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authorCasperW2009-12-20 16:18:43 +0100
committerCasperW2009-12-20 16:18:43 +0100
commit31bf25d05e09395416c0427e783f8685a9e69889 (patch)
treec93df3f7792b9ac7dad35500aa1cfbcf0d840253 /OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
parentAdd cmSetWindlightSceneTargeted. Add restrictions on windlight script use. (diff)
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Reverted my changes to jhurliman's packet stack since it currently causes more problems than it resolves. The stack DOES need a rework particularly with regards to priorities, but this is not it.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs107
1 files changed, 2 insertions, 105 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
index de2cd24..d2779ba 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -29,7 +29,6 @@ using System;
29using System.Net; 29using System.Net;
30using System.Net.Sockets; 30using System.Net.Sockets;
31using System.Threading; 31using System.Threading;
32using System.Collections.Generic;
33using log4net; 32using log4net;
34 33
35namespace OpenMetaverse 34namespace OpenMetaverse
@@ -53,30 +52,12 @@ namespace OpenMetaverse
53 /// <summary>Local IP address to bind to in server mode</summary> 52 /// <summary>Local IP address to bind to in server mode</summary>
54 protected IPAddress m_localBindAddress; 53 protected IPAddress m_localBindAddress;
55 54
56 /// <summary>
57 /// Standard queue for our outgoing SyncBeginPrioritySend
58 /// </summary>
59 private List<UDPPacketBuffer> m_standardQueue = new List<UDPPacketBuffer>();
60
61 /// <summary>
62 /// Medium priority queue for our outgoing SyncBeginPrioritySend
63 /// </summary>
64 private List<UDPPacketBuffer> m_mediumPriorityQueue = new List<UDPPacketBuffer>();
65
66 /// <summary>
67 /// Prioritised queue for our outgoing SyncBeginPrioritySend
68 /// </summary>
69 private List<UDPPacketBuffer> m_priorityQueue = new List<UDPPacketBuffer>();
70
71 /// <summary>UDP socket, used in either client or server mode</summary> 55 /// <summary>UDP socket, used in either client or server mode</summary>
72 private Socket m_udpSocket; 56 private Socket m_udpSocket;
73 57
74 /// <summary>Flag to process packets asynchronously or synchronously</summary> 58 /// <summary>Flag to process packets asynchronously or synchronously</summary>
75 private bool m_asyncPacketHandling; 59 private bool m_asyncPacketHandling;
76 60
77 /// <summary>Are we currently sending data asynchronously?</summary>
78 private volatile bool m_sendingData = false;
79
80 /// <summary>The all important shutdown flag</summary> 61 /// <summary>The all important shutdown flag</summary>
81 private volatile bool m_shutdownFlag = true; 62 private volatile bool m_shutdownFlag = true;
82 63
@@ -265,51 +246,7 @@ namespace OpenMetaverse
265 } 246 }
266 } 247 }
267 248
268 public void SyncBeginPrioritySend(UDPPacketBuffer buf, int Priority) 249 public void AsyncBeginSend(UDPPacketBuffer buf)
269 {
270 if (!m_shutdownFlag)
271 {
272 if (!m_sendingData)
273 {
274 m_sendingData = true;
275 try
276 {
277 AsyncBeginSend(buf);
278 }
279 catch (SocketException) { }
280 catch (ObjectDisposedException) { }
281 }
282 else
283 {
284 if (Priority == 2)
285 {
286 lock (m_priorityQueue)
287 {
288 m_priorityQueue.Add(buf);
289 }
290 }
291 else
292 {
293 if (Priority != 0)
294 {
295 lock (m_mediumPriorityQueue)
296 {
297 m_mediumPriorityQueue.Add(buf);
298 }
299 }
300 else
301 {
302 lock (m_standardQueue)
303 {
304 m_standardQueue.Add(buf);
305 }
306 }
307 }
308 }
309 }
310 }
311
312 private void AsyncBeginSend(UDPPacketBuffer buf)
313 { 250 {
314 if (!m_shutdownFlag) 251 if (!m_shutdownFlag)
315 { 252 {
@@ -333,48 +270,8 @@ namespace OpenMetaverse
333 { 270 {
334 try 271 try
335 { 272 {
273// UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
336 m_udpSocket.EndSendTo(result); 274 m_udpSocket.EndSendTo(result);
337
338 if (m_sendingData)
339 {
340 lock (m_priorityQueue)
341 {
342 if (m_priorityQueue.Count > 0)
343 {
344 UDPPacketBuffer buf = m_priorityQueue[0];
345 m_priorityQueue.RemoveAt(0);
346 AsyncBeginSend(buf);
347 }
348 else
349 {
350 lock (m_mediumPriorityQueue)
351 {
352 if (m_mediumPriorityQueue.Count > 0)
353 {
354 UDPPacketBuffer buf = m_mediumPriorityQueue[0];
355 m_mediumPriorityQueue.RemoveAt(0);
356 AsyncBeginSend(buf);
357 }
358 else
359 {
360 lock (m_standardQueue)
361 {
362 if (m_standardQueue.Count > 0)
363 {
364 UDPPacketBuffer buf = m_standardQueue[0];
365 m_standardQueue.RemoveAt(0);
366 AsyncBeginSend(buf);
367 }
368 else
369 {
370 m_sendingData = false;
371 }
372 }
373 }
374 }
375 }
376 }
377 }
378 } 275 }
379 catch (SocketException) { } 276 catch (SocketException) { }
380 catch (ObjectDisposedException) { } 277 catch (ObjectDisposedException) { }