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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freaking out in standalone mode where the server is started, and shutdown
and started again repeatedly.
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whether or not we're already shutdown as it may have shutdown
unexpectedly.
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the PresentsClient which can then use it to fill in things like access
control information for the user. We could use this to replace the
UserStash mechanism we use on Yohoho, but that works so I doubt I'll do
that. However, this is needed to do things the more elegant way on future
projects, like Game Gardens.
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that were using the old default (usually null) to use the new default.
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together in one JVM and both interoperate with the AWT thread in a manner
so harmonious as to bring a tear to the eye. This was surprisingly much
easier that I expected, thanks to my eminently sensible initial design,
I'm sure. ;)
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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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changed the output format to be the same as the one for DObjectManager
profiling output.
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actually dispatching the event to subscribers. We can't trust anyone.
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There is no more SafeInterval, instead Intervals can be constructed with a RunQueue to use for expiring.
PresentsDObjectMgr implements RunQueue.
Client has a getRunQueue() method to get the client side RunQueue.
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it's unlikely that the rabbit hole will surprise us with further depth.
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generator. It handles inner classes slightly differently and prepends a
project-specific header to the generated classes.
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mapped into the client table without mogrified names.
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both destroyed without any intervening event processing.
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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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let's just not do it. We can accomplish our earlier goals, though with
slightly less distinction making capability, in a different way.
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after things have already been processed and cleaned up on the server.
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was once alive but is now gone. Catch attempts to start a transaction on a
destroyed object and log them as such. Made isDestroyed() and isActive()
final for wholly unfounded performance reasons.
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