength++] = (byte)ackCount;
561 // Set the appended ACKs flag on this packet
562 buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
563 }
564 }
565
566 buffer.DataLength = dataLength;
567
568 #endregion ACK Appending
569
570 #region Sequence Number Assignment
571
572 if (!isResend)
573 {
574 // Not a resend, assign a new sequence number
575 uint sequenceNumber = (uint)Interlocked.Increment(ref udpClient.CurrentSequence);
576 Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1);
577 outgoingPacket.SequenceNumber = sequenceNumber;
578
579 if (isReliable)
580 {
581 // Add this packet to the list of ACK responses we are waiting on from the server
582 udpClient.NeedAcks.Add(outgoingPacket);
583 }
584 }
585 else
586 {
587 Interlocked.Increment(ref udpClient.PacketsResent);
588 }
589
590 #endregion Sequence Number Assignment
591
592 // Stats tracking
593 Interlocked.Increment(ref udpClient.PacketsSent);
594
595 // Put the UDP payload on the wire
596 AsyncBeginSend(buffer);
597
598 // Keep track of when this packet was sent out (right now)
599 outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
600 }
601
602 protected override void PacketReceived(UDPPacketBuffer buffer)
603 {
604 // Debugging/Profiling
605 //try { Thread.CurrentThread.Name = "PacketReceived (" + m_scene.RegionInfo.RegionName + ")"; }
606 //catch (Exception) { }
607
608 LLUDPClient udpClient = null;
609 Packet packet = null;
610 int packetEnd = buffer.DataLength - 1;
611 IPEndPoint address = (IPEndPoint)buffer.RemoteEndPoint;
612
613 #region Decoding
614
615 try
616 {
617 packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
618 // Only allocate a buffer for zerodecoding if the packet is zerocoded
619 ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
620 }
621 catch (MalformedDataException)
622 {
623 }
624
625 // Fail-safe check
626 if (packet == null)
627 {
628 m_log.ErrorFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}:",
629 buffer.DataLength, buffer.RemoteEndPoint);
630 m_log.Error(Utils.BytesToHexString(buffer.Data, buffer.DataLength, null));
631 return;
632 }
633
634 #endregion Decoding
635
636 #region Packet to Client Mapping
637
638 // UseCircuitCode handling
639 if (packet.Type == PacketType.UseCircuitCode)
640 {
641 object[] array = new object[] { buffer, packet };
642
643 Util.FireAndForget(HandleUseCircuitCode, array);
644
645 return;
646 }
647
648 // Determine which agent this packet came from
649 IClientAPI client;
650 if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
651 {
652 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
653 return;
654 }
655
656 udpClient = ((LLClientView)client).UDPClient;
657
658 if (!udpClient.IsConnected)
659 return;
660
661 #endregion Packet to Client Mapping
662
663 // Stats tracking
664 Interlocked.Increment(ref udpClient.PacketsReceived);
665
666 int now = Environment.TickCount & Int32.MaxValue;
667 udpClient.TickLastPacketReceived = now;
668
669 #region ACK Receiving
670
671 // Handle appended ACKs
672 if (packet.Header.AppendedAcks && packet.Header.AckList != null)
673 {
674 for (int i = 0; i < packet.Header.AckList.Length; i++)
675 udpClient.NeedAcks.Acknowledge(packet.Header.AckList[i], now, packet.Header.Resent);
676 }
677
678 // Handle PacketAck packets
679 if (packet.Type == PacketType.PacketAck)
680 {
681 PacketAckPacket ackPacket = (PacketAckPacket)packet;
682
683 for (int i = 0; i < ackPacket.Packets.Length; i++)
684 udpClient.NeedAcks.Acknowledge(ackPacket.Packets[i].ID, now, packet.Header.Resent);
685
686 // We don't need to do anything else with PacketAck packets
687 return;
688 }
689
690 #endregion ACK Receiving
691
692 #region ACK Sending
693
694 if (packet.Header.Reliable)
695 {
696 udpClient.PendingAcks.Enqueue(packet.Header.Sequence);
697
698 // This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out,
699 // add the current received bytes to it, test if 2*MTU bytes have been sent, if so remove
700 // 2*MTU bytes from the value and send ACKs, and finally add the local value back to
701 // client.BytesSinceLastACK. Lockless thread safety
702 int bytesSinceLastACK = Interlocked.Exchange(ref udpClient.BytesSinceLastACK, 0);
703 bytesSinceLastACK += buffer.DataLength;
704 if (bytesSinceLastACK > LLUDPServer.MTU * 2)
705 {
706 bytesSinceLastACK -= LLUDPServer.MTU * 2;
707 SendAcks(udpClient);
708 }
709 Interlocked.Add(ref udpClient.BytesSinceLastACK, bytesSinceLastACK);
710 }
711
712 #endregion ACK Sending
713
714 #region Incoming Packet Accounting
715
716 // Check the archive of received reliable packet IDs to see whether we already received this packet
717 if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
718 {
719 if (packet.Header.Resent)
720 m_log.DebugFormat(
721 "[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}",
722 packet.Header.Sequence, packet.Type, client.Name);
723 else
724 m_log.WarnFormat(
725 "[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #{0}, type {1} from {2}",
726 packet.Header.Sequence, packet.Type, client.Name);
727
728 // Avoid firing a callback twice for the same packet
729 return;
730 }
731
732 #endregion Incoming Packet Accounting
733
734 #region BinaryStats
735 LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
736 #endregion BinaryStats
737
738 #region Ping Check Handling
739
740 if (packet.Type == PacketType.StartPingCheck)
741 {
742 // We don't need to do anything else with ping checks
743 StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
744 CompletePing(udpClient, startPing.PingID.PingID);
745
746 if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000)
747 {
748 udpClient.SendPacketStats();
749 m_elapsedMSSinceLastStatReport = Environment.TickCount;
750 }
751 return;
752 }
753 else if (packet.Type == PacketType.CompletePingCheck)
754 {
755 // We don't currently track client ping times
756 return;
757 }
758
759 #endregion Ping Check Handling
760
761 // Inbox insertion
762 packetInbox.Enqueue(new IncomingPacket(udpClient, packet));
763 }
764
765 #region BinaryStats
766
767 public class PacketLogger
768 {
769 public DateTime StartTime;
770 public string Path = null;
771 public System.IO.BinaryWriter Log = null;
772 }
773
774 public static PacketLogger PacketLog;
775
776 protected static bool m_shouldCollectStats = false;
777 // Number of seconds to log for
778 static TimeSpan binStatsMaxFilesize = TimeSpan.FromSeconds(300);
779 static object binStatsLogLock = new object();
780 static string binStatsDir = "";
781
782 public static void LogPacketHeader(bool incoming, uint circuit, byte flags, PacketType packetType, ushort size)
783 {
784 if (!m_shouldCollectStats) return;
785
786 // Binary logging format is TTTTTTTTCCCCFPPPSS, T=Time, C=Circuit, F=Flags, P=PacketType, S=size
787
788 // Put the incoming bit into the least significant bit of the flags byte
789 if (incoming)
790 flags |= 0x01;
791 else
792 flags &= 0xFE;
793
794 // Put the flags byte into the most significant bits of the type integer
795 uint type = (uint)packetType;
796 type |= (uint)flags << 24;
797
798 // m_log.Debug("1 LogPacketHeader(): Outside lock");
799 lock (binStatsLogLock)
800 {
801 DateTime now = DateTime.Now;
802
803 // m_log.Debug("2 LogPacketHeader(): Inside lock. now is " + now.Ticks);
804 try
805 {
806 if (PacketLog == null || (now > PacketLog.StartTime + binStatsMaxFilesize))
807 {
808 if (PacketLog != null && PacketLog.Log != null)
809 {
810 PacketLog.Log.Close();
811 }
812
813 // First log file or time has expired, start writing to a new log file
814 PacketLog = new PacketLogger();
815 PacketLog.StartTime = now;
816 PacketLog.Path = (binStatsDir.Length > 0 ? binStatsDir + System.IO.Path.DirectorySeparatorChar.ToString() : "")
817 + String.Format("packets-{0}.log", now.ToString("yyyyMMddHHmmss"));
818 PacketLog.Log = new BinaryWriter(File.Open(PacketLog.Path, FileMode.Append, FileAccess.Write));
819 }
820
821 // Serialize the data
822 byte[] output = new byte[18];
823 Buffer.BlockCopy(BitConverter.GetBytes(now.Ticks), 0, output, 0, 8);
824 Buffer.BlockCopy(BitConverter.GetBytes(circuit), 0, output, 8, 4);
825 Buffer.BlockCopy(BitConverter.GetBytes(type), 0, output, 12, 4);
826 Buffer.BlockCopy(BitConverter.GetBytes(size), 0, output, 16, 2);
827
828 // Write the serialized data to disk
829 if (PacketLog != null && PacketLog.Log != null)
830 PacketLog.Log.Write(output);
831 }
832 catch (Exception ex)
833 {
834 m_log.Error("Packet statistics gathering failed: " + ex.Message, ex);
835 if (PacketLog.Log != null)
836 {
837 PacketLog.Log.Close();
838 }
839 PacketLog = null;
840 }
841 }
842 }
843
844 #endregion BinaryStats
845
846 private void HandleUseCircuitCode(object o)
847 {
848// DateTime startTime = DateTime.Now;
849 object[] array = (object[])o;
850 UDPPacketBuffer buffer = (UDPPacketBuffer)array[0];
851 UseCircuitCodePacket packet = (UseCircuitCodePacket)array[1];
852
853 m_log.DebugFormat("[LLUDPSERVER]: Handling UseCircuitCode request from {0}", buffer.RemoteEndPoint);
854
855 IPEndPoint remoteEndPoint = (IPEndPoint)buffer.RemoteEndPoint;
856
857 // Begin the process of adding the client to the simulator
858 AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
859
860 // Send ack
861 SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
862
863 // m_log.DebugFormat(
864// "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
865// buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
866 }
867
868 private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
869 {
870 PacketAckPacket ack = new PacketAckPacket();
871 ack.Header.Reliable = false;
872 ack.Packets = new PacketAckPacket.PacketsBlock[1];
873 ack.Packets[0] = new PacketAckPacket.PacketsBlock();
874 ack.Packets[0].ID = sequenceNumber;
875
876 byte[] packetData = ack.ToBytes();
877 int length = packetData.Length;
878
879 UDPPacketBuffer buffer = new UDPPacketBuffer(remoteEndpoint, length);
880 buffer.DataLength = length;
881
882 Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length);
883
884 AsyncBeginSend(buffer);
885 }
886
887 private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)
888 {
889 UUID agentID = useCircuitCode.CircuitCode.ID;
890 UUID sessionID = useCircuitCode.CircuitCode.SessionID;
891 uint circuitCode = useCircuitCode.CircuitCode.Code;
892
893 sessionInfo = m_circuitManager.AuthenticateSession(sessionID, agentID, circuitCode);
894 return sessionInfo.Authorised;
895 }
896
897 private void AddNewClient(UseCircuitCodePacket useCircuitCode, IPEndPoint remoteEndPoint)
898 {
899 UUID agentID = useCircuitCode.CircuitCode.ID;
900 UUID sessionID = useCircuitCode.CircuitCode.SessionID;
901 uint circuitCode = useCircuitCode.CircuitCode.Code;
902
903 if (m_scene.RegionStatus != RegionStatus.SlaveScene)
904 {
905 AuthenticateResponse sessionInfo;
906 if (IsClientAuthorized(useCircuitCode, out sessionInfo))
907 {
908 AddClient(circuitCode, agentID, sessionID, remoteEndPoint, sessionInfo);
909 }
910 else
911 {
912 // Don't create circuits for unauthorized clients
913 m_log.WarnFormat(
914 "[LLUDPSERVER]: Connection request for client {0} connecting with unnotified circuit code {1} from {2}",
915 useCircuitCode.CircuitCode.ID, useCircuitCode.CircuitCode.Code, remoteEndPoint);
916 }
917 }
918 else
919 {
920 // Slave regions don't accept new clients
921 m_log.Debug("[LLUDPSERVER]: Slave region " + m_scene.RegionInfo.RegionName + " ignoring UseCircuitCode packet");
922 }
923 }
924
925 protected virtual void AddClient(uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
926 {
927 // In priciple there shouldn't be more than one thread here, ever.
928 // But in case that happens, we need to synchronize this piece of code
929 // because it's too important
930 lock (this)
931 {
932 IClientAPI existingClient;
933
934 if (!m_scene.TryGetClient(agentID, out existingClient))
935 {
936 // Create the LLUDPClient
937 LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, m_throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
938 // Create the LLClientView
939 LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
940 client.OnLogout += LogoutHandler;
941
942 client.DisableFacelights = m_disableFacelights;
943
944 // Start the IClientAPI
945 client.Start();
946
947 }
948 else
949 {
950 m_log.WarnFormat("[LLUDPSERVER]: Ignoring a repeated UseCircuitCode from {0} at {1} for circuit {2}",
951 existingClient.AgentId, remoteEndPoint, circuitCode);
952 }
953 }
954 }
955
956 private void RemoveClient(LLUDPClient udpClient)
957 {
958 // Remove this client from the scene
959 IClientAPI client;
960 if (m_scene.TryGetClient(udpClient.AgentID, out client))
961 {
962 client.IsLoggingOut = true;
963 client.Close();
964 }
965 }
966
967 private void IncomingPacketHandler()
968 {
969 // Set this culture for the thread that incoming packets are received
970 // on to en-US to avoid number parsing issues
971 Culture.SetCurrentCulture();
972
973 while (base.IsRunning)
974 {
975 try
976 {
977 IncomingPacket incomingPacket = null;
978
979 // HACK: This is a test to try and rate limit packet handling on Mono.
980 // If it works, a more elegant solution can be devised
981 if (Util.FireAndForgetCount() < 2)
982 {
983 //m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping");
984 Thread.Sleep(30);
985 }
986
987 if (packetInbox.Dequeue(100, ref incomingPacket))
988 ProcessInPacket(incomingPacket);//, incomingPacket); Util.FireAndForget(ProcessInPacket, incomingPacket);
989 }
990 catch (Exception ex)
991 {
992 m_log.Error("[LLUDPSERVER]: Error in the incoming packet handler loop: " + ex.Message, ex);
993 }
994
995 Watchdog.UpdateThread();
996 }
997
998 if (packetInbox.Count > 0)
999 m_log.Warn("[LLUDPSERVER]: IncomingPacketHandler is shutting down, dropping " + packetInbox.Count + " packets");
1000 packetInbox.Clear();
1001
1002 Watchdog.RemoveThread();
1003 }
1004
1005 private void OutgoingPacketHandler()
1006 {
1007 // Set this culture for the thread that outgoing packets are sent
1008 // on to en-US to avoid number parsing issues
1009 Culture.SetCurrentCulture();
1010
1011 // Typecast the function to an Action<IClientAPI> once here to avoid allocating a new
1012 // Action generic every round
1013 Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
1014
1015 while (base.IsRunning)
1016 {
1017 try
1018 {
1019 m_packetSent = false;
1020
1021 #region Update Timers
1022
1023 m_resendUnacked = false;
1024 m_sendAcks = false;
1025 m_sendPing = false;
1026
1027 // Update elapsed time
1028 int thisTick = Environment.TickCount & Int32.MaxValue;
1029 if (m_tickLastOutgoingPacketHandler > thisTick)
1030 m_elapsedMSOutgoingPacketHandler += ((Int32.MaxValue - m_tickLastOutgoingPacketHandler) + thisTick);
1031 else
1032 m_elapsedMSOutgoingPacketHandler += (thisTick - m_tickLastOutgoingPacketHandler);
1033
1034 m_tickLastOutgoingPacketHandler = thisTick;
1035
1036 // Check for pending outgoing resends every 100ms
1037 if (m_elapsedMSOutgoingPacketHandler >= 100)
1038 {
1039 m_resendUnacked = true;
1040 m_elapsedMSOutgoingPacketHandler = 0;
1041 m_elapsed100MSOutgoingPacketHandler += 1;
1042 }
1043
1044 // Check for pending outgoing ACKs every 500ms
1045 if (m_elapsed100MSOutgoingPacketHandler >= 5)
1046 {
1047 m_sendAcks = true;
1048 m_elapsed100MSOutgoingPacketHandler = 0;
1049 m_elapsed500MSOutgoingPacketHandler += 1;
1050 }
1051
1052 // Send pings to clients every 5000ms
1053 if (m_elapsed500MSOutgoingPacketHandler >= 10)
1054 {
1055 m_sendPing = true;
1056 m_elapsed500MSOutgoingPacketHandler = 0;
1057 }
1058
1059 #endregion Update Timers
1060
1061 // Use this for emergency monitoring -- bug hunting
1062 //if (m_scene.EmergencyMonitoring)
1063 // clientPacketHandler = MonitoredClientOutgoingPacketHandler;
1064 //else
1065 // clientPacketHandler = ClientOutgoingPacketHandler;
1066
1067 // Handle outgoing packets, resends, acknowledgements, and pings for each
1068 // client. m_packetSent will be set to true if a packet is sent
1069 m_scene.ForEachClient(clientPacketHandler);
1070
1071 // If nothing was sent, sleep for the minimum amount of time before a
1072 // token bucket could get more tokens
1073 if (!m_packetSent)
1074 Thread.Sleep((int)TickCountResolution);
1075
1076 Watchdog.UpdateThread();
1077 }
1078 catch (Exception ex)
1079 {
1080 m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler loop threw an exception: " + ex.Message, ex);
1081 }
1082
1083 }
1084
1085 Watchdog.RemoveThread();
1086 }
1087
1088 private void ClientOutgoingPacketHandler(IClientAPI client)
1089 {
1090 try
1091 {
1092 if (client is LLClientView)
1093 {
1094 LLUDPClient udpClient = ((LLClientView)client).UDPClient;
1095
1096 if (udpClient.IsConnected)
1097 {
1098 if (m_resendUnacked)
1099 HandleUnacked(udpClient);
1100
1101 if (m_sendAcks)
1102 SendAcks(udpClient);
1103
1104 if (m_sendPing)
1105 SendPing(udpClient);
1106
1107 // Dequeue any outgoing packets that are within the throttle limits
1108 if (udpClient.DequeueOutgoing())
1109 m_packetSent = true;
1110 }
1111 }
1112 }
1113 catch (Exception ex)
1114 {
1115 m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler iteration for " + client.Name +
1116 " threw an exception: " + ex.Message, ex);
1117 }
1118 }
1119
1120 #region Emergency Monitoring
1121 // Alternative packet handler fuull of instrumentation
1122 // Handy for hunting bugs
1123 private Stopwatch watch1 = new Stopwatch();
1124 private Stopwatch watch2 = new Stopwatch();
1125
1126 private float avgProcessingTicks = 0;
1127 private float avgResendUnackedTicks = 0;
1128 private float avgSendAcksTicks = 0;
1129 private float avgSendPingTicks = 0;
1130 private float avgDequeueTicks = 0;
1131 private long nticks = 0;
1132 private long nticksUnack = 0;
1133 private long nticksAck = 0;
1134 private long nticksPing = 0;
1135 private int npacksSent = 0;
1136 private int npackNotSent = 0;
1137
1138 private void MonitoredClientOutgoingPacketHandler(IClientAPI client)
1139 {
1140 nticks++;
1141 watch1.Start();
1142 try
1143 {
1144 if (client is LLClientView)
1145 {
1146 LLUDPClient udpClient = ((LLClientView)client).UDPClient;
1147
1148 if (udpClient.IsConnected)
1149 {
1150 if (m_resendUnacked)
1151 {
1152 nticksUnack++;
1153 watch2.Start();
1154
1155 HandleUnacked(udpClient);
1156
1157 watch2.Stop();
1158 avgResendUnackedTicks = (nticksUnack - 1)/(float)nticksUnack * avgResendUnackedTicks + (watch2.ElapsedTicks / (float)nticksUnack);
1159 watch2.Reset();
1160 }
1161
1162 if (m_sendAcks)
1163 {
1164 nticksAck++;
1165 watch2.Start();
1166
1167 SendAcks(udpClient);
1168
1169 watch2.Stop();
1170 avgSendAcksTicks = (nticksAck - 1) / (float)nticksAck * avgSendAcksTicks + (watch2.ElapsedTicks / (float)nticksAck);
1171 watch2.Reset();
1172 }
1173
1174 if (m_sendPing)
1175 {
1176 nticksPing++;
1177 watch2.Start();
1178
1179 SendPing(udpClient);
1180
1181 watch2.Stop();
1182 avgSendPingTicks = (nticksPing - 1) / (float)nticksPing * avgSendPingTicks + (watch2.ElapsedTicks / (float)nticksPing);
1183 watch2.Reset();
1184 }
1185
1186 watch2.Start();
1187 // Dequeue any outgoing packets that are within the throttle limits
1188 if (udpClient.DequeueOutgoing())
1189 {
1190 m_packetSent = true;
1191 npacksSent++;
1192 }
1193 else
1194 npackNotSent++;
1195
1196 watch2.Stop();
1197 avgDequeueTicks = (nticks - 1) / (float)nticks * avgDequeueTicks + (watch2.ElapsedTicks / (float)nticks);
1198 watch2.Reset();
1199
1200 }
1201 else
1202 m_log.WarnFormat("[LLUDPSERVER]: Client is not connected");
1203 }
1204 }
1205 catch (Exception ex)
1206 {
1207 m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler iteration for " + client.Name +
1208 " threw an exception: " + ex.Message, ex);
1209 }
1210 watch1.Stop();
1211 avgProcessingTicks = (nticks - 1) / (float)nticks * avgProcessingTicks + (watch1.ElapsedTicks / (float)nticks);
1212 watch1.Reset();
1213
1214 // reuse this -- it's every ~100ms
1215 if (m_scene.EmergencyMonitoring && nticks % 100 == 0)
1216 {
1217 m_log.InfoFormat("[LLUDPSERVER]: avg processing ticks: {0} avg unacked: {1} avg acks: {2} avg ping: {3} avg dequeue: {4} (TickCountRes: {5} sent: {6} notsent: {7})",
1218 avgProcessingTicks, avgResendUnackedTicks, avgSendAcksTicks, avgSendPingTicks, avgDequeueTicks, TickCountResolution, npacksSent, npackNotSent);
1219 npackNotSent = npacksSent = 0;
1220 }
1221
1222 }
1223
1224 #endregion
1225
1226 private void ProcessInPacket(object state)
1227 {
1228 IncomingPacket incomingPacket = (IncomingPacket)state;
1229 Packet packet = incomingPacket.Packet;
1230 LLUDPClient udpClient = incomingPacket.Client;
1231 IClientAPI client;
1232
1233 // Sanity check
1234 if (packet == null || udpClient == null)
1235 {
1236 m_log.WarnFormat("[LLUDPSERVER]: Processing a packet with incomplete state. Packet=\"{0}\", UDPClient=\"{1}\"",
1237 packet, udpClient);
1238 }
1239
1240 // Make sure this client is still alive
1241 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1242 {
1243 try
1244 {
1245 // Process this packet
1246 client.ProcessInPacket(packet);
1247 }
1248 catch (ThreadAbortException)
1249 {
1250 // If something is trying to abort the packet processing thread, take that as a hint that it's time to shut down
1251 m_log.Info("[LLUDPSERVER]: Caught a thread abort, shutting down the LLUDP server");
1252 Stop();
1253 }
1254 catch (Exception e)
1255 {
1256 // Don't let a failure in an individual client thread crash the whole sim.
1257 m_log.ErrorFormat("[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw an exception", udpClient.AgentID, packet.Type);
1258 m_log.Error(e.Message, e);
1259 }
1260 }
1261 else
1262 {
1263 m_log.DebugFormat("[LLUDPSERVER]: Dropping incoming {0} packet for dead client {1}", packet.Type, udpClient.AgentID);
1264 }
1265 }
1266
1267 protected void LogoutHandler(IClientAPI client)
1268 {
1269 client.SendLogoutPacket();
1270 if (client.IsActive)
1271 RemoveClient(((LLClientView)client).UDPClient);
1272 }
1273 }
1274}