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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * 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.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project 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 DEVELOPERS ``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 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.Collections.Generic;
- using System.Diagnostics;
- using System.IO;
- using System.Net;
- using System.Net.Sockets;
- using System.Reflection;
- using System.Threading;
- using log4net;
- using Nini.Config;
- using OpenMetaverse.Packets;
- using OpenSim.Framework;
- using OpenSim.Framework.Console;
- using OpenSim.Framework.Monitoring;
- using OpenSim.Region.Framework.Scenes;
- using OpenMetaverse;
- using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
- namespace OpenSim.Region.ClientStack.LindenUDP
- {
- /// <summary>
- /// A shim around LLUDPServer that implements the IClientNetworkServer interface
- /// </summary>
- public sealed class LLUDPServerShim : IClientNetworkServer
- {
- LLUDPServer m_udpServer;
- public LLUDPServerShim()
- {
- }
- public void Initialise(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
- {
- m_udpServer = new LLUDPServer(listenIP, ref port, proxyPortOffsetParm, allow_alternate_port, configSource, circuitManager);
- }
- public void AddScene(IScene scene)
- {
- m_udpServer.AddScene(scene);
- StatsManager.RegisterStat(
- new Stat(
- "ClientLogoutsDueToNoReceives",
- "Number of times a client has been logged out because no packets were received before the timeout.",
- "",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.None,
- stat => stat.Value = m_udpServer.ClientLogoutsDueToNoReceives,
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "IncomingUDPReceivesCount",
- "Number of UDP receives performed",
- "",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = m_udpServer.UdpReceives,
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "IncomingPacketsProcessedCount",
- "Number of inbound LL protocol packets processed",
- "",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = m_udpServer.IncomingPacketsProcessed,
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "IncomingPacketsMalformedCount",
- "Number of inbound UDP packets that could not be recognized as LL protocol packets.",
- "",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = m_udpServer.IncomingMalformedPacketCount,
- StatVerbosity.Info));
- StatsManager.RegisterStat(
- new Stat(
- "IncomingPacketsOrphanedCount",
- "Number of inbound packets that were not initial connections packets and could not be associated with a viewer.",
- "",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = m_udpServer.IncomingOrphanedPacketCount,
- StatVerbosity.Info));
- StatsManager.RegisterStat(
- new Stat(
- "IncomingPacketsResentCount",
- "Number of inbound packets that clients indicate are resends.",
- "",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = m_udpServer.IncomingPacketsResentCount,
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "OutgoingUDPSendsCount",
- "Number of UDP sends performed",
- "",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = m_udpServer.UdpSends,
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "OutgoingPacketsResentCount",
- "Number of packets resent because a client did not acknowledge receipt",
- "",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = m_udpServer.PacketsResentCount,
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "AverageUDPProcessTime",
- "Average number of milliseconds taken to process each incoming UDP packet in a sample.",
- "This is for initial receive processing which is separate from the later client LL packet processing stage.",
- "ms",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.None,
- stat => stat.Value = m_udpServer.AverageReceiveTicksForLastSamplePeriod / TimeSpan.TicksPerMillisecond,
- // stat =>
- // stat.Value = Math.Round(m_udpServer.AverageReceiveTicksForLastSamplePeriod / TimeSpan.TicksPerMillisecond, 7),
- StatVerbosity.Debug));
- }
- public bool HandlesRegion(Location x)
- {
- return m_udpServer.HandlesRegion(x);
- }
- public void Start()
- {
- m_udpServer.Start();
- }
- public void Stop()
- {
- m_udpServer.Stop();
- }
- }
- /// <summary>
- /// The LLUDP server for a region. This handles incoming and outgoing
- /// packets for all UDP connections to the region
- /// </summary>
- public class LLUDPServer : OpenSimUDPBase
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>Maximum transmission unit, or UDP packet size, for the LLUDP protocol</summary>
- public const int MTU = 1400;
- /// <summary>Number of forced client logouts due to no receipt of packets before timeout.</summary>
- public int ClientLogoutsDueToNoReceives { get; private set; }
- /// <summary>
- /// Default packet debug level given to new clients
- /// </summary>
- public int DefaultClientPacketDebugLevel { get; set; }
- /// <summary>
- /// If set then all inbound agent updates are discarded. For debugging purposes.
- /// discard agent update.
- /// </summary>
- public bool DiscardInboundAgentUpdates { get; set; }
- /// <summary>The measured resolution of Environment.TickCount</summary>
- public readonly float TickCountResolution;
- /// <summary>Number of prim updates to put on the queue each time the
- /// OnQueueEmpty event is triggered for updates</summary>
- public readonly int PrimUpdatesPerCallback;
- /// <summary>Number of texture packets to put on the queue each time the
- /// OnQueueEmpty event is triggered for textures</summary>
- public readonly int TextureSendLimit;
- /// <summary>Handlers for incoming packets</summary>
- //PacketEventDictionary packetEvents = new PacketEventDictionary();
- /// <summary>Incoming packets that are awaiting handling</summary>
- private OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
- /// <summary>Bandwidth throttle for this UDP server</summary>
- public TokenBucket Throttle { get; private set; }
-
- /// <summary>Per client throttle rates enforced by this server</summary>
- /// <remarks>
- /// If the total rate is non-zero, then this is the maximum total throttle setting that any client can ever have.
- /// The other rates (resend, asset, etc.) are the defaults for a new client and can be changed (and usually
- /// do get changed immediately). They do not need to sum to the total.
- /// </remarks>
- public ThrottleRates ThrottleRates { get; private set; }
-
- /// <summary>Manages authentication for agent circuits</summary>
- private AgentCircuitManager m_circuitManager;
- /// <summary>Reference to the scene this UDP server is attached to</summary>
- public Scene Scene { get; private set; }
- /// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
- private Location m_location;
- /// <summary>The size of the receive buffer for the UDP socket. This value
- /// is passed up to the operating system and used in the system networking
- /// stack. Use zero to leave this value as the default</summary>
- private int m_recvBufferSize;
- /// <summary>Flag to process packets asynchronously or synchronously</summary>
- private bool m_asyncPacketHandling;
- /// <summary>Tracks whether or not a packet was sent each round so we know
- /// whether or not to sleep</summary>
- private bool m_packetSent;
- /// <summary>Environment.TickCount of the last time that packet stats were reported to the scene</summary>
- private int m_elapsedMSSinceLastStatReport = 0;
- /// <summary>Environment.TickCount of the last time the outgoing packet handler executed</summary>
- private int m_tickLastOutgoingPacketHandler;
- /// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler looped</summary>
- private int m_elapsedMSOutgoingPacketHandler;
- /// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed</summary>
- private int m_elapsed100MSOutgoingPacketHandler;
- /// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed</summary>
- private int m_elapsed500MSOutgoingPacketHandler;
- /// <summary>Flag to signal when clients should check for resends</summary>
- protected bool m_resendUnacked;
- /// <summary>Flag to signal when clients should send ACKs</summary>
- protected bool m_sendAcks;
- /// <summary>Flag to signal when clients should send pings</summary>
- protected bool m_sendPing;
- /// <summary>
- /// Event used to signal when queued packets are available for sending.
- /// </summary>
- /// <remarks>
- /// This allows the outbound loop to only operate when there is data to send rather than continuously polling.
- /// Some data is sent immediately and not queued. That data would not trigger this event.
- /// </remarks>
- private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
- private Pool<IncomingPacket> m_incomingPacketPool;
- /// <summary>
- /// Stat for number of packets in the main pool awaiting use.
- /// </summary>
- private Stat m_poolCountStat;
- /// <summary>
- /// Stat for number of packets in the inbound packet pool awaiting use.
- /// </summary>
- private Stat m_incomingPacketPoolStat;
- private int m_defaultRTO = 0;
- private int m_maxRTO = 0;
- private int m_ackTimeout = 0;
- private int m_pausedAckTimeout = 0;
- private bool m_disableFacelights = false;
- public Socket Server { get { return null; } }
- /// <summary>
- /// Record how many packets have been resent
- /// </summary>
- internal int PacketsResentCount { get; set; }
- /// <summary>
- /// Record how many packets have been sent
- /// </summary>
- internal int PacketsSentCount { get; set; }
- /// <summary>
- /// Record how many incoming packets are indicated as resends by clients.
- /// </summary>
- internal int IncomingPacketsResentCount { get; set; }
- /// <summary>
- /// Record how many inbound packets could not be recognized as LLUDP packets.
- /// </summary>
- public int IncomingMalformedPacketCount { get; private set; }
- /// <summary>
- /// Record how many inbound packets could not be associated with a simulator circuit.
- /// </summary>
- public int IncomingOrphanedPacketCount { get; private set; }
- /// <summary>
- /// Record current outgoing client for monitoring purposes.
- /// </summary>
- private IClientAPI m_currentOutgoingClient;
- /// <summary>
- /// Recording current incoming client for monitoring purposes.
- /// </summary>
- private IClientAPI m_currentIncomingClient;
- /// <summary>
- /// Queue some low priority but potentially high volume async requests so that they don't overwhelm available
- /// threadpool threads.
- /// </summary>
- public JobEngine IpahEngine { get; private set; }
- /// <summary>
- /// Run queue empty processing within a single persistent thread.
- /// </summary>
- /// <remarks>
- /// This is the alternative to having every
- /// connection schedule its own job in the threadpool which causes performance problems when there are many
- /// connections.
- /// </remarks>
- public JobEngine OqrEngine { get; private set; }
- public LLUDPServer(
- IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port,
- IConfigSource configSource, AgentCircuitManager circuitManager)
- : base(listenIP, (int)port)
- {
- #region Environment.TickCount Measurement
- // Measure the resolution of Environment.TickCount
- TickCountResolution = 0f;
- for (int i = 0; i < 5; i++)
- {
- int start = Environment.TickCount;
- int now = start;
- while (now == start)
- now = Environment.TickCount;
- TickCountResolution += (float)(now - start) * 0.2f;
- }
- m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
- TickCountResolution = (float)Math.Ceiling(TickCountResolution);
- #endregion Environment.TickCount Measurement
- m_circuitManager = circuitManager;
- int sceneThrottleBps = 0;
- bool usePools = false;
- IConfig config = configSource.Configs["ClientStack.LindenUDP"];
- if (config != null)
- {
- m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
- m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
- sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
- PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
- TextureSendLimit = config.GetInt("TextureSendLimit", 20);
- m_defaultRTO = config.GetInt("DefaultRTO", 0);
- m_maxRTO = config.GetInt("MaxRTO", 0);
- m_disableFacelights = config.GetBoolean("DisableFacelights", false);
- m_ackTimeout = 1000 * config.GetInt("AckTimeout", 60);
- m_pausedAckTimeout = 1000 * config.GetInt("PausedAckTimeout", 300);
- }
- else
- {
- PrimUpdatesPerCallback = 100;
- TextureSendLimit = 20;
- m_ackTimeout = 1000 * 60; // 1 minute
- m_pausedAckTimeout = 1000 * 300; // 5 minutes
- }
- // FIXME: This actually only needs to be done once since the PacketPool is shared across all servers.
- // However, there is no harm in temporarily doing it multiple times.
- IConfig packetConfig = configSource.Configs["PacketPool"];
- if (packetConfig != null)
- {
- PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
- PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
- usePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", usePools);
- }
- #region BinaryStats
- config = configSource.Configs["Statistics.Binary"];
- m_shouldCollectStats = false;
- if (config != null)
- {
- m_shouldCollectStats = config.GetBoolean("Enabled", false);
- binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("packet_headers_period_seconds", 300));
- binStatsDir = config.GetString("stats_dir", ".");
- m_aggregatedBWStats = config.GetBoolean("aggregatedBWStats", false);
- }
- #endregion BinaryStats
- // FIXME: Can't add info here because don't know scene yet.
- // m_throttle
- // = new TokenBucket(
- // string.Format("server throttle bucket for {0}", Scene.Name), null, sceneThrottleBps);
- Throttle = new TokenBucket("server throttle bucket", null, 0, sceneThrottleBps);
- ThrottleRates = new ThrottleRates(configSource);
- if (usePools)
- EnablePools();
- }
- public void Start()
- {
- StartInbound();
- StartOutbound();
- IpahEngine.Start();
- OqrEngine.Start();
- m_elapsedMSSinceLastStatReport = Environment.TickCount;
- }
- public void StartInbound()
- {
- m_log.InfoFormat(
- "[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode with UsePools = {1}",
- m_asyncPacketHandling ? "asynchronous" : "synchronous", UsePools);
- base.StartInbound(m_recvBufferSize, m_asyncPacketHandling);
- // This thread will process the packets received that are placed on the packetInbox
- WorkManager.StartThread(
- IncomingPacketHandler,
- string.Format("Incoming Packets ({0})", Scene.Name),
- ThreadPriority.Normal,
- false,
- true,
- GetWatchdogIncomingAlarmData,
- Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
- }
- public override void StartOutbound()
- {
- m_log.Info("[LLUDPSERVER]: Starting outbound packet processing for the LLUDP server");
- base.StartOutbound();
- WorkManager.StartThread(
- OutgoingPacketHandler,
- string.Format("Outgoing Packets ({0})", Scene.Name),
- ThreadPriority.Normal,
- false,
- true,
- GetWatchdogOutgoingAlarmData,
- Watchdog.DEFAULT_WATCHDOG_TIMEOUT_MS);
- }
- public void Stop()
- {
- m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + Scene.Name);
- base.StopOutbound();
- base.StopInbound();
- IpahEngine.Stop();
- OqrEngine.Stop();
- }
- public override bool EnablePools()
- {
- if (!UsePools)
- {
- base.EnablePools();
- m_incomingPacketPool = new Pool<IncomingPacket>(() => new IncomingPacket(), 500);
- return true;
- }
- return false;
- }
- public override bool DisablePools()
- {
- if (UsePools)
- {
- base.DisablePools();
- StatsManager.DeregisterStat(m_incomingPacketPoolStat);
- // We won't null out the pool to avoid a race condition with code that may be in the middle of using it.
- return true;
- }
- return false;
- }
- /// <summary>
- /// This is a seperate method so that it can be called once we have an m_scene to distinguish different scene
- /// stats.
- /// </summary>
- protected internal void EnablePoolStats()
- {
- m_poolCountStat
- = new Stat(
- "UDPPacketBufferPoolCount",
- "Objects within the UDPPacketBuffer pool",
- "The number of objects currently stored within the UDPPacketBuffer pool",
- "",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- stat => stat.Value = Pool.Count,
- StatVerbosity.Debug);
- StatsManager.RegisterStat(m_poolCountStat);
- m_incomingPacketPoolStat
- = new Stat(
- "IncomingPacketPoolCount",
- "Objects within incoming packet pool",
- "The number of objects currently stored within the incoming packet pool",
- "",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- stat => stat.Value = m_incomingPacketPool.Count,
- StatVerbosity.Debug);
- StatsManager.RegisterStat(m_incomingPacketPoolStat);
- }
- /// <summary>
- /// Disables pool stats.
- /// </summary>
- protected internal void DisablePoolStats()
- {
- StatsManager.DeregisterStat(m_poolCountStat);
- m_poolCountStat = null;
- StatsManager.DeregisterStat(m_incomingPacketPoolStat);
- m_incomingPacketPoolStat = null;
- }
- /// <summary>
- /// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
- /// </summary>
- /// <returns></returns>
- private string GetWatchdogIncomingAlarmData()
- {
- return string.Format(
- "Client is {0}",
- m_currentIncomingClient != null ? m_currentIncomingClient.Name : "none");
- }
- /// <summary>
- /// If the outgoing UDP thread times out, then return client that was being processed to help with debugging.
- /// </summary>
- /// <returns></returns>
- private string GetWatchdogOutgoingAlarmData()
- {
- return string.Format(
- "Client is {0}",
- m_currentOutgoingClient != null ? m_currentOutgoingClient.Name : "none");
- }
- public void AddScene(IScene scene)
- {
- if (Scene != null)
- {
- m_log.Error("[LLUDPSERVER]: AddScene() called on an LLUDPServer that already has a scene");
- return;
- }
- if (!(scene is Scene))
- {
- m_log.Error("[LLUDPSERVER]: AddScene() called with an unrecognized scene type " + scene.GetType());
- return;
- }
- Scene = (Scene)scene;
- m_location = new Location(Scene.RegionInfo.RegionHandle);
-
- IpahEngine
- = new JobEngine(
- string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
- "INCOMING PACKET ASYNC HANDLING ENGINE");
- OqrEngine
- = new JobEngine(
- string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
- "OUTGOING QUEUE REFILL ENGINE");
- StatsManager.RegisterStat(
- new Stat(
- "InboxPacketsCount",
- "Number of LL protocol packets waiting for the second stage of processing after initial receive.",
- "Number of LL protocol packets waiting for the second stage of processing after initial receive.",
- "",
- "clientstack",
- scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = packetInbox.Count,
- StatVerbosity.Debug));
- // XXX: These stats are also pool stats but we register them separately since they are currently not
- // turned on and off by EnablePools()/DisablePools()
- StatsManager.RegisterStat(
- new PercentageStat(
- "PacketsReused",
- "Packets reused",
- "Number of packets reused out of all requests to the packet pool",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- stat =>
- { PercentageStat pstat = (PercentageStat)stat;
- pstat.Consequent = PacketPool.Instance.PacketsRequested;
- pstat.Antecedent = PacketPool.Instance.PacketsReused; },
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new PercentageStat(
- "PacketDataBlocksReused",
- "Packet data blocks reused",
- "Number of data blocks reused out of all requests to the packet pool",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- stat =>
- { PercentageStat pstat = (PercentageStat)stat;
- pstat.Consequent = PacketPool.Instance.BlocksRequested;
- pstat.Antecedent = PacketPool.Instance.BlocksReused; },
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "PacketsPoolCount",
- "Objects within the packet pool",
- "The number of objects currently stored within the packet pool",
- "",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- stat => stat.Value = PacketPool.Instance.PacketsPooled,
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "PacketDataBlocksPoolCount",
- "Objects within the packet data block pool",
- "The number of objects currently stored within the packet data block pool",
- "",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- stat => stat.Value = PacketPool.Instance.BlocksPooled,
- StatVerbosity.Debug));
- StatsManager.RegisterStat(
- new Stat(
- "OutgoingPacketsQueuedCount",
- "Packets queued for outgoing send",
- "Number of queued outgoing packets across all connections",
- "",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- MeasuresOfInterest.AverageChangeOverTime,
- stat => stat.Value = GetTotalQueuedOutgoingPackets(),
- StatVerbosity.Info));
- StatsManager.RegisterStat(
- new Stat(
- "IncomingPacketAsyncRequestsWaiting",
- "Number of incoming packets waiting for async processing in engine.",
- "",
- "",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- MeasuresOfInterest.None,
- stat => stat.Value = IpahEngine.JobsWaiting,
- StatVerbosity.Debug));
-
- StatsManager.RegisterStat(
- new Stat(
- "OQRERequestsWaiting",
- "Number of outgong queue refill requests waiting for processing.",
- "",
- "",
- "clientstack",
- Scene.Name,
- StatType.Pull,
- MeasuresOfInterest.None,
- stat => stat.Value = OqrEngine.JobsWaiting,
- StatVerbosity.Debug));
-
- // We delay enabling pool stats to AddScene() instead of Initialize() so that we can distinguish pool stats by
- // scene name
- if (UsePools)
- EnablePoolStats();
- LLUDPServerCommands commands = new LLUDPServerCommands(MainConsole.Instance, this);
- commands.Register();
- }
- public bool HandlesRegion(Location x)
- {
- return x == m_location;
- }
- public int GetTotalQueuedOutgoingPackets()
- {
- int total = 0;
- foreach (ScenePresence sp in Scene.GetScenePresences())
- {
- // XXX: Need a better way to determine which IClientAPIs have UDPClients (NPCs do not, for instance).
- if (sp.ControllingClient is LLClientView)
- {
- LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient;
- total += udpClient.GetTotalPacketsQueuedCount();
- }
- }
- return total;
- }
- // public void BroadcastPacket(Packet packet, ThrottleOutPacketType category, bool sendToPausedAgents, bool allowSplitting)
- // {
- // // CoarseLocationUpdate and AvatarGroupsReply packets cannot be split in an automated way
- // if ((packet.Type == PacketType.CoarseLocationUpdate || packet.Type == PacketType.AvatarGroupsReply) && allowSplitting)
- // allowSplitting = false;
- //
- // if (allowSplitting && packet.HasVariableBlocks)
- // {
- // byte[][] datas = packet.ToBytesMultiple();
- // int packetCount = datas.Length;
- //
- // if (packetCount < 1)
- // m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
- //
- // for (int i = 0; i < packetCount; i++)
- // {
- // byte[] data = datas[i];
- // m_scene.ForEachClient(
- // delegate(IClientAPI client)
- // {
- // if (client is LLClientView)
- // SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category, null);
- // }
- // );
- // }
- // }
- // else
- // {
- // byte[] data = packet.ToBytes();
- // m_scene.ForEachClient(
- // delegate(IClientAPI client)
- // {
- // if (client is LLClientView)
- // SendPacketData(((LLClientView)client).UDPClient, data, packet.Type, category, null);
- // }
- // );
- // }
- // }
- /// <summary>
- /// Start the process of sending a packet to the client.
- /// </summary>
- /// <param name="udpClient"></param>
- /// <param name="packet"></param>
- /// <param name="category"></param>
- /// <param name="allowSplitting"></param>
- /// <param name="method">
- /// The method to call if the packet is not acked by the client. If null, then a standard
- /// resend of the packet is done.
- /// </param>
- public virtual void SendPacket(
- LLUDPClient udpClient, Packet packet, ThrottleOutPacketType category, bool allowSplitting, UnackedPacketMethod method)
- {
- // CoarseLocationUpdate packets cannot be split in an automated way
- if (packet.Type == PacketType.CoarseLocationUpdate && allowSplitting)
- allowSplitting = false;
- bool packetQueued = false;
- if (allowSplitting && packet.HasVariableBlocks)
- {
- byte[][] datas = packet.ToBytesMultiple();
- int packetCount = datas.Length;
- if (packetCount < 1)
- m_log.Error("[LLUDPSERVER]: Failed to split " + packet.Type + " with estimated length " + packet.Length);
- for (int i = 0; i < packetCount; i++)
- {
- byte[] data = datas[i];
- if (!SendPacketData(udpClient, data, packet.Type, category, method))
- packetQueued = true;
- }
- }
- else
- {
- byte[] data = packet.ToBytes();
- if (!SendPacketData(udpClient, data, packet.Type, category, method))
- packetQueued = true;
- }
- PacketPool.Instance.ReturnPacket(packet);
- if (packetQueued)
- m_dataPresentEvent.Set();
- }
- /// <summary>
- /// Start the process of sending a packet to the client.
- /// </summary>
- /// <param name="udpClient"></param>
- /// <param name="data"></param>
- /// <param name="type"></param>
- /// <param name="category"></param>
- /// <param name="method">
- /// The method to call if the packet is not acked by the client. If null, then a standard
- /// resend of the packet is done.
- /// </param>
- /// <returns>true if the data was sent immediately, false if it was queued for sending</returns>
- public bool SendPacketData(
- LLUDPClient udpClient, byte[] data, PacketType type, ThrottleOutPacketType category, UnackedPacketMethod method)
- {
- int dataLength = data.Length;
- bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0;
- bool doCopy = true;
- // Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum.
- // The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
- // there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
- // to accomodate for both common scenarios and provide ample room for ACK appending in both
- int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
- UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
- // Zerocode if needed
- if (doZerocode)
- {
- try
- {
- dataLength = Helpers.ZeroEncode(data, dataLength, buffer.Data);
- doCopy = false;
- }
- catch (IndexOutOfRangeException)
- {
- // The packet grew larger than the bufferSize while zerocoding.
- // Remove the MSG_ZEROCODED flag and send the unencoded data
- // instead
- m_log.Debug("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding for " + type + ". DataLength=" + dataLength +
- " and BufferLength=" + buffer.Data.Length + ". Removing MSG_ZEROCODED flag");
- data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
- }
- }
- // If the packet data wasn't already copied during zerocoding, copy it now
- if (doCopy)
- {
- if (dataLength <= buffer.Data.Length)
- {
- Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
- }
- else
- {
- bufferSize = dataLength;
- buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
- // m_log.Error("[LLUDPSERVER]: Packet exceeded buffer size! This could be an indication of packet assembly not obeying the MTU. Type=" +
- // type + ", DataLength=" + dataLength + ", BufferLength=" + buffer.Data.Length + ". Dropping packet");
- Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
- }
- }
- buffer.DataLength = dataLength;
- #region Queue or Send
- OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null);
- // If we were not provided a method for handling unacked, use the UDPServer default method
- if ((outgoingPacket.Buffer.Data[0] & Helpers.MSG_RELIABLE) != 0)
- outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method);
- // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
- // continue to display the deleted object until relog. Therefore, we need to always queue a kill object
- // packet so that it isn't sent before a queued update packet.
- bool forceQueue = (type == PacketType.KillObject);
- // if (type == PacketType.ImprovedTerseObjectUpdate)
- // {
- // m_log.DebugFormat("Direct send ITOU to {0} in {1}", udpClient.AgentID, Scene.Name);
- // SendPacketFinal(outgoingPacket);
- // return false;
- // }
- // else
- // {
- if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, forceQueue))
- {
- SendPacketFinal(outgoingPacket);
- return true;
- }
- else
- {
- return false;
- }
- // }
- #endregion Queue or Send
- }
- public void SendAcks(LLUDPClient udpClient)
- {
- uint ack;
- if (udpClient.PendingAcks.Dequeue(out ack))
- {
- List<PacketAckPacket.PacketsBlock> blocks = new List<PacketAckPacket.PacketsBlock>();
- PacketAckPacket.PacketsBlock block = new PacketAckPacket.PacketsBlock();
- block.ID = ack;
- blocks.Add(block);
- while (udpClient.PendingAcks.Dequeue(out ack))
- {
- block = new PacketAckPacket.PacketsBlock();
- block.ID = ack;
- blocks.Add(block);
- }
- PacketAckPacket packet = new PacketAckPacket();
- packet.Header.Reliable = false;
- packet.Packets = blocks.ToArray();
- SendPacket(udpClient, packet, ThrottleOutPacketType.Unknown, true, null);
- }
- }
- public void SendPing(LLUDPClient udpClient)
- {
- StartPingCheckPacket pc = (StartPingCheckPacket)PacketPool.Instance.GetPacket(PacketType.StartPingCheck);
- pc.Header.Reliable = false;
- pc.PingID.PingID = (byte)udpClient.CurrentPingSequence++;
- // We *could* get OldestUnacked, but it would hurt performance and not provide any benefit
- pc.PingID.OldestUnacked = 0;
- SendPacket(udpClient, pc, ThrottleOutPacketType.Unknown, false, null);
- }
- public void CompletePing(LLUDPClient udpClient, byte pingID)
- {
- CompletePingCheckPacket completePing = new CompletePingCheckPacket();
- completePing.PingID.PingID = pingID;
- SendPacket(udpClient, completePing, ThrottleOutPacketType.Unknown, false, null);
- }
- public void HandleUnacked(LLClientView client)
- {
- LLUDPClient udpClient = client.UDPClient;
- if (!udpClient.IsConnected)
- return;
- // Disconnect an agent if no packets are received for some time
- int timeoutTicks = m_ackTimeout;
- // Allow more slack if the client is "paused" eg file upload dialogue is open
- // Some sort of limit is needed in case the client crashes, loses its network connection
- // or some other disaster prevents it from sendung the AgentResume
- if (udpClient.IsPaused)
- timeoutTicks = m_pausedAckTimeout;
- if (client.IsActive &&
- (Environment.TickCount & Int32.MaxValue) - udpClient.TickLastPacketReceived > timeoutTicks)
- {
- // We must set IsActive synchronously so that we can stop the packet loop reinvoking this method, even
- // though it's set later on by LLClientView.Close()
- client.IsActive = false;
- // Fire this out on a different thread so that we don't hold up outgoing packet processing for
- // everybody else if this is being called due to an ack timeout.
- // This is the same as processing as the async process of a logout request.
- Util.FireAndForget(
- o => DeactivateClientDueToTimeout(client, timeoutTicks), null, "LLUDPServer.DeactivateClientDueToTimeout");
- return;
- }
- // Get a list of all of the packets that have been sitting unacked longer than udpClient.RTO
- List<OutgoingPacket> expiredPackets = udpClient.NeedAcks.GetExpiredPackets(udpClient.RTO);
- if (expiredPackets != null)
- {
- //m_log.Debug("[LLUDPSERVER]: Handling " + expiredPackets.Count + " packets to " + udpClient.AgentID + ", RTO=" + udpClient.RTO);
- // Exponential backoff of the retransmission timeout
- udpClient.BackoffRTO();
- for (int i = 0; i < expiredPackets.Count; ++i)
- expiredPackets[i].UnackedMethod(expiredPackets[i]);
- }
- }
- public void ResendUnacked(OutgoingPacket outgoingPacket)
- {
- //m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
- // outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
- // Set the resent flag
- outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
- outgoingPacket.Category = ThrottleOutPacketType.Resend;
- // Bump up the resend count on this packet
- Interlocked.Increment(ref outgoingPacket.ResendCount);
- // Requeue or resend the packet
- if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, false))
- SendPacketFinal(outgoingPacket);
- }
- public void Flush(LLUDPClient udpClient)
- {
- // FIXME: Implement?
- }
- /// <summary>
- /// Actually send a packet to a client.
- /// </summary>
- /// <param name="outgoingPacket"></param>
- internal void SendPacketFinal(OutgoingPacket outgoingPacket)
- {
- UDPPacketBuffer buffer = outgoingPacket.Buffer;
- byte flags = buffer.Data[0];
- bool isResend = (flags & Helpers.MSG_RESENT) != 0;
- bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
- bool isZerocoded = (flags & Helpers.MSG_ZEROCODED) != 0;
- LLUDPClient udpClient = outgoingPacket.Client;
- if (!udpClient.IsConnected)
- return;
- #region ACK Appending
- int dataLength = buffer.DataLength;
- // NOTE: I'm seeing problems with some viewers when ACKs are appended to zerocoded packets so I've disabled that here
- if (!isZerocoded)
- {
- // Keep appending ACKs until there is no room left in the buffer or there are
- // no more ACKs to append
- uint ackCount = 0;
- uint ack;
- while (dataLength + 5 < buffer.Data.Length && udpClient.PendingAcks.Dequeue(out ack))
- {
- Utils.UIntToBytesBig(ack, buffer.Data, dataLength);
- dataLength += 4;
- ++ackCount;
- }
- if (ackCount > 0)
- {
- // Set the last byte of the packet equal to the number of appended ACKs
- buffer.Data[dataLength++] = (byte)ackCount;
- // Set the appended ACKs flag on this packet
- buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
- }
- }
- buffer.DataLength = dataLength;
- #endregion ACK Appending
- #region Sequence Number Assignment
- if (!isResend)
- {
- // Not a resend, assign a new sequence number
- uint sequenceNumber = (uint)Interlocked.Increment(ref udpClient.CurrentSequence);
- Utils.UIntToBytesBig(sequenceNumber, buffer.Data, 1);
- outgoingPacket.SequenceNumber = sequenceNumber;
- if (udpClient.ProcessUnackedSends && isReliable)
- {
- // Add this packet to the list of ACK responses we are waiting on from the server
- udpClient.NeedAcks.Add(outgoingPacket);
- }
- }
- else
- {
- Interlocked.Increment(ref udpClient.PacketsResent);
- // We're not going to worry about interlock yet since its not currently critical that this total count
- // is 100% correct
- PacketsResentCount++;
- }
- #endregion Sequence Number Assignment
- // Stats tracking
- Interlocked.Increment(ref udpClient.PacketsSent);
- // We're not going to worry about interlock yet since its not currently critical that this total count
- // is 100% correct
- PacketsSentCount++;
- if (udpClient.DebugDataOutLevel > 0)
- m_log.DebugFormat(
- "[LLUDPSERVER]: Sending packet #{0} (rel: {1}, res: {2}) to {3} from {4}",
- outgoingPacket.SequenceNumber, isReliable, isResend, udpClient.AgentID, Scene.Name);
- // Put the UDP payload on the wire
- AsyncBeginSend(buffer);
- // Keep track of when this packet was sent out (right now)
- outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
- }
- private void RecordMalformedInboundPacket(IPEndPoint endPoint)
- {
- // if (m_malformedCount < 100)
- // m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString());
- IncomingMalformedPacketCount++;
- if ((IncomingMalformedPacketCount % 10000) == 0)
- m_log.WarnFormat(
- "[LLUDPSERVER]: Received {0} malformed packets so far, probable network attack. Last was from {1}",
- IncomingMalformedPacketCount, endPoint);
- }
- public override void PacketReceived(UDPPacketBuffer buffer)
- {
- // Debugging/Profiling
- //try { Thread.CurrentThread.Name = "PacketReceived (" + m_scene.RegionInfo.RegionName + ")"; }
- //catch (Exception) { }
- // m_log.DebugFormat(
- // "[LLUDPSERVER]: Packet received from {0} in {1}", buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
- LLUDPClient udpClient = null;
- Packet packet = null;
- int packetEnd = buffer.DataLength - 1;
- IPEndPoint endPoint = (IPEndPoint)buffer.RemoteEndPoint;
- #region Decoding
- if (buffer.DataLength < 7)
- {
- // m_log.WarnFormat(
- // "[LLUDPSERVER]: Dropping undersized packet with {0} bytes received from {1} in {2}",
- // buffer.DataLength, buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
- RecordMalformedInboundPacket(endPoint);
- return; // Drop undersized packet
- }
- int headerLen = 7;
- if (buffer.Data[6] == 0xFF)
- {
- if (buffer.Data[7] == 0xFF)
- headerLen = 10;
- else
- headerLen = 8;
- }
- if (buffer.DataLength < headerLen)
- {
- // m_log.WarnFormat(
- // "[LLUDPSERVER]: Dropping packet with malformed header received from {0} in {1}",
- // buffer.RemoteEndPoint, m_scene.RegionInfo.RegionName);
- RecordMalformedInboundPacket(endPoint);
- return; // Malformed header
- }
- try
- {
- // packet = Packet.BuildPacket(buffer.Data, ref packetEnd,
- // // Only allocate a buffer for zerodecoding if the packet is zerocoded
- // ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
- // If OpenSimUDPBase.UsePool == true (which is currently separate from the PacketPool) then we
- // assume that packet construction does not retain a reference to byte[] buffer.Data (instead, all
- // bytes are copied out).
- packet = PacketPool.Instance.GetPacket(buffer.Data, ref packetEnd,
- // Only allocate a buffer for zerodecoding if the packet is zerocoded
- ((buffer.Data[0] & Helpers.MSG_ZEROCODED) != 0) ? new byte[4096] : null);
- }
- catch (Exception e)
- {
- if (IncomingMalformedPacketCount < 100)
- m_log.DebugFormat("[LLUDPSERVER]: Dropped malformed packet: " + e.ToString());
- }
- // Fail-safe check
- if (packet == null)
- {
- if (IncomingMalformedPacketCount < 100)
- {
- m_log.WarnFormat("[LLUDPSERVER]: Malformed data, cannot parse {0} byte packet from {1}, data {2}:",
- buffer.DataLength, buffer.RemoteEndPoint, Utils.BytesToHexString(buffer.Data, buffer.DataLength, null));
- }
- RecordMalformedInboundPacket(endPoint);
- return;
- }
- #endregion Decoding
- #region Packet to Client Mapping
- // UseCircuitCode handling
- if (packet.Type == PacketType.UseCircuitCode)
- {
- // We need to copy the endpoint so that it doesn't get changed when another thread reuses the
- // buffer.
- object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
- Util.FireAndForget(HandleUseCircuitCode, array, "LLUDPServer.HandleUseCircuitCode");
- return;
- }
- else if (packet.Type == PacketType.CompleteAgentMovement)
- {
- // Send ack straight away to let the viewer know that we got it.
- SendAckImmediate(endPoint, packet.Header.Sequence);
- // We need to copy the endpoint so that it doesn't get changed when another thread reuses the
- // buffer.
- object[] array = new object[] { new IPEndPoint(endPoint.Address, endPoint.Port), packet };
- Util.FireAndForget(
- HandleCompleteMovementIntoRegion, array, "LLUDPServer.HandleCompleteMovementIntoRegion");
- return;
- }
- // Determine which agent this packet came from
- IClientAPI client;
- if (!Scene.TryGetClient(endPoint, out client) || !(client is LLClientView))
- {
- //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
- IncomingOrphanedPacketCount++;
- if ((IncomingOrphanedPacketCount % 10000) == 0)
- m_log.WarnFormat(
- "[LLUDPSERVER]: Received {0} orphaned packets so far. Last was from {1}",
- IncomingOrphanedPacketCount, endPoint);
- return;
- }
- udpClient = ((LLClientView)client).UDPClient;
- if (!udpClient.IsConnected)
- return;
- #endregion Packet to Client Mapping
- // Stats tracking
- Interlocked.Increment(ref udpClient.PacketsReceived);
- int now = Environment.TickCount & Int32.MaxValue;
- udpClient.TickLastPacketReceived = now;
- #region ACK Receiving
- if (udpClient.ProcessUnackedSends)
- {
- // Handle appended ACKs
- if (packet.Header.AppendedAcks && packet.Header.AckList != null)
- {
- // m_log.DebugFormat(
- // "[LLUDPSERVER]: Handling {0} appended acks from {1} in {2}",
- // packet.Header.AckList.Length, client.Name, m_scene.Name);
- for (int i = 0; i < packet.Header.AckList.Length; i++)
- udpClient.NeedAcks.Acknowledge(packet.Header.AckList[i], now, packet.Header.Resent);
- }
- // Handle PacketAck packets
- if (packet.Type == PacketType.PacketAck)
- {
- PacketAckPacket ackPacket = (PacketAckPacket)packet;
- // m_log.DebugFormat(
- // "[LLUDPSERVER]: Handling {0} packet acks for {1} in {2}",
- // ackPacket.Packets.Length, client.Name, m_scene.Name);
- for (int i = 0; i < ackPacket.Packets.Length; i++)
- udpClient.NeedAcks.Acknowledge(ackPacket.Packets[i].ID, now, packet.Header.Resent);
- // We don't need to do anything else with PacketAck packets
- return;
- }
- }
- else if (packet.Type == PacketType.PacketAck)
- {
- return;
- }
- #endregion ACK Receiving
- #region ACK Sending
- if (packet.Header.Reliable)
- {
- // m_log.DebugFormat(
- // "[LLUDPSERVER]: Adding ack request for {0} {1} from {2} in {3}",
- // packet.Type, packet.Header.Sequence, client.Name, m_scene.Name);
- udpClient.PendingAcks.Enqueue(packet.Header.Sequence);
- // This is a somewhat odd sequence of steps to pull the client.BytesSinceLastACK value out,
- // add the current received bytes to it, test if 2*MTU bytes have been sent, if so remove
- // 2*MTU bytes from the value and send ACKs, and finally add the local value back to
- // client.BytesSinceLastACK. Lockless thread safety
- int bytesSinceLastACK = Interlocked.Exchange(ref udpClient.BytesSinceLastACK, 0);
- bytesSinceLastACK += buffer.DataLength;
- if (bytesSinceLastACK > LLUDPServer.MTU * 2)
- {
- bytesSinceLastACK -= LLUDPServer.MTU * 2;
- SendAcks(udpClient);
- }
- Interlocked.Add(ref udpClient.BytesSinceLastACK, bytesSinceLastACK);
- }
- #endregion ACK Sending
- #region Incoming Packet Accounting
- // We're not going to worry about interlock yet since its not currently critical that this total count
- // is 100% correct
- if (packet.Header.Resent)
- IncomingPacketsResentCount++;
- // Check the archive of received reliable packet IDs to see whether we already received this packet
- if (packet.Header.Reliable && !udpClient.PacketArchive.TryEnqueue(packet.Header.Sequence))
- {
- if (packet.Header.Resent)
- m_log.DebugFormat(
- "[LLUDPSERVER]: Received a resend of already processed packet #{0}, type {1} from {2}",
- packet.Header.Sequence, packet.Type, client.Name);
- else
- m_log.WarnFormat(
- "[LLUDPSERVER]: Received a duplicate (not marked as resend) of packet #{0}, type {1} from {2}",
- packet.Header.Sequence, packet.Type, client.Name);
- // Avoid firing a callback twice for the same packet
- return;
- }
- #endregion Incoming Packet Accounting
- #region BinaryStats
- LogPacketHeader(true, udpClient.CircuitCode, 0, packet.Type, (ushort)packet.Length);
- #endregion BinaryStats
- if (packet.Type == PacketType.AgentUpdate)
- {
- if (DiscardInboundAgentUpdates)
- return;
- ((LLClientView)client).TotalAgentUpdates++;
- AgentUpdatePacket agentUpdate = (AgentUpdatePacket)packet;
- LLClientView llClient = client as LLClientView;
- if (agentUpdate.AgentData.SessionID != client.SessionId
- || agentUpdate.AgentData.AgentID != client.AgentId
- || !(llClient == null || llClient.CheckAgentUpdateSignificance(agentUpdate.AgentData)) )
- {
- PacketPool.Instance.ReturnPacket(packet);
- return;
- }
- }
- #region Ping Check Handling
- if (packet.Type == PacketType.StartPingCheck)
- {
- // m_log.DebugFormat("[LLUDPSERVER]: Handling ping from {0} in {1}", client.Name, m_scene.Name);
- // We don't need to do anything else with ping checks
- StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
- CompletePing(udpClient, startPing.PingID.PingID);
- if ((Environment.TickCount - m_elapsedMSSinceLastStatReport) >= 3000)
- {
- udpClient.SendPacketStats();
- m_elapsedMSSinceLastStatReport = Environment.TickCount;
- }
- return;
- }
- else if (packet.Type == PacketType.CompletePingCheck)
- {
- // We don't currently track client ping times
- return;
- }
- #endregion Ping Check Handling
- IncomingPacket incomingPacket;
- // Inbox insertion
- if (UsePools)
- {
- incomingPacket = m_incomingPacketPool.GetObject();
- incomingPacket.Client = (LLClientView)client;
- incomingPacket.Packet = packet;
- }
- else
- {
- incomingPacket = new IncomingPacket((LLClientView)client, packet);
- }
- packetInbox.Enqueue(incomingPacket);
- }
- #region BinaryStats
- public class PacketLogger
- {
- public DateTime StartTime;
- public string Path = null;
- public System.IO.BinaryWriter Log = null;
- }
- public static PacketLogger PacketLog;
- protected static bool m_shouldCollectStats = false;
- // Number of seconds to log for
- static TimeSpan binStatsMaxFilesize = TimeSpan.FromSeconds(300);
- static object binStatsLogLock = new object();
- static string binStatsDir = "";
- //for Aggregated In/Out BW logging
- static bool m_aggregatedBWStats = false;
- static long m_aggregatedBytesIn = 0;
- static long m_aggregatedByestOut = 0;
- static object aggBWStatsLock = new object();
- public static long AggregatedLLUDPBytesIn
- {
- get { return m_aggregatedBytesIn; }
- }
- public static long AggregatedLLUDPBytesOut
- {
- get {return m_aggregatedByestOut;}
- }
- public static void LogPacketHeader(bool incoming, uint circuit, byte flags, PacketType packetType, ushort size)
- {
- if (m_aggregatedBWStats)
- {
- lock (aggBWStatsLock)
- {
- if (incoming)
- m_aggregatedBytesIn += size;
- else
- m_aggregatedByestOut += size;
- }
- }
- if (!m_shouldCollectStats) return;
- // Binary logging format is TTTTTTTTCCCCFPPPSS, T=Time, C=Circuit, F=Flags, P=PacketType, S=size
- // Put the incoming bit into the least significant bit of the flags byte
- if (incoming)
- flags |= 0x01;
- else
- flags &= 0xFE;
- // Put the flags byte into the most significant bits of the type integer
- uint type = (uint)packetType;
- type |= (uint)flags << 24;
- // m_log.Debug("1 LogPacketHeader(): Outside lock");
- lock (binStatsLogLock)
- {
- DateTime now = DateTime.Now;
- // m_log.Debug("2 LogPacketHeader(): Inside lock. now is " + now.Ticks);
- try
- {
- if (PacketLog == null || (now > PacketLog.StartTime + binStatsMaxFilesize))
- {
- if (PacketLog != null && PacketLog.Log != null)
- {
- PacketLog.Log.Close();
- }
- // First log file or time has expired, start writing to a new log file
- PacketLog = new PacketLogger();
- PacketLog.StartTime = now;
- PacketLog.Path = (binStatsDir.Length > 0 ? binStatsDir + System.IO.Path.DirectorySeparatorChar.ToString() : "")
- + String.Format("packets-{0}.log", now.ToString("yyyyMMddHHmmss"));
- PacketLog.Log = new BinaryWriter(File.Open(PacketLog.Path, FileMode.Append, FileAccess.Write));
- }
- // Serialize the data
- byte[] output = new byte[18];
- Buffer.BlockCopy(BitConverter.GetBytes(now.Ticks), 0, output, 0, 8);
- Buffer.BlockCopy(BitConverter.GetBytes(circuit), 0, output, 8, 4);
- Buffer.BlockCopy(BitConverter.GetBytes(type), 0, output, 12, 4);
- Buffer.BlockCopy(BitConverter.GetBytes(size), 0, output, 16, 2);
- // Write the serialized data to disk
- if (PacketLog != null && PacketLog.Log != null)
- PacketLog.Log.Write(output);
- }
- catch (Exception ex)
- {
- m_log.Error("Packet statistics gathering failed: " + ex.Message, ex);
- if (PacketLog.Log != null)
- {
- PacketLog.Log.Close();
- }
- PacketLog = null;
- }
- }
- }
- #endregion BinaryStats
- private void HandleUseCircuitCode(object o)
- {
- IPEndPoint endPoint = null;
- IClientAPI client = null;
- try
- {
- // DateTime startTime = DateTime.Now;
- object[] array = (object[])o;
- endPoint = (IPEndPoint)array[0];
- UseCircuitCodePacket uccp = (UseCircuitCodePacket)array[1];
- m_log.DebugFormat(
- "[LLUDPSERVER]: Handling UseCircuitCode request for circuit {0} to {1} from IP {2}",
- uccp.CircuitCode.Code, Scene.RegionInfo.RegionName, endPoint);
-
- AuthenticateResponse sessionInfo;
- if (IsClientAuthorized(uccp, out sessionInfo))
- {
- // Begin the process of adding the client to the simulator
- client
- = AddClient(
- uccp.CircuitCode.Code,
- uccp.CircuitCode.ID,
- uccp.CircuitCode.SessionID,
- endPoint,
- sessionInfo);
-
- // Send ack straight away to let the viewer know that the connection is active.
- // The client will be null if it already exists (e.g. if on a region crossing the client sends a use
- // circuit code to the existing child agent. This is not particularly obvious.
- SendAckImmediate(endPoint, uccp.Header.Sequence);
-
- // We only want to send initial data to new clients, not ones which are being converted from child to root.
- if (client != null)
- {
- AgentCircuitData aCircuit = Scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
- bool tp = (aCircuit.teleportFlags > 0);
- // Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
- if (!tp && !client.SceneAgent.SentInitialDataToClient)
- client.SceneAgent.SendInitialDataToClient();
- }
- }
- else
- {
- // Don't create clients for unauthorized requesters.
- m_log.WarnFormat(
- "[LLUDPSERVER]: Ignoring connection request for {0} to {1} with unknown circuit code {2} from IP {3}",
- uccp.CircuitCode.ID, Scene.RegionInfo.RegionName, uccp.CircuitCode.Code, endPoint);
- }
-
- // m_log.DebugFormat(
- // "[LLUDPSERVER]: Handling UseCircuitCode request from {0} took {1}ms",
- // buffer.RemoteEndPoint, (DateTime.Now - startTime).Milliseconds);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[LLUDPSERVER]: UseCircuitCode handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
- endPoint != null ? endPoint.ToString() : "n/a",
- client != null ? client.Name : "unknown",
- client != null ? client.AgentId.ToString() : "unknown",
- e.Message,
- e.StackTrace);
- }
- }
- private void HandleCompleteMovementIntoRegion(object o)
- {
- IPEndPoint endPoint = null;
- IClientAPI client = null;
- try
- {
- object[] array = (object[])o;
- endPoint = (IPEndPoint)array[0];
- CompleteAgentMovementPacket packet = (CompleteAgentMovementPacket)array[1];
- m_log.DebugFormat(
- "[LLUDPSERVER]: Handling CompleteAgentMovement request from {0} in {1}", endPoint, Scene.Name);
- // Determine which agent this packet came from
- // We need to wait here because in when using the OpenSimulator V2 teleport protocol to travel to a destination
- // simulator with no existing child presence, the viewer (at least LL 3.3.4) will send UseCircuitCode
- // and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these
- // packets asynchronously, we need to account for this thread proceeding more quickly than the
- // UseCircuitCode thread.
- int count = 40;
- while (count-- > 0)
- {
- if (Scene.TryGetClient(endPoint, out client))
- {
- if (!client.IsActive)
- {
- // This check exists to catch a condition where the client has been closed by another thread
- // but has not yet been removed from the client manager (and possibly a new connection has
- // not yet been established).
- m_log.DebugFormat(
- "[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client is not active yet. Waiting.",
- endPoint, client.Name, Scene.Name);
- }
- else if (client.SceneAgent == null)
- {
- // This check exists to catch a condition where the new client has been added to the client
- // manager but the SceneAgent has not yet been set in Scene.AddNewAgent(). If we are too
- // eager, then the new ScenePresence may not have registered a listener for this messsage
- // before we try to process it.
- // XXX: A better long term fix may be to add the SceneAgent before the client is added to
- // the client manager
- m_log.DebugFormat(
- "[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client SceneAgent not set yet. Waiting.",
- endPoint, client.Name, Scene.Name);
- }
- else
- {
- break;
- }
- }
- else
- {
- m_log.DebugFormat(
- "[LLUDPSERVER]: Received a CompleteAgentMovement from {0} in {1} but no client exists yet. Waiting.",
- endPoint, Scene.Name);
- }
- Thread.Sleep(200);
- }
- if (client == null)
- {
- m_log.DebugFormat(
- "[LLUDPSERVER]: No client found for CompleteAgentMovement from {0} in {1} after wait. Dropping.",
- endPoint, Scene.Name);
- return;
- }
- else if (!client.IsActive || client.SceneAgent == null)
- {
- // This check exists to catch a condition where the client has been closed by another thread
- // but has not yet been removed from the client manager.
- // The packet could be simply ignored but it is useful to know if this condition occurred for other debugging
- // purposes.
- m_log.DebugFormat(
- "[LLUDPSERVER]: Received a CompleteAgentMovement from {0} for {1} in {2} but client is not active after wait. Dropping.",
- endPoint, client.Name, Scene.Name);
- return;
- }
- IncomingPacket incomingPacket1;
- // Inbox insertion
- if (UsePools)
- {
- incomingPacket1 = m_incomingPacketPool.GetObject();
- incomingPacket1.Client = (LLClientView)client;
- incomingPacket1.Packet = packet;
- }
- else
- {
- incomingPacket1 = new IncomingPacket((LLClientView)client, packet);
- }
- packetInbox.Enqueue(incomingPacket1);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[LLUDPSERVER]: CompleteAgentMovement handling from endpoint {0}, client {1} {2} failed. Exception {3}{4}",
- endPoint != null ? endPoint.ToString() : "n/a",
- client != null ? client.Name : "unknown",
- client != null ? client.AgentId.ToString() : "unknown",
- e.Message,
- e.StackTrace);
- }
- }
- /// <summary>
- /// Send an ack immediately to the given endpoint.
- /// </summary>
- /// <remarks>
- /// FIXME: Might be possible to use SendPacketData() like everything else, but this will require refactoring so
- /// that we can obtain the UDPClient easily at this point.
- /// </remarks>
- /// <param name="remoteEndpoint"></param>
- /// <param name="sequenceNumber"></param>
- private void SendAckImmediate(IPEndPoint remoteEndpoint, uint sequenceNumber)
- {
- PacketAckPacket ack = new PacketAckPacket();
- ack.Header.Reliable = false;
- ack.Packets = new PacketAckPacket.PacketsBlock[1];
- ack.Packets[0] = new PacketAckPacket.PacketsBlock();
- ack.Packets[0].ID = sequenceNumber;
- SendAckImmediate(remoteEndpoint, ack);
- }
- public virtual void SendAckImmediate(IPEndPoint remoteEndpoint, PacketAckPacket ack)
- {
- byte[] packetData = ack.ToBytes();
- int length = packetData.Length;
- UDPPacketBuffer buffer = new UDPPacketBuffer(remoteEndpoint, length);
- buffer.DataLength = length;
- Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length);
- AsyncBeginSend(buffer);
- }
- private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)
- {
- UUID agentID = useCircuitCode.CircuitCode.ID;
- UUID sessionID = useCircuitCode.CircuitCode.SessionID;
- uint circuitCode = useCircuitCode.CircuitCode.Code;
- sessionInfo = m_circuitManager.AuthenticateSession(sessionID, agentID, circuitCode);
- return sessionInfo.Authorised;
- }
- /// <summary>
- /// Add a client.
- /// </summary>
- /// <param name="circuitCode"></param>
- /// <param name="agentID"></param>
- /// <param name="sessionID"></param>
- /// <param name="remoteEndPoint"></param>
- /// <param name="sessionInfo"></param>
- /// <returns>The client if it was added. Null if the client already existed.</returns>
- protected virtual IClientAPI AddClient(
- uint circuitCode, UUID agentID, UUID sessionID, IPEndPoint remoteEndPoint, AuthenticateResponse sessionInfo)
- {
- IClientAPI client = null;
- // We currently synchronize this code across the whole scene to avoid issues such as
- // http://opensimulator.org/mantis/view.php?id=5365 However, once locking per agent circuit can be done
- // consistently, this lock could probably be removed.
- lock (this)
- {
- if (!Scene.TryGetClient(agentID, out client))
- {
- LLUDPClient udpClient = new LLUDPClient(this, ThrottleRates, Throttle, circuitCode, agentID, remoteEndPoint, m_defaultRTO, m_maxRTO);
-
- client = new LLClientView(Scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
- client.OnLogout += LogoutHandler;
- client.DebugPacketLevel = DefaultClientPacketDebugLevel;
-
- ((LLClientView)client).DisableFacelights = m_disableFacelights;
-
- client.Start();
- }
- }
- return client;
- }
- /// <summary>
- /// Deactivates the client if we don't receive any packets within a certain amount of time (default 60 seconds).
- /// </summary>
- /// <remarks>
- /// If a connection is active then we will always receive packets even if nothing else is happening, due to
- /// regular client pings.
- /// </remarks>
- /// <param name='client'></param>
- /// <param name='timeoutTicks'></param>
- private void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
- {
- lock (client.CloseSyncLock)
- {
- ClientLogoutsDueToNoReceives++;
- m_log.WarnFormat(
- "[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
- client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, Scene.Name);
-
- if (!client.SceneAgent.IsChildAgent)
- client.Kick("Simulator logged you out due to connection timeout.");
- }
- Scene.CloseAgent(client.AgentId, true);
- }
- private void IncomingPacketHandler()
- {
- Thread.CurrentThread.Priority = ThreadPriority.Highest;
- // Set this culture for the thread that incoming packets are received
- // on to en-US to avoid number parsing issues
- Culture.SetCurrentCulture();
- while (IsRunningInbound)
- {
- try
- {
- IncomingPacket incomingPacket = null;
- /*
- // HACK: This is a test to try and rate limit packet handling on Mono.
- // If it works, a more elegant solution can be devised
- if (Util.FireAndForgetCount() < 2)
- {
- //m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping");
- Thread.Sleep(30);
- }
- */
- if (packetInbox.Dequeue(100, ref incomingPacket))
- {
- ProcessInPacket(incomingPacket);//, incomingPacket); Util.FireAndForget(ProcessInPacket, incomingPacket);
- if (UsePools)
- m_incomingPacketPool.ReturnObject(incomingPacket);
- }
- }
- catch (Exception ex)
- {
- m_log.Error("[LLUDPSERVER]: Error in the incoming packet handler loop: " + ex.Message, ex);
- }
- Watchdog.UpdateThread();
- }
- if (packetInbox.Count > 0)
- m_log.Warn("[LLUDPSERVER]: IncomingPacketHandler is shutting down, dropping " + packetInbox.Count + " packets");
- packetInbox.Clear();
- Watchdog.RemoveThread();
- }
- private void OutgoingPacketHandler()
- {
- Thread.CurrentThread.Priority = ThreadPriority.Highest;
- // Set this culture for the thread that outgoing packets are sent
- // on to en-US to avoid number parsing issues
- Culture.SetCurrentCulture();
- // Typecast the function to an Action<IClientAPI> once here to avoid allocating a new
- // Action generic every round
- Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
- while (base.IsRunningOutbound)
- {
- try
- {
- m_packetSent = false;
- #region Update Timers
- m_resendUnacked = false;
- m_sendAcks = false;
- m_sendPing = false;
- // Update elapsed time
- int thisTick = Environment.TickCount & Int32.MaxValue;
- if (m_tickLastOutgoingPacketHandler > thisTick)
- m_elapsedMSOutgoingPacketHandler += ((Int32.MaxValue - m_tickLastOutgoingPacketHandler) + thisTick);
- else
- m_elapsedMSOutgoingPacketHandler += (thisTick - m_tickLastOutgoingPacketHandler);
- m_tickLastOutgoingPacketHandler = thisTick;
- // Check for pending outgoing resends every 100ms
- if (m_elapsedMSOutgoingPacketHandler >= 100)
- {
- m_resendUnacked = true;
- m_elapsedMSOutgoingPacketHandler = 0;
- m_elapsed100MSOutgoingPacketHandler += 1;
- }
- // Check for pending outgoing ACKs every 500ms
- if (m_elapsed100MSOutgoingPacketHandler >= 5)
- {
- m_sendAcks = true;
- m_elapsed100MSOutgoingPacketHandler = 0;
- m_elapsed500MSOutgoingPacketHandler += 1;
- }
- // Send pings to clients every 5000ms
- if (m_elapsed500MSOutgoingPacketHandler >= 10)
- {
- m_sendPing = true;
- m_elapsed500MSOutgoingPacketHandler = 0;
- }
- #endregion Update Timers
- // Use this for emergency monitoring -- bug hunting
- //if (m_scene.EmergencyMonitoring)
- // clientPacketHandler = MonitoredClientOutgoingPacketHandler;
- //else
- // clientPacketHandler = ClientOutgoingPacketHandler;
- // Handle outgoing packets, resends, acknowledgements, and pings for each
- // client. m_packetSent will be set to true if a packet is sent
- Scene.ForEachClient(clientPacketHandler);
- m_currentOutgoingClient = null;
- // If nothing was sent, sleep for the minimum amount of time before a
- // token bucket could get more tokens
- //if (!m_packetSent)
- // Thread.Sleep((int)TickCountResolution);
- //
- // Instead, now wait for data present to be explicitly signalled. Evidence so far is that with
- // modern mono it reduces CPU base load since there is no more continuous polling.
- if (!m_packetSent)
- m_dataPresentEvent.WaitOne(100);
- Watchdog.UpdateThread();
- }
- catch (Exception ex)
- {
- m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler loop threw an exception: " + ex.Message, ex);
- }
- }
- Watchdog.RemoveThread();
- }
- protected void ClientOutgoingPacketHandler(IClientAPI client)
- {
- m_currentOutgoingClient = client;
- try
- {
- if (client is LLClientView)
- {
- LLClientView llClient = (LLClientView)client;
- LLUDPClient udpClient = llClient.UDPClient;
- if (udpClient.IsConnected)
- {
- if (udpClient.ProcessUnackedSends && m_resendUnacked)
- HandleUnacked(llClient);
- if (m_sendAcks)
- SendAcks(udpClient);
- if (m_sendPing)
- SendPing(udpClient);
- // Dequeue any outgoing packets that are within the throttle limits
- if (udpClient.DequeueOutgoing())
- m_packetSent = true;
- }
- }
- }
- catch (Exception ex)
- {
- m_log.Error(
- string.Format("[LLUDPSERVER]: OutgoingPacketHandler iteration for {0} threw ", client.Name), ex);
- }
- }
- #region Emergency Monitoring
- // Alternative packet handler fuull of instrumentation
- // Handy for hunting bugs
- private Stopwatch watch1 = new Stopwatch();
- private Stopwatch watch2 = new Stopwatch();
- private float avgProcessingTicks = 0;
- private float avgResendUnackedTicks = 0;
- private float avgSendAcksTicks = 0;
- private float avgSendPingTicks = 0;
- private float avgDequeueTicks = 0;
- private long nticks = 0;
- private long nticksUnack = 0;
- private long nticksAck = 0;
- private long nticksPing = 0;
- private int npacksSent = 0;
- private int npackNotSent = 0;
- /// <summary>
- /// Number of inbound packets processed since startup.
- /// </summary>
- public long IncomingPacketsProcessed { get; private set; }
- private void MonitoredClientOutgoingPacketHandler(IClientAPI client)
- {
- nticks++;
- watch1.Start();
- m_currentOutgoingClient = client;
- try
- {
- if (client is LLClientView)
- {
- LLClientView llClient = (LLClientView)client;
- LLUDPClient udpClient = llClient.UDPClient;
- if (udpClient.IsConnected)
- {
- if (m_resendUnacked)
- {
- nticksUnack++;
- watch2.Start();
- HandleUnacked(llClient);
- watch2.Stop();
- avgResendUnackedTicks = (nticksUnack - 1)/(float)nticksUnack * avgResendUnackedTicks + (watch2.ElapsedTicks / (float)nticksUnack);
- watch2.Reset();
- }
- if (m_sendAcks)
- {
- nticksAck++;
- watch2.Start();
-
- SendAcks(udpClient);
- watch2.Stop();
- avgSendAcksTicks = (nticksAck - 1) / (float)nticksAck * avgSendAcksTicks + (watch2.ElapsedTicks / (float)nticksAck);
- watch2.Reset();
- }
- if (m_sendPing)
- {
- nticksPing++;
- watch2.Start();
-
- SendPing(udpClient);
- watch2.Stop();
- avgSendPingTicks = (nticksPing - 1) / (float)nticksPing * avgSendPingTicks + (watch2.ElapsedTicks / (float)nticksPing);
- watch2.Reset();
- }
- watch2.Start();
- // Dequeue any outgoing packets that are within the throttle limits
- if (udpClient.DequeueOutgoing())
- {
- m_packetSent = true;
- npacksSent++;
- }
- else
- {
- npackNotSent++;
- }
- watch2.Stop();
- avgDequeueTicks = (nticks - 1) / (float)nticks * avgDequeueTicks + (watch2.ElapsedTicks / (float)nticks);
- watch2.Reset();
- }
- else
- {
- m_log.WarnFormat("[LLUDPSERVER]: Client is not connected");
- }
- }
- }
- catch (Exception ex)
- {
- m_log.Error("[LLUDPSERVER]: OutgoingPacketHandler iteration for " + client.Name +
- " threw an exception: " + ex.Message, ex);
- }
- watch1.Stop();
- avgProcessingTicks = (nticks - 1) / (float)nticks * avgProcessingTicks + (watch1.ElapsedTicks / (float)nticks);
- watch1.Reset();
- // reuse this -- it's every ~100ms
- if (Scene.EmergencyMonitoring && nticks % 100 == 0)
- {
- m_log.InfoFormat("[LLUDPSERVER]: avg processing ticks: {0} avg unacked: {1} avg acks: {2} avg ping: {3} avg dequeue: {4} (TickCountRes: {5} sent: {6} notsent: {7})",
- avgProcessingTicks, avgResendUnackedTicks, avgSendAcksTicks, avgSendPingTicks, avgDequeueTicks, TickCountResolution, npacksSent, npackNotSent);
- npackNotSent = npacksSent = 0;
- }
- }
- #endregion
- private void ProcessInPacket(IncomingPacket incomingPacket)
- {
- Packet packet = incomingPacket.Packet;
- LLClientView client = incomingPacket.Client;
- if (client.IsActive)
- {
- m_currentIncomingClient = client;
- try
- {
- // Process this packet
- client.ProcessInPacket(packet);
- }
- catch (ThreadAbortException)
- {
- // If something is trying to abort the packet processing thread, take that as a hint that it's time to shut down
- m_log.Info("[LLUDPSERVER]: Caught a thread abort, shutting down the LLUDP server");
- Stop();
- }
- catch (Exception e)
- {
- // Don't let a failure in an individual client thread crash the whole sim.
- m_log.Error(
- string.Format(
- "[LLUDPSERVER]: Client packet handler for {0} for packet {1} threw ",
- client.Name, packet.Type),
- e);
- }
- finally
- {
- m_currentIncomingClient = null;
- }
- }
- else
- {
- m_log.DebugFormat(
- "[LLUDPSERVER]: Dropped incoming {0} for dead client {1} in {2}",
- packet.Type, client.Name, Scene.RegionInfo.RegionName);
- }
- IncomingPacketsProcessed++;
- }
- protected void LogoutHandler(IClientAPI client)
- {
- client.SendLogoutPacket();
- if (!client.IsLoggingOut)
- {
- client.IsLoggingOut = true;
- Scene.CloseAgent(client.AgentId, false);
- }
- }
- }
- }
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