From 51f90af4b735efbe0c6bdccd93c887b266f91488 Mon Sep 17 00:00:00 2001
From: Melanie Thielker
Date: Thu, 7 Aug 2008 14:48:45 +0000
Subject: Patch #9158 Refactor packet sending into LLPacketHandler. Change
packet sequencing and ack lists to ensure packet sequences conform to wire
order.
---
.../Region/ClientStack/LindenUDP/LLClientView.cs | 52 +++-------------------
1 file changed, 7 insertions(+), 45 deletions(-)
(limited to 'OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index ec945cd..a1e270b 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -392,7 +392,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// in it to process. It's an on-purpose threadlock though because
// without it, the clientloop will suck up all sim resources.
- m_PacketHandler = new LLPacketHandler(this);
+ m_PacketHandler = new LLPacketHandler(this, m_networkServer);
m_PacketHandler.SynchronizeClient = SynchronizeClient;
RegisterLocalPacketHandlers();
@@ -616,12 +616,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (nextPacket.Incoming)
{
DebugPacket("IN", nextPacket.Packet);
- m_PacketHandler.ProcessInPacket(nextPacket.Packet);
+ m_PacketHandler.ProcessInPacket(nextPacket);
}
else
{
DebugPacket("OUT", nextPacket.Packet);
- ProcessOutPacket(nextPacket.Packet);
+ m_PacketHandler.ProcessOutPacket(nextPacket);
}
}
}
@@ -745,7 +745,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
+ "Any further actions taken will not be processed.\n"
+ "Please relog", true);
- ProcessOutPacket(packet);
+ LLQueItem item = new LLQueItem();
+ item.Packet = packet;
+
+ m_PacketHandler.ProcessOutPacket(item);
// There may be a better way to do this. Perhaps kick? Not sure this propogates notifications to
// listeners yet, though.
@@ -3685,47 +3688,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_PacketHandler.PacketQueue.SetThrottleFromClient(throttles);
}
- // Previously ClientView.m_packetQueue
-
- ///
- /// Helper routine to prepare the packet for sending to UDP client
- /// This converts it to bytes and puts it on the outgoing buffer
- ///
- ///
- protected virtual void ProcessOutPacket(Packet Pack)
- {
- // Keep track of when this packet was sent out
- Pack.TickCount = System.Environment.TickCount;
-
- // Actually make the byte array and send it
- try
- {
- byte[] sendbuffer = Pack.ToBytes();
- PacketPool.Instance.ReturnPacket(Pack);
-
- if (Pack.Header.Zerocoded)
- {
- int packetsize = Helpers.ZeroEncode(sendbuffer, sendbuffer.Length, ZeroOutBuffer);
- m_networkServer.SendPacketTo(ZeroOutBuffer, packetsize, SocketFlags.None, m_circuitCode);
- }
- else
- {
- //Need some extra space in case we need to add proxy information to the message later
- Buffer.BlockCopy(sendbuffer, 0, ZeroOutBuffer, 0, sendbuffer.Length);
- m_networkServer.SendPacketTo(ZeroOutBuffer, sendbuffer.Length, SocketFlags.None, m_circuitCode);
- }
- }
- catch (Exception e)
- {
- m_log.Warn("[client]: " +
- "ClientView.m_packetQueue.cs:ProcessOutPacket() - WARNING: Socket exception occurred on connection " +
- m_userEndPoint.ToString() + " - killing thread");
- m_log.Error(e.ToString());
- Close(true);
- }
- }
-
- ///
/// method gets called when a new packet has arrived from the UDP server. This happens after it's been decoded into a libsl object
///
///
--
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