From 8231cb22316e9492dd9e295ac9156689bede2ec3 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 9 Oct 2009 11:32:53 -0700
Subject: Putting this to exactly what it was yesterday around this time, so we
can do the 100-ppl load test in WP. We need to carefully play with this code
in order to understand all the problems.
---
.../ClientStack/LindenUDP/LLUDPClientCollection.cs | 18 +-
.../Region/ClientStack/LindenUDP/OpenSimUDPBase.cs | 575 ++++++++++++++-------
2 files changed, 411 insertions(+), 182 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
index dbb9861..784426f 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
@@ -247,16 +247,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
////return success;
- lock (m_sync)
- return Dictionary2.TryGetValue(key, out value);
-
- //try
- //{
+ //lock (m_sync)
// return Dictionary2.TryGetValue(key, out value);
- //}
- //catch { }
- //value = null;
- //return false;
+
+ try
+ {
+ return Dictionary2.TryGetValue(key, out value);
+ }
+ catch { }
+ value = null;
+ return false;
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
index 218aaac..43a68ec 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -1,29 +1,30 @@
-/*
- * Copyright (c) 2006, Clutch, Inc.
- * Original Author: Jeff Cesnik
- * All rights reserved.
- *
- * - Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *
- * - Redistributions of source code must retain the above copyright notice, this
- * list of conditions and the following disclaimer.
- * - Neither the name of the openmetaverse.org nor the names
- * of its contributors may be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
- * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
- * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
- * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
- * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
- * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
- * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- */
+//--------- Modified Version -------------------
+///*
+// * Copyright (c) 2006, Clutch, Inc.
+// * Original Author: Jeff Cesnik
+// * All rights reserved.
+// *
+// * - Redistribution and use in source and binary forms, with or without
+// * modification, are permitted provided that the following conditions are met:
+// *
+// * - Redistributions of source code must retain the above copyright notice, this
+// * list of conditions and the following disclaimer.
+// * - Neither the name of the openmetaverse.org nor the names
+// * of its contributors may be used to endorse or promote products derived from
+// * this software without specific prior written permission.
+// *
+// * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
+// * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+// * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+// * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
+// * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+// * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+// * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+// * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+// * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+// * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+// * POSSIBILITY OF SUCH DAMAGE.
+// */
using System;
using System.Net;
@@ -31,6 +32,317 @@ using System.Net.Sockets;
using System.Threading;
using OpenMetaverse;
+//namespace OpenSim.Region.ClientStack.LindenUDP
+//{
+// ///
+// ///
+// ///
+// public abstract class OpenSimUDPBase
+// {
+// // these abstract methods must be implemented in a derived class to actually do
+// // something with the packets that are sent and received.
+// protected abstract void PacketReceived(UDPPacketBuffer buffer);
+// protected abstract void PacketSent(UDPPacketBuffer buffer, int bytesSent);
+
+// // the port to listen on
+// internal int udpPort;
+
+// // the UDP socket
+// private Socket udpSocket;
+
+// // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
+// // since there are potentially many "reader" threads in the internal .NET IOCP
+// // thread pool, this is a cheaper synchronization primitive than using
+// // a Mutex object. This allows many UDP socket "reads" concurrently - when
+// // Stop() is called, it attempts to obtain a writer lock which will then
+// // wait until all outstanding operations are completed before shutting down.
+// // this avoids the problem of closing the socket with outstanding operations
+// // and trying to catch the inevitable ObjectDisposedException.
+// private ReaderWriterLock rwLock = new ReaderWriterLock();
+
+// // number of outstanding operations. This is a reference count
+// // which we use to ensure that the threads exit cleanly. Note that
+// // we need this because the threads will potentially still need to process
+// // data even after the socket is closed.
+// private int rwOperationCount = 0;
+
+// // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
+// private volatile bool shutdownFlag = true;
+
+// // the remote endpoint to communicate with
+// protected IPEndPoint remoteEndPoint = null;
+
+
+// ///
+// /// Initialize the UDP packet handler in server mode
+// ///
+// /// Port to listening for incoming UDP packets on
+// public OpenSimUDPBase(int port)
+// {
+// udpPort = port;
+// }
+
+// ///
+// /// Initialize the UDP packet handler in client mode
+// ///
+// /// Remote UDP server to connect to
+// public OpenSimUDPBase(IPEndPoint endPoint)
+// {
+// remoteEndPoint = endPoint;
+// udpPort = 0;
+// }
+
+// ///
+// ///
+// ///
+// public void Start()
+// {
+// if (shutdownFlag)
+// {
+// if (remoteEndPoint == null)
+// {
+// // Server mode
+
+// // create and bind the socket
+// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+// udpSocket = new Socket(
+// AddressFamily.InterNetwork,
+// SocketType.Dgram,
+// ProtocolType.Udp);
+// udpSocket.Bind(ipep);
+// }
+// else
+// {
+// // Client mode
+// IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+// udpSocket = new Socket(
+// AddressFamily.InterNetwork,
+// SocketType.Dgram,
+// ProtocolType.Udp);
+// udpSocket.Bind(ipep);
+// //udpSocket.Connect(remoteEndPoint);
+// }
+
+// // we're not shutting down, we're starting up
+// shutdownFlag = false;
+
+// // kick off an async receive. The Start() method will return, the
+// // actual receives will occur asynchronously and will be caught in
+// // AsyncEndRecieve().
+// AsyncBeginReceive();
+// }
+// }
+
+// ///
+// ///
+// ///
+// public void Stop()
+// {
+// if (!shutdownFlag)
+// {
+// // wait indefinitely for a writer lock. Once this is called, the .NET runtime
+// // will deny any more reader locks, in effect blocking all other send/receive
+// // threads. Once we have the lock, we set shutdownFlag to inform the other
+// // threads that the socket is closed.
+// rwLock.AcquireWriterLock(-1);
+// shutdownFlag = true;
+// udpSocket.Close();
+// rwLock.ReleaseWriterLock();
+
+// // wait for any pending operations to complete on other
+// // threads before exiting.
+// const int FORCE_STOP = 100;
+// int i = 0;
+// while (rwOperationCount > 0 && i < FORCE_STOP)
+// {
+// Thread.Sleep(10);
+// ++i;
+// }
+
+// if (i >= FORCE_STOP)
+// {
+// Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
+// Helpers.LogLevel.Warning);
+// }
+// }
+// }
+
+// ///
+// ///
+// ///
+// public bool IsRunning
+// {
+// get { return !shutdownFlag; }
+// }
+
+// private void AsyncBeginReceive()
+// {
+// // this method actually kicks off the async read on the socket.
+// // we aquire a reader lock here to ensure that no other thread
+// // is trying to set shutdownFlag and close the socket.
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// // increment the count of pending operations
+// Interlocked.Increment(ref rwOperationCount);
+
+// // allocate a packet buffer
+// //WrappedObject wrappedBuffer = Pool.CheckOut();
+// UDPPacketBuffer buf = new UDPPacketBuffer();
+
+// try
+// {
+// // kick off an async read
+// udpSocket.BeginReceiveFrom(
+// //wrappedBuffer.Instance.Data,
+// buf.Data,
+// 0,
+// UDPPacketBuffer.BUFFER_SIZE,
+// SocketFlags.None,
+// //ref wrappedBuffer.Instance.RemoteEndPoint,
+// ref buf.RemoteEndPoint,
+// new AsyncCallback(AsyncEndReceive),
+// //wrappedBuffer);
+// buf);
+// }
+// catch (SocketException)
+// {
+// // something bad happened
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
+// // Helpers.LogLevel.Error, se);
+
+// // an error occurred, therefore the operation is void. Decrement the reference count.
+// Interlocked.Decrement(ref rwOperationCount);
+// }
+// }
+
+// // we're done with the socket for now, release the reader lock.
+// rwLock.ReleaseReaderLock();
+// }
+
+// private void AsyncEndReceive(IAsyncResult iar)
+// {
+// // Asynchronous receive operations will complete here through the call
+// // to AsyncBeginReceive
+
+// // aquire a reader lock
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// // get the buffer that was created in AsyncBeginReceive
+// // this is the received data
+// //WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
+// //UDPPacketBuffer buffer = wrappedBuffer.Instance;
+// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+// try
+// {
+// // get the length of data actually read from the socket, store it with the
+// // buffer
+// buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
+
+// // this operation is now complete, decrement the reference count
+// Interlocked.Decrement(ref rwOperationCount);
+
+// // we're done with the socket, release the reader lock
+// rwLock.ReleaseReaderLock();
+
+// // call the abstract method PacketReceived(), passing the buffer that
+// // has just been filled from the socket read.
+// PacketReceived(buffer);
+// }
+// catch (SocketException)
+// {
+// // an error occurred, therefore the operation is void. Decrement the reference count.
+// Interlocked.Decrement(ref rwOperationCount);
+
+// // we're done with the socket for now, release the reader lock.
+// rwLock.ReleaseReaderLock();
+// }
+// finally
+// {
+// // start another receive - this keeps the server going!
+// AsyncBeginReceive();
+
+// //wrappedBuffer.Dispose();
+// }
+// }
+// else
+// {
+// // nothing bad happened, but we are done with the operation
+// // decrement the reference count and release the reader lock
+// Interlocked.Decrement(ref rwOperationCount);
+// rwLock.ReleaseReaderLock();
+// }
+// }
+
+// public void AsyncBeginSend(UDPPacketBuffer buf)
+// {
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// try
+// {
+// Interlocked.Increment(ref rwOperationCount);
+// udpSocket.BeginSendTo(
+// buf.Data,
+// 0,
+// buf.DataLength,
+// SocketFlags.None,
+// buf.RemoteEndPoint,
+// new AsyncCallback(AsyncEndSend),
+// buf);
+// }
+// catch (SocketException)
+// {
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncBeginSend()",
+// // Helpers.LogLevel.Error, se);
+// }
+// }
+
+// rwLock.ReleaseReaderLock();
+// }
+
+// private void AsyncEndSend(IAsyncResult iar)
+// {
+// rwLock.AcquireReaderLock(-1);
+
+// if (!shutdownFlag)
+// {
+// UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
+
+// try
+// {
+// int bytesSent = udpSocket.EndSendTo(iar);
+
+// // note that call to the abstract PacketSent() method - we are passing the number
+// // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
+// // is the number of bytes to send (or bytes received depending upon whether this
+// // buffer was part of a send or a receive).
+// PacketSent(buffer, bytesSent);
+// }
+// catch (SocketException)
+// {
+// //Logger.Log(
+// // "A SocketException occurred in UDPServer.AsyncEndSend()",
+// // Helpers.LogLevel.Error, se);
+// }
+// }
+
+// Interlocked.Decrement(ref rwOperationCount);
+// rwLock.ReleaseReaderLock();
+// }
+// }
+//}
+
+//--------- Original Version -------------------
+
+
namespace OpenSim.Region.ClientStack.LindenUDP
{
///
@@ -49,29 +361,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// the UDP socket
private Socket udpSocket;
- // the ReaderWriterLock is used solely for the purposes of shutdown (Stop()).
- // since there are potentially many "reader" threads in the internal .NET IOCP
- // thread pool, this is a cheaper synchronization primitive than using
- // a Mutex object. This allows many UDP socket "reads" concurrently - when
- // Stop() is called, it attempts to obtain a writer lock which will then
- // wait until all outstanding operations are completed before shutting down.
- // this avoids the problem of closing the socket with outstanding operations
- // and trying to catch the inevitable ObjectDisposedException.
- private ReaderWriterLock rwLock = new ReaderWriterLock();
-
- // number of outstanding operations. This is a reference count
- // which we use to ensure that the threads exit cleanly. Note that
- // we need this because the threads will potentially still need to process
- // data even after the socket is closed.
- private int rwOperationCount = 0;
-
- // the all important shutdownFlag. This is synchronized through the ReaderWriterLock.
+ // the all important shutdownFlag.
private volatile bool shutdownFlag = true;
// the remote endpoint to communicate with
protected IPEndPoint remoteEndPoint = null;
-
///
/// Initialize the UDP packet handler in server mode
///
@@ -98,29 +393,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if (shutdownFlag)
{
- if (remoteEndPoint == null)
+ const int SIO_UDP_CONNRESET = -1744830452;
+
+ IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
+ udpSocket = new Socket(
+ AddressFamily.InterNetwork,
+ SocketType.Dgram,
+ ProtocolType.Udp);
+ try
{
- // Server mode
-
- // create and bind the socket
- IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
- udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- udpSocket.Bind(ipep);
+ // this udp socket flag is not supported under mono,
+ // so we'll catch the exception and continue
+ udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
}
- else
+ catch (SocketException)
{
- // Client mode
- IPEndPoint ipep = new IPEndPoint(Settings.BIND_ADDR, udpPort);
- udpSocket = new Socket(
- AddressFamily.InterNetwork,
- SocketType.Dgram,
- ProtocolType.Udp);
- udpSocket.Bind(ipep);
- //udpSocket.Connect(remoteEndPoint);
+ Logger.DebugLog("UDP SIO_UDP_CONNRESET flag not supported on this platform");
}
+ udpSocket.Bind(ipep);
// we're not shutting down, we're starting up
shutdownFlag = false;
@@ -143,26 +433,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// will deny any more reader locks, in effect blocking all other send/receive
// threads. Once we have the lock, we set shutdownFlag to inform the other
// threads that the socket is closed.
- rwLock.AcquireWriterLock(-1);
shutdownFlag = true;
udpSocket.Close();
- rwLock.ReleaseWriterLock();
-
- // wait for any pending operations to complete on other
- // threads before exiting.
- const int FORCE_STOP = 100;
- int i = 0;
- while (rwOperationCount > 0 && i < FORCE_STOP)
- {
- Thread.Sleep(10);
- ++i;
- }
-
- if (i >= FORCE_STOP)
- {
- Logger.Log("UDPBase.Stop() forced shutdown while waiting on pending operations",
- Helpers.LogLevel.Warning);
- }
}
}
@@ -176,20 +448,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private void AsyncBeginReceive()
{
- // this method actually kicks off the async read on the socket.
- // we aquire a reader lock here to ensure that no other thread
- // is trying to set shutdownFlag and close the socket.
- rwLock.AcquireReaderLock(-1);
+ // allocate a packet buffer
+ //WrappedObject wrappedBuffer = Pool.CheckOut();
+ UDPPacketBuffer buf = new UDPPacketBuffer();
if (!shutdownFlag)
{
- // increment the count of pending operations
- Interlocked.Increment(ref rwOperationCount);
-
- // allocate a packet buffer
- //WrappedObject wrappedBuffer = Pool.CheckOut();
- UDPPacketBuffer buf = new UDPPacketBuffer();
-
try
{
// kick off an async read
@@ -199,38 +463,53 @@ namespace OpenSim.Region.ClientStack.LindenUDP
0,
UDPPacketBuffer.BUFFER_SIZE,
SocketFlags.None,
- //ref wrappedBuffer.Instance.RemoteEndPoint,
ref buf.RemoteEndPoint,
- new AsyncCallback(AsyncEndReceive),
+ AsyncEndReceive,
//wrappedBuffer);
buf);
}
- catch (SocketException)
+ catch (SocketException e)
{
- // something bad happened
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncBeginReceive()",
- // Helpers.LogLevel.Error, se);
-
- // an error occurred, therefore the operation is void. Decrement the reference count.
- Interlocked.Decrement(ref rwOperationCount);
+ if (e.SocketErrorCode == SocketError.ConnectionReset)
+ {
+ Logger.Log("SIO_UDP_CONNRESET was ignored, attempting to salvage the UDP listener on port " + udpPort, Helpers.LogLevel.Error);
+ bool salvaged = false;
+ while (!salvaged)
+ {
+ try
+ {
+ udpSocket.BeginReceiveFrom(
+ //wrappedBuffer.Instance.Data,
+ buf.Data,
+ 0,
+ UDPPacketBuffer.BUFFER_SIZE,
+ SocketFlags.None,
+ ref buf.RemoteEndPoint,
+ AsyncEndReceive,
+ //wrappedBuffer);
+ buf);
+ salvaged = true;
+ }
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { return; }
+ }
+
+ Logger.Log("Salvaged the UDP listener on port " + udpPort, Helpers.LogLevel.Info);
+ }
}
+ catch (ObjectDisposedException) { }
}
-
- // we're done with the socket for now, release the reader lock.
- rwLock.ReleaseReaderLock();
}
private void AsyncEndReceive(IAsyncResult iar)
{
// Asynchronous receive operations will complete here through the call
// to AsyncBeginReceive
-
- // aquire a reader lock
- rwLock.AcquireReaderLock(-1);
-
if (!shutdownFlag)
{
+ // start another receive - this keeps the server going!
+ AsyncBeginReceive();
+
// get the buffer that was created in AsyncBeginReceive
// this is the received data
//WrappedObject wrappedBuffer = (WrappedObject)iar.AsyncState;
@@ -243,98 +522,48 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// buffer
buffer.DataLength = udpSocket.EndReceiveFrom(iar, ref buffer.RemoteEndPoint);
- // this operation is now complete, decrement the reference count
- Interlocked.Decrement(ref rwOperationCount);
-
- // we're done with the socket, release the reader lock
- rwLock.ReleaseReaderLock();
-
// call the abstract method PacketReceived(), passing the buffer that
// has just been filled from the socket read.
PacketReceived(buffer);
}
- catch (SocketException)
- {
- // an error occurred, therefore the operation is void. Decrement the reference count.
- Interlocked.Decrement(ref rwOperationCount);
-
- // we're done with the socket for now, release the reader lock.
- rwLock.ReleaseReaderLock();
- }
- finally
- {
- // start another receive - this keeps the server going!
- AsyncBeginReceive();
-
- //wrappedBuffer.Dispose();
- }
- }
- else
- {
- // nothing bad happened, but we are done with the operation
- // decrement the reference count and release the reader lock
- Interlocked.Decrement(ref rwOperationCount);
- rwLock.ReleaseReaderLock();
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
+ //finally { wrappedBuffer.Dispose(); }
}
}
public void AsyncBeginSend(UDPPacketBuffer buf)
{
- rwLock.AcquireReaderLock(-1);
-
if (!shutdownFlag)
{
try
{
- Interlocked.Increment(ref rwOperationCount);
udpSocket.BeginSendTo(
buf.Data,
0,
buf.DataLength,
SocketFlags.None,
buf.RemoteEndPoint,
- new AsyncCallback(AsyncEndSend),
+ AsyncEndSend,
buf);
}
- catch (SocketException)
- {
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncBeginSend()",
- // Helpers.LogLevel.Error, se);
- }
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
}
-
- rwLock.ReleaseReaderLock();
}
- private void AsyncEndSend(IAsyncResult iar)
+ void AsyncEndSend(IAsyncResult result)
{
- rwLock.AcquireReaderLock(-1);
-
- if (!shutdownFlag)
+ try
{
- UDPPacketBuffer buffer = (UDPPacketBuffer)iar.AsyncState;
-
- try
- {
- int bytesSent = udpSocket.EndSendTo(iar);
+ UDPPacketBuffer buf = (UDPPacketBuffer)result.AsyncState;
+ int bytesSent = udpSocket.EndSendTo(result);
- // note that call to the abstract PacketSent() method - we are passing the number
- // of bytes sent in a separate parameter, since we can't use buffer.DataLength which
- // is the number of bytes to send (or bytes received depending upon whether this
- // buffer was part of a send or a receive).
- PacketSent(buffer, bytesSent);
- }
- catch (SocketException)
- {
- //Logger.Log(
- // "A SocketException occurred in UDPServer.AsyncEndSend()",
- // Helpers.LogLevel.Error, se);
- }
+ PacketSent(buf, bytesSent);
}
-
- Interlocked.Decrement(ref rwOperationCount);
- rwLock.ReleaseReaderLock();
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
}
}
}
+
--
cgit v1.1
From c8cc14a98bbbe4d20949370b56912065957eed67 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 9 Oct 2009 14:25:01 -0700
Subject: This is to *try* to avoid the exception we are seeing repeatedly:
#13:53:03 - [LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag
#13:53:03 - [Scene]: Failed with exception System.ArgumentException: Offset and length were out of bounds for the array or count is greater than the number of elements from index to the end of the source collection.
# at System.Buffer.BlockCopy (System.Array src, Int32 srcOffset, System.Array dst, Int32 dstOffset, Int32 count) [0x000b7] in /home/grid/install/mono24/mono-2.4.2.3/mcs/class/corlib/System/Buffer.cs:116
# at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacketData (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, System.Byte[] data, Int32 dataLength, PacketType type, Boolean doZerocode, ThrottleOutPacketType category) [0x00060] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:290
# at OpenSim.Region.ClientStack.LindenUDP.LLUDPServer.SendPacket (OpenSim.Region.ClientStack.LindenUDP.LLUDPClient client, OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType category, Boolean allowSplitting) [0x00077] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs:265
# at OpenSim.Region.ClientStack.LindenUDP.LLClientView.OutPacket (OpenMetaverse.Packets.Packet packet, ThrottleOutPacketType throttlePacketType) [0x00000] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:5244
# at OpenSim.Region.ClientStack.LindenUDP.LLClientView.SendCoarseLocationUpdate (System.Collections.Generic.List`1 users, System.Collections.Generic.List`1 CoarseLocations) [0x0012a] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs:3424
# at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocationsDefault (UUID sceneId, OpenSim.Region.Framework.Scenes.ScenePresence p) [0x000fa] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2536
# at OpenSim.Region.Framework.Scenes.ScenePresence.SendCoarseLocations () [0x0000d] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2491
# at OpenSim.Region.Framework.Scenes.ScenePresence.Update () [0x00011] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/ScenePresence.cs:2404
# at OpenSim.Region.Framework.Scenes.SceneGraph.UpdateEntities () [0x0001b] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/SceneGraph.cs:164
# at OpenSim.Region.Framework.Scenes.Scene.Update () [0x000dc] in /home/grid/PLAZA/wrightplaza/opensim/OpenSim/Region/Framework/Scenes/Scene.cs:1031 On Region: Wright Plaza
---
OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | 4 ++++
1 file changed, 4 insertions(+)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 1e6927f..0390277 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -287,11 +287,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// instead
m_log.Info("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag");
data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
+ //
+ buffer = new UDPPacketBuffer(client.RemoteEndPoint, dataLength);
+ //
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
}
else
{
+ // ??? will it fit?
Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
}
buffer.DataLength = dataLength;
--
cgit v1.1
From 3f78ff6ee0837c0179be5f43d485d9ca23ee454b Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Fri, 9 Oct 2009 19:16:03 -0700
Subject: Slight variation on the locking scheme: now locking always, except
the ForEach, which gets a copy of the Array. I think the ForEach was the big
gorilla.
---
.../ClientStack/LindenUDP/LLUDPClientCollection.cs | 18 +++++++++---------
1 file changed, 9 insertions(+), 9 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
index 784426f..dbb9861 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClientCollection.cs
@@ -247,16 +247,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
////return success;
- //lock (m_sync)
- // return Dictionary2.TryGetValue(key, out value);
-
- try
- {
+ lock (m_sync)
return Dictionary2.TryGetValue(key, out value);
- }
- catch { }
- value = null;
- return false;
+
+ //try
+ //{
+ // return Dictionary2.TryGetValue(key, out value);
+ //}
+ //catch { }
+ //value = null;
+ //return false;
}
--
cgit v1.1
From 798bce592f7c467bbfdf2be8820d626520f378dc Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Sat, 10 Oct 2009 01:16:34 -0400
Subject: * Move the 'On Collision Update Movement Animation' routine to above
the 'm_invulnerable' test. It doesn't fix anything but it should really be
there anyway.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 11 ++++++++---
1 file changed, 8 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3996cdc..0352c64 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3417,7 +3417,13 @@ namespace OpenSim.Region.Framework.Scenes
// Event called by the physics plugin to tell the avatar about a collision.
private void PhysicsCollisionUpdate(EventArgs e)
{
- if ((e == null) || m_invulnerable)
+ if (e == null)
+ return;
+
+ if (Velocity.X > 0 || Velocity.Y > 0)
+ UpdateMovementAnimations();
+
+ if (m_invulnerable)
return;
CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
Dictionary coldata = collisionData.m_objCollisionList;
@@ -3455,8 +3461,7 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerAvatarKill(killerObj, this);
}
- if (Velocity.X > 0 || Velocity.Y > 0)
- UpdateMovementAnimations();
+
}
public void setHealthWithUpdate(float health)
--
cgit v1.1
From 5f94889044656211d05b62c7253b1aad19a23eab Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Sat, 10 Oct 2009 01:49:06 -0400
Subject: * Fix incorrect math on the Velocity check in PhysicsCollisionUpdate.
This may reduce avatar flailing.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0352c64..af85424 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3420,7 +3420,7 @@ namespace OpenSim.Region.Framework.Scenes
if (e == null)
return;
- if (Velocity.X > 0 || Velocity.Y > 0)
+ if ((Math.Abs(Velocity.X) > 0.05f) || (Math.Abs(Velocity.Y) > 0.05f))
UpdateMovementAnimations();
if (m_invulnerable)
--
cgit v1.1
From d7654c3bda9c6fea93ddc258b00e41eb568faa18 Mon Sep 17 00:00:00 2001
From: dahlia
Date: Sat, 10 Oct 2009 00:26:43 -0700
Subject: Adjust velocity threshold for triggering flailing. Thanks to
KittoFlora for researching this.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index af85424..7ea9314 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3420,7 +3420,7 @@ namespace OpenSim.Region.Framework.Scenes
if (e == null)
return;
- if ((Math.Abs(Velocity.X) > 0.05f) || (Math.Abs(Velocity.Y) > 0.05f))
+ if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
UpdateMovementAnimations();
if (m_invulnerable)
--
cgit v1.1
From 4ffe936ba837eb47dc235317a54f5fa16af514ce Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Sat, 10 Oct 2009 03:53:53 -0400
Subject: * Make ODECharacter respect the scene's requested collision update
time * Set the Scene collision update time to 500 ms
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 2 +-
OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 15 +++++++++++++--
OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 1 +
3 files changed, 15 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index af85424..e9040e9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3409,7 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
scene.AddPhysicsActorTaint(m_physicsActor);
//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
- m_physicsActor.SubscribeEvents(1000);
+ m_physicsActor.SubscribeEvents(500);
m_physicsActor.LocalID = LocalId;
}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index a00ba11..7a86b6e 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -98,6 +98,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private bool m_alwaysRun = false;
private bool m_hackSentFall = false;
private bool m_hackSentFly = false;
+ private int m_requestedUpdateFrequency = 0;
private PhysicsVector m_taintPosition = new PhysicsVector(0, 0, 0);
public uint m_localID = 0;
public bool m_returnCollisions = false;
@@ -1184,26 +1185,31 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void SubscribeEvents(int ms)
{
+ m_requestedUpdateFrequency = ms;
m_eventsubscription = ms;
_parent_scene.addCollisionEventReporting(this);
}
public override void UnSubscribeEvents()
{
_parent_scene.remCollisionEventReporting(this);
+ m_requestedUpdateFrequency = 0;
m_eventsubscription = 0;
}
public void AddCollisionEvent(uint CollidedWith, float depth)
{
if (m_eventsubscription > 0)
- CollisionEventsThisFrame.addCollider(CollidedWith,depth);
+ {
+ CollisionEventsThisFrame.addCollider(CollidedWith, depth);
+ }
}
public void SendCollisions()
{
- if (m_eventsubscription > 0)
+ if (m_eventsubscription > m_requestedUpdateFrequency)
{
base.SendCollisionUpdate(CollisionEventsThisFrame);
CollisionEventsThisFrame = new CollisionEventUpdate();
+ m_eventsubscription = 0;
}
}
public override bool SubscribedEvents()
@@ -1309,5 +1315,10 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+
+ internal void AddCollisionFrameTime(int p)
+ {
+ m_eventsubscription += p;
+ }
}
}
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index f5ab1de..083b7db 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -2928,6 +2928,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
case ActorTypes.Agent:
OdeCharacter cobj = (OdeCharacter)obj;
+ cobj.AddCollisionFrameTime(100);
cobj.SendCollisions();
break;
case ActorTypes.Prim:
--
cgit v1.1
From 8271528b1fe49d99cf5b64d3644864ba4aa097c1 Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Sat, 10 Oct 2009 04:01:36 -0400
Subject: * comment out the velocity test, using updates every 500 ms as set in
ScenePresence.AddToPhysicalScene. * This causes time to be counted in
ODECharacter and, when a collision occurs, the physics scene will report the
collisions only if the the difference of last time it reported the collisions
from now was more then the set ms. * This is cool because the time accrues
while collisions are not taking place and when they do take place again, you
get an immediate update.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 ++++--
OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 3 +++
2 files changed, 7 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e20b8f2..15fb11f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3420,8 +3420,10 @@ namespace OpenSim.Region.Framework.Scenes
if (e == null)
return;
- if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
- UpdateMovementAnimations();
+ //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
+ // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
+ // as of this comment the interval is set in AddToPhysicalScene
+ UpdateMovementAnimations();
if (m_invulnerable)
return;
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 7a86b6e..bd81d50 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1318,6 +1318,9 @@ namespace OpenSim.Region.Physics.OdePlugin
internal void AddCollisionFrameTime(int p)
{
+ // protect it from overflow crashing
+ if (m_eventsubscription + p >= int.MaxValue)
+ m_eventsubscription = 0;
m_eventsubscription += p;
}
}
--
cgit v1.1
From ef03b2d936fe623029bc414f00e001f17aaa85bc Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sat, 10 Oct 2009 10:18:16 +0100
Subject: Fix selling objects
---
OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 901144a..fe9de1b 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -556,6 +556,8 @@ namespace OpenSim.Region.CoreModules.World.Permissions
// Customize the EveryoneMask
uint objectEveryoneMask = ApplyObjectModifyMasks(task.EveryoneMask, objflags);
+ if (objectOwner != UUID.Zero)
+ objectEveryoneMask |= (uint)PrimFlags.ObjectAnyOwner;
if (m_bypassPermissions)
return objectOwnerMask;
@@ -578,12 +580,9 @@ namespace OpenSim.Region.CoreModules.World.Permissions
{
// Admin objects should not be editable by the above
if (!IsAdministrator(objectOwner))
- return objectOwnerMask;
+ return objectOwnerMask;
}
- if ((objectOwnerMask & (uint)PermissionMask.Transfer) != 0 && task.ObjectSaleType != 0)
- objectEveryoneMask |= (uint)PrimFlags.ObjectTransfer;
-
// Group permissions
if ((task.GroupID != UUID.Zero) && IsGroupMember(task.GroupID, user, 0))
return objectGroupMask | objectEveryoneMask;
--
cgit v1.1