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