From 542118adf1791075bfb904d805a2c29cf303237e Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Wed, 20 Aug 2014 18:55:06 +0100 Subject: remove from use the UpdatesResend on resending udp packets. Just resend the UDP packet. Also just loose packets we tried to send 6 times already (ll says 3) A viewer may just beeing ignoring them, or then the link is just dead. --- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 80 ++++++++++++---------- .../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 10 +++ 2 files changed, 54 insertions(+), 36 deletions(-) (limited to 'OpenSim/Region/ClientStack') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index b0cb4ea..475cfe2 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -3838,47 +3838,53 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation)); } - /// - /// Requeue an EntityUpdate when it was not acknowledged by the client. - /// We will update the priority and put it in the correct queue, merging update flags - /// with any other updates that may be queued for the same entity. - /// The original update time is used for the merged update. - /// - private void ResendPrimUpdate(EntityUpdate update) - { - // If the update exists in priority queue, it will be updated. - // If it does not exist then it will be added with the current (rather than its original) priority - uint priority = m_prioritizer.GetUpdatePriority(this, update.Entity); + /* dont use this + udp packet resent must be done at udp level only + re map from a packet to original updates just doesnt work - lock (m_entityUpdates.SyncRoot) - m_entityUpdates.Enqueue(priority, update); - } + /// + /// Requeue an EntityUpdate when it was not acknowledged by the client. + /// We will update the priority and put it in the correct queue, merging update flags + /// with any other updates that may be queued for the same entity. + /// The original update time is used for the merged update. + /// + private void ResendPrimUpdate(EntityUpdate update) + { + // If the update exists in priority queue, it will be updated. + // If it does not exist then it will be added with the current (rather than its original) priority + uint priority = m_prioritizer.GetUpdatePriority(this, update.Entity); - /// - /// Requeue a list of EntityUpdates when they were not acknowledged by the client. - /// We will update the priority and put it in the correct queue, merging update flags - /// with any other updates that may be queued for the same entity. - /// The original update time is used for the merged update. - /// - private void ResendPrimUpdates(List updates, OutgoingPacket oPacket) - { - // m_log.WarnFormat("[CLIENT] resending prim updates {0}, packet sequence number {1}", updates[0].UpdateTime, oPacket.SequenceNumber); + lock (m_entityUpdates.SyncRoot) + m_entityUpdates.Enqueue(priority, update); + } - // Remove the update packet from the list of packets waiting for acknowledgement - // because we are requeuing the list of updates. They will be resent in new packets - // with the most recent state and priority. - m_udpClient.NeedAcks.Remove(oPacket.SequenceNumber); - // Count this as a resent packet since we are going to requeue all of the updates contained in it - Interlocked.Increment(ref m_udpClient.PacketsResent); + /// + /// Requeue a list of EntityUpdates when they were not acknowledged by the client. + /// We will update the priority and put it in the correct queue, merging update flags + /// with any other updates that may be queued for the same entity. + /// The original update time is used for the merged update. + /// + private void ResendPrimUpdates(List updates, OutgoingPacket oPacket) + { + // m_log.WarnFormat("[CLIENT] resending prim updates {0}, packet sequence number {1}", updates[0].UpdateTime, oPacket.SequenceNumber); - // We're not going to worry about interlock yet since its not currently critical that this total count - // is 100% correct - m_udpServer.PacketsResentCount++; + // Remove the update packet from the list of packets waiting for acknowledgement + // because we are requeuing the list of updates. They will be resent in new packets + // with the most recent state and priority. + m_udpClient.NeedAcks.Remove(oPacket.SequenceNumber); - foreach (EntityUpdate update in updates) - ResendPrimUpdate(update); - } + // Count this as a resent packet since we are going to requeue all of the updates contained in it + Interlocked.Increment(ref m_udpClient.PacketsResent); + + // We're not going to worry about interlock yet since its not currently critical that this total count + // is 100% correct + m_udpServer.PacketsResentCount++; + + foreach (EntityUpdate update in updates) + ResendPrimUpdate(update); + } + */ // OpenSim.Framework.Lazy> objectUpdateBlocks = new OpenSim.Framework.Lazy>(); // OpenSim.Framework.Lazy> compressedUpdateBlocks = new OpenSim.Framework.Lazy>(); @@ -4197,7 +4203,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP for (int i = 0; i < blocks.Count; i++) packet.ObjectData[i] = blocks[i]; - OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); }); +// OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); }); + // use default udp retry + OutPacket(packet, ThrottleOutPacketType.Task, true); } #endregion Packet Sending diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 3b0312d..bf44152 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1207,6 +1207,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP //m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed", // outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount); + // Bump up the resend count on this packet + Interlocked.Increment(ref outgoingPacket.ResendCount); + + // loose packets we retried more than 6 times + // sl says 3 so lets be more tolerant + // we can't not keep hammering with packets a viewer may just beeing ignoring + + if (outgoingPacket.ResendCount > 6) + return; + // Set the resent flag outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT); outgoingPacket.Category = ThrottleOutPacketType.Resend; -- cgit v1.1