From 3fe22126ca3974b2a10365121ee0141fb54806e6 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Tue, 12 Apr 2011 12:36:36 -0700 Subject: First pass at moving object property requests into a queue similar to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code. --- .../Region/ClientStack/LindenUDP/LLClientView.cs | 351 +++++++++++++-------- .../Region/ClientStack/LindenUDP/PriorityQueue.cs | 12 +- 2 files changed, 220 insertions(+), 143 deletions(-) (limited to 'OpenSim/Region/ClientStack') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs index 5980669..33b9909 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs @@ -386,6 +386,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP private int m_cachedTextureSerial; private PriorityQueue m_entityUpdates; + private PriorityQueue m_entityProps; private Prioritizer m_prioritizer; private bool m_disableFacelights = false; @@ -433,9 +434,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP protected IAssetService m_assetService; private const bool m_checkPackets = true; - private Timer m_propertiesPacketTimer; - private List m_propertiesBlocks = new List(); - #endregion Class Members #region Properties @@ -511,6 +509,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_scene = scene; m_entityUpdates = new PriorityQueue(m_scene.Entities.Count); + m_entityProps = new PriorityQueue(m_scene.Entities.Count); m_fullUpdateDataBlocksBuilder = new List(); m_killRecord = new HashSet(); // m_attachmentsSent = new HashSet(); @@ -534,9 +533,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_udpClient.OnQueueEmpty += HandleQueueEmpty; m_udpClient.OnPacketStats += PopulateStats; - m_propertiesPacketTimer = new Timer(100); - m_propertiesPacketTimer.Elapsed += ProcessObjectPropertiesPacket; - m_prioritizer = new Prioritizer(m_scene); RegisterLocalPacketHandlers(); @@ -3636,9 +3632,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation)); } - private Int32 m_LastQueueFill = 0; - private uint m_maxUpdates = 0; - private void ProcessEntityUpdates(int maxUpdates) { OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>(); @@ -3646,46 +3639,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP OpenSim.Framework.Lazy> terseUpdateBlocks = new OpenSim.Framework.Lazy>(); OpenSim.Framework.Lazy> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy>(); + // Check to see if this is a flush if (maxUpdates <= 0) { - m_maxUpdates = Int32.MaxValue; + maxUpdates = Int32.MaxValue; } - else - { - if (m_maxUpdates == 0 || m_LastQueueFill == 0) - { - m_maxUpdates = (uint)maxUpdates; - } - else - { - if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200) - m_maxUpdates += 5; - else - m_maxUpdates = m_maxUpdates >> 1; - } - m_maxUpdates = Util.Clamp(m_maxUpdates,10,500); - } - m_LastQueueFill = Util.EnvironmentTickCount(); - + int updatesThisCall = 0; -// -// DEBUGGING CODE... REMOVE -// LogQueueProcessEvent(this.m_agentId,m_entityUpdates,m_maxUpdates); -// // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race // condition where a kill can be processed before an out-of-date update for the same object. lock (m_killRecord) { float avgTimeDilation = 1.0f; - EntityUpdate update; + IEntityUpdate iupdate; Int32 timeinqueue; // this is just debugging code & can be dropped later - while (updatesThisCall < m_maxUpdates) + while (updatesThisCall < maxUpdates) { lock (m_entityUpdates.SyncRoot) - if (!m_entityUpdates.TryDequeue(out update, out timeinqueue)) + if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue)) break; + + EntityUpdate update = (EntityUpdate)iupdate; + avgTimeDilation += update.TimeDilation; avgTimeDilation *= 0.5f; @@ -3725,7 +3702,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region UpdateFlags to packet type conversion - PrimUpdateFlags updateFlags = update.Flags; + PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags; bool canUseCompressed = true; bool canUseImproved = true; @@ -3804,6 +3781,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP #endregion Block Construction } + #region Packet Sending @@ -3904,12 +3882,36 @@ namespace OpenSim.Region.ClientStack.LindenUDP #endregion Primitive Packet/Data Sending Methods + // These are used to implement an adaptive backoff in the number + // of updates converted to packets. Since we don't want packets + // to sit in the queue with old data, only convert enough updates + // to packets that can be sent in 200ms. + private Int32 m_LastQueueFill = 0; + private Int32 m_maxUpdates = 0; + void HandleQueueEmpty(ThrottleOutPacketTypeFlags categories) { if ((categories & ThrottleOutPacketTypeFlags.Task) != 0) { + if (m_maxUpdates == 0 || m_LastQueueFill == 0) + { + m_maxUpdates = m_udpServer.PrimUpdatesPerCallback; + } + else + { + if (Util.EnvironmentTickCountSubtract(m_LastQueueFill) < 200) + m_maxUpdates += 5; + else + m_maxUpdates = m_maxUpdates >> 1; + } + m_maxUpdates = Util.Clamp(m_maxUpdates,10,500); + m_LastQueueFill = Util.EnvironmentTickCount(); + if (m_entityUpdates.Count > 0) - ProcessEntityUpdates(m_udpServer.PrimUpdatesPerCallback); + ProcessEntityUpdates(m_maxUpdates); + + if (m_entityProps.Count > 0) + ProcessEntityPropertyRequests(m_maxUpdates); } if ((categories & ThrottleOutPacketTypeFlags.Texture) != 0) @@ -4023,134 +4025,192 @@ namespace OpenSim.Region.ClientStack.LindenUDP OutPacket(pack, ThrottleOutPacketType.Task); } - public void SendObjectPropertiesFamilyData(uint RequestFlags, UUID ObjectUUID, UUID OwnerID, UUID GroupID, - uint BaseMask, uint OwnerMask, uint GroupMask, uint EveryoneMask, - uint NextOwnerMask, int OwnershipCost, byte SaleType, int SalePrice, uint Category, - UUID LastOwnerID, string ObjectName, string Description) - { - ObjectPropertiesFamilyPacket objPropFamilyPack = (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily); - // TODO: don't create new blocks if recycling an old packet - - ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = new ObjectPropertiesFamilyPacket.ObjectDataBlock(); - objPropDB.RequestFlags = RequestFlags; - objPropDB.ObjectID = ObjectUUID; - if (OwnerID == GroupID) - objPropDB.OwnerID = UUID.Zero; - else - objPropDB.OwnerID = OwnerID; - objPropDB.GroupID = GroupID; - objPropDB.BaseMask = BaseMask; - objPropDB.OwnerMask = OwnerMask; - objPropDB.GroupMask = GroupMask; - objPropDB.EveryoneMask = EveryoneMask; - objPropDB.NextOwnerMask = NextOwnerMask; +/// ----------------------------------------------------------------- +/// +/// ----------------------------------------------------------------- - // TODO: More properties are needed in SceneObjectPart! - objPropDB.OwnershipCost = OwnershipCost; - objPropDB.SaleType = SaleType; - objPropDB.SalePrice = SalePrice; - objPropDB.Category = Category; - objPropDB.LastOwnerID = LastOwnerID; - objPropDB.Name = Util.StringToBytes256(ObjectName); - objPropDB.Description = Util.StringToBytes256(Description); - objPropFamilyPack.ObjectData = objPropDB; - objPropFamilyPack.Header.Zerocoded = true; - OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task); - } - - public void SendObjectPropertiesReply( - UUID ItemID, ulong CreationDate, UUID CreatorUUID, UUID FolderUUID, UUID FromTaskUUID, - UUID GroupUUID, short InventorySerial, UUID LastOwnerUUID, UUID ObjectUUID, - UUID OwnerUUID, string TouchTitle, byte[] TextureID, string SitTitle, string ItemName, - string ItemDescription, uint OwnerMask, uint NextOwnerMask, uint GroupMask, uint EveryoneMask, - uint BaseMask, byte saleType, int salePrice) + private class ObjectPropertyUpdate : IEntityUpdate { - //ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties); - // TODO: don't create new blocks if recycling an old packet + internal bool SendFamilyProps; + + public ObjectPropertyUpdate(ISceneEntity entity, uint flags, bool sendfam) + : base(entity,flags) + { + SendFamilyProps = sendfam; + } + } + + public void SendObjectPropertiesFamilyData(ISceneEntity entity, uint requestFlags) + { + uint priority = m_prioritizer.GetUpdatePriority(this, entity); + lock (m_entityProps.SyncRoot) + m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,requestFlags,true)); + } - ObjectPropertiesPacket.ObjectDataBlock block = - new ObjectPropertiesPacket.ObjectDataBlock(); + public void SendObjectPropertiesReply(ISceneEntity entity) + { + uint priority = m_prioritizer.GetUpdatePriority(this, entity); + lock (m_entityProps.SyncRoot) + m_entityProps.Enqueue(priority, new ObjectPropertyUpdate(entity,0,false)); + } - block.ItemID = ItemID; - block.CreationDate = CreationDate; - block.CreatorID = CreatorUUID; - block.FolderID = FolderUUID; - block.FromTaskID = FromTaskUUID; - block.GroupID = GroupUUID; - block.InventorySerial = InventorySerial; + private void ProcessEntityPropertyRequests(int maxUpdates) + { + OpenSim.Framework.Lazy> objectFamilyBlocks = + new OpenSim.Framework.Lazy>(); - block.LastOwnerID = LastOwnerUUID; - // proper.ObjectData[0].LastOwnerID = UUID.Zero; + OpenSim.Framework.Lazy> objectPropertiesBlocks = + new OpenSim.Framework.Lazy>(); - block.ObjectID = ObjectUUID; - if (OwnerUUID == GroupUUID) - block.OwnerID = UUID.Zero; - else - block.OwnerID = OwnerUUID; - block.TouchName = Util.StringToBytes256(TouchTitle); - block.TextureID = TextureID; - block.SitName = Util.StringToBytes256(SitTitle); - block.Name = Util.StringToBytes256(ItemName); - block.Description = Util.StringToBytes256(ItemDescription); - block.OwnerMask = OwnerMask; - block.NextOwnerMask = NextOwnerMask; - block.GroupMask = GroupMask; - block.EveryoneMask = EveryoneMask; - block.BaseMask = BaseMask; - // proper.ObjectData[0].AggregatePerms = 53; - // proper.ObjectData[0].AggregatePermTextures = 0; - // proper.ObjectData[0].AggregatePermTexturesOwner = 0; - block.SaleType = saleType; - block.SalePrice = salePrice; + IEntityUpdate iupdate; + Int32 timeinqueue; // this is just debugging code & can be dropped later - lock (m_propertiesPacketTimer) + int updatesThisCall = 0; + while (updatesThisCall < m_maxUpdates) { - m_propertiesBlocks.Add(block); + lock (m_entityProps.SyncRoot) + if (!m_entityProps.TryDequeue(out iupdate, out timeinqueue)) + break; - int length = 0; - foreach (ObjectPropertiesPacket.ObjectDataBlock b in m_propertiesBlocks) + ObjectPropertyUpdate update = (ObjectPropertyUpdate)iupdate; + if (update.SendFamilyProps) { - length += b.Length; + if (update.Entity is SceneObjectPart) + { + SceneObjectPart sop = (SceneObjectPart)update.Entity; + ObjectPropertiesFamilyPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesFamilyBlock(sop,update.Flags); + objectFamilyBlocks.Value.Add(objPropDB); + } } - if (length > 1100) // FIXME: use real MTU + else { - ProcessObjectPropertiesPacket(null, null); - m_propertiesPacketTimer.Stop(); - return; + if (update.Entity is SceneObjectPart) + { + SceneObjectPart sop = (SceneObjectPart)update.Entity; + ObjectPropertiesPacket.ObjectDataBlock objPropDB = CreateObjectPropertiesBlock(sop); + objectPropertiesBlocks.Value.Add(objPropDB); + } } + } + + + if (objectPropertiesBlocks.IsValueCreated) + { + List blocks = objectPropertiesBlocks.Value; - m_propertiesPacketTimer.Stop(); - m_propertiesPacketTimer.Start(); + ObjectPropertiesPacket packet = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties); + packet.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[blocks.Count]; + for (int i = 0; i < blocks.Count; i++) + packet.ObjectData[i] = blocks[i]; + + packet.Header.Zerocoded = true; + OutPacket(packet, ThrottleOutPacketType.Task, true); } + + + if (objectFamilyBlocks.IsValueCreated) + { + List blocks = objectFamilyBlocks.Value; + + // ObjectPropertiesFamilyPacket objPropFamilyPack = + // (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily); + // + // objPropFamilyPack.ObjectData = new ObjectPropertiesFamilyPacket.ObjectDataBlock[blocks.Count]; + // for (int i = 0; i < blocks.Count; i++) + // objPropFamilyPack.ObjectData[i] = blocks[i]; + // + // OutPacket(objPropFamilyPack, ThrottleOutPacketType.Task, true); + + // one packet per object block... uggh... + for (int i = 0; i < blocks.Count; i++) + { + ObjectPropertiesFamilyPacket packet = + (ObjectPropertiesFamilyPacket)PacketPool.Instance.GetPacket(PacketType.ObjectPropertiesFamily); - //proper.Header.Zerocoded = true; - //OutPacket(proper, ThrottleOutPacketType.Task); + packet.ObjectData = blocks[i]; + packet.Header.Zerocoded = true; + OutPacket(packet, ThrottleOutPacketType.Task); + } + + } + } - private void ProcessObjectPropertiesPacket(Object sender, ElapsedEventArgs e) + private ObjectPropertiesFamilyPacket.ObjectDataBlock CreateObjectPropertiesFamilyBlock(SceneObjectPart sop, uint requestFlags) { - ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties); + ObjectPropertiesFamilyPacket.ObjectDataBlock block = new ObjectPropertiesFamilyPacket.ObjectDataBlock(); - lock (m_propertiesPacketTimer) - { - m_propertiesPacketTimer.Stop(); + block.RequestFlags = requestFlags; + block.ObjectID = sop.UUID; + if (sop.OwnerID == sop.GroupID) + block.OwnerID = UUID.Zero; + else + block.OwnerID = sop.OwnerID; + block.GroupID = sop.GroupID; + block.BaseMask = sop.BaseMask; + block.OwnerMask = sop.OwnerMask; + block.GroupMask = sop.GroupMask; + block.EveryoneMask = sop.EveryoneMask; + block.NextOwnerMask = sop.NextOwnerMask; - proper.ObjectData = new ObjectPropertiesPacket.ObjectDataBlock[m_propertiesBlocks.Count]; + // TODO: More properties are needed in SceneObjectPart! + block.OwnershipCost = sop.OwnershipCost; + block.SaleType = sop.ObjectSaleType; + block.SalePrice = sop.SalePrice; + block.Category = sop.Category; + block.LastOwnerID = sop.CreatorID; // copied from old SOG call... is this right? + block.Name = Util.StringToBytes256(sop.Name); + block.Description = Util.StringToBytes256(sop.Description); - int index = 0; + return block; + } - foreach (ObjectPropertiesPacket.ObjectDataBlock b in m_propertiesBlocks) - { - proper.ObjectData[index++] = b; - } + private ObjectPropertiesPacket.ObjectDataBlock CreateObjectPropertiesBlock(SceneObjectPart sop) + { + //ObjectPropertiesPacket proper = (ObjectPropertiesPacket)PacketPool.Instance.GetPacket(PacketType.ObjectProperties); + // TODO: don't create new blocks if recycling an old packet - m_propertiesBlocks.Clear(); - } + ObjectPropertiesPacket.ObjectDataBlock block = + new ObjectPropertiesPacket.ObjectDataBlock(); + + block.ObjectID = sop.UUID; + block.Name = Util.StringToBytes256(sop.Name); + block.Description = Util.StringToBytes256(sop.Description); - proper.Header.Zerocoded = true; - OutPacket(proper, ThrottleOutPacketType.Task); + block.CreationDate = (ulong)sop.CreationDate * 1000000; // viewer wants date in microseconds + block.CreatorID = sop.CreatorID; + block.GroupID = sop.GroupID; + block.LastOwnerID = sop.LastOwnerID; + if (sop.OwnerID == sop.GroupID) + block.OwnerID = UUID.Zero; + else + block.OwnerID = sop.OwnerID; + + block.ItemID = sop.FromUserInventoryItemID; + block.FolderID = UUID.Zero; // sop.FromFolderID ?? + block.FromTaskID = UUID.Zero; // ??? + block.InventorySerial = (short)sop.InventorySerial; + + SceneObjectPart root = sop.ParentGroup.RootPart; + + block.TouchName = Util.StringToBytes256(root.TouchName); + block.TextureID = new byte[0]; // TextureID ??? + block.SitName = Util.StringToBytes256(root.SitName); + block.OwnerMask = root.OwnerMask; + block.NextOwnerMask = root.NextOwnerMask; + block.GroupMask = root.GroupMask; + block.EveryoneMask = root.EveryoneMask; + block.BaseMask = root.BaseMask; + block.SaleType = root.ObjectSaleType; + block.SalePrice = root.SalePrice; + + return block; } +/// ----------------------------------------------------------------- +/// +/// ----------------------------------------------------------------- + #region Estate Data Sending Methods private static bool convertParamStringToBool(byte[] field) @@ -4489,6 +4549,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP public void SendForceClientSelectObjects(List ObjectIDs) { + m_log.WarnFormat("[LLCLIENTVIEW] sending select with {0} objects", ObjectIDs.Count); + bool firstCall = true; const int MAX_OBJECTS_PER_PACKET = 251; ForceObjectSelectPacket pack = (ForceObjectSelectPacket)PacketPool.Instance.GetPacket(PacketType.ForceObjectSelect); @@ -11381,6 +11443,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_log.DebugFormat("[CLIENT]: Packet OUT {0}", packet.Type); } + if (throttlePacketType == ThrottleOutPacketType.Task) + { + System.Diagnostics.StackTrace stackTrace = new System.Diagnostics.StackTrace(); // get call stack + System.Diagnostics.StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames) + + string stack = ""; + for (int count = 1; count < stackFrames.Length; count++) + { + stack += (stack == "" ? "" : ",") + stackFrames[count].GetMethod().Name; + if (count > 5) break; + } + + // m_log.WarnFormat("[BADGUY] {0}", stack); + } + m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting); } diff --git a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs index 364ce4b..6521a00 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/PriorityQueue.cs @@ -78,7 +78,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP } } - public bool Enqueue(uint pqueue, EntityUpdate value) + public bool Enqueue(uint pqueue, IEntityUpdate value) { LookupItem lookup; @@ -99,7 +99,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP return true; } - internal bool TryDequeue(out EntityUpdate value, out Int32 timeinqueue) + internal bool TryDequeue(out IEntityUpdate value, out Int32 timeinqueue) { for (int i = 0; i < m_numberOfQueues; ++i) { @@ -122,7 +122,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP } timeinqueue = 0; - value = default(EntityUpdate); + value = default(IEntityUpdate); return false; } @@ -175,8 +175,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region MinHeapItem private struct MinHeapItem : IComparable { - private EntityUpdate value; - internal EntityUpdate Value { + private IEntityUpdate value; + internal IEntityUpdate Value { get { return this.value; } @@ -212,7 +212,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP this.pqueue = pqueue; } - internal MinHeapItem(uint pqueue, UInt64 entryorder, EntityUpdate value) + internal MinHeapItem(uint pqueue, UInt64 entryorder, IEntityUpdate value) { this.entrytime = Util.EnvironmentTickCount(); this.entryorder = entryorder; -- cgit v1.1