looks like it should be running on the dobjmgr thread.
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if it is called from any thread except the distributed object dispatch thread.
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in case we freak out in the middle of writing a message.
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required some serious bending and folding of the generic type system, but for
the most part we managed to avoid any mutilating. The gendobj task now
generates properly typed "addToXXX" and "updateXXX" DSet methods based on the
parameterized type of the DSet. This might cause unrecompiled code to break,
but I don't think there are many cases in the base toolkit where people call
DSet adders or updaters. We'll see and I'll add backwards compatibility
versions for cases where we need them to support GG games (everything else we
can just recompile).
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inheriting a socket channel inetd style. It doesn't actually work for annoying
reasons, but I figured I'd get the code in there and the type safety fixes and
maybe Sun will fix their stupid bug at some point (I should create a test case
and actually submit a bug report...).
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AuthingConnection is replaced by a RunningConnection we need to transfer
over any associated overflow queue to the new connection object.
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a year since the refactor that inspired leaving this logging in.
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longer know about, request that it be given the boot when it rears its
ugly head.
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what I believe to be a race condition in SocketChannel.toString()
(ultimately sun.nio.ch.Net.localAddress()) on FreeBSD.
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that authentication is processed on the dobjmgr thread rather than
requiring the caller to do the right thing (or not as the case happened to
be).
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condition between the omgr thread and the conmgr thread. Now when the omgr
thread processes an event that is going out to the clients, it flattents
the message itself for each client that is to receive the message and the
flattened data is posted to the conmgr outgoing queue.
This means that once an event is finished processing, no further
modifications to any of the data associated with the event can effect the
data queued up to be sent to the client. This is a good thing, it will
eliminate or illuminate a very baffling class of bugs that we've sort of
been ignoring because we knew this could be the cause.
We used to take an event and flatten it directly into the direct buffer
from which we would do our socket write. Now we flatten it into a
temporary byte array. This means a metric shitload more garbage generation
and collection. We used to do the flattening on the conmgr thread, now we
do it on the omgr thread. This means a big redistribution of CPU demand.
Either of those things could result in a significant negative impact on
our performance, but we'll just have to deploy this stuff and find out.
Whee! If it turns out to be a serious problem, there are potential
optimizations that could be done by keeping a pool of direct buffers
around and flattening messages into them, relying on the fact that the
outgoing conmgr queue generally doesn't grow too large and we could
allocate tens to a hundred megabytes of memory for the outgoing queue if
we really needed to.
I'd also like to test the overflow handling stuff more. It didn't really
change in that everything just deals with arrays of bytes now instead of
unflattened messages, but I'll be more comfortable once I've seen all this
in action on ice where there may be few users, but they are just as likely
to experience lag and receive an overflow queue as users on the higher
traffic servers. There is code to log when overflow queues are created and
finally flushed and how much use they got while they were around, so that
should give us an indication of whether things are operating properly.
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there will be relatively few of those (at most one per client that is
experiencing lag) and while the client is experiencing lag we will be
trying to write their data once per pass through the sockets (which could
be hundreds of times a second) and we don't want each write attempt to
result in the creation of a temporary direct buffer.
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period so that we can see what sort of funny business is going on with the
network thread when the process spikes up to 100% CPU.
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milliseconds. I want to know what in the fuck those were.
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being able to send a message immediately to the client due to it being too
large or the client's outgoing networking buffer being full for some other
reason (many messages sent very quickly or client that's reading messages
slowly).
I still need to add code to disconnect a client who fails to read messages
in a sufficiently timely manner.
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managers can participate, reporting lies, damned lies and useful
statistics. Initial participants include the client manager, the
connection manager and the distributed object manager.
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the server in 90 seconds. The client is set up to ping the server if it
has had nothing to say to it for other reasons in the last 60 seconds.
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they needed to and when all that was stripped away, they didn't really
need their own config files.
Now what little config they need is provided by the users of these basic
services so that said users can make their own decisions about where to
obtain configuration information.
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