move to PacketQueue for throttling. This has been tested with a couple
of people, but is enough of a change that more should try it out. This removes 500 lines from ClientView.cs in the process.afrisby
parent
4221ec23f9
commit
0aa982c252
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@ -96,58 +96,6 @@ namespace OpenSim.Region.ClientStack
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private int probesWithNoIngressPackets = 0;
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private int lastPacketsReceived = 0;
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// 1536000
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private int throttleOutboundMax = 1536000; // Number of bytes allowed to go out per second. (256kbps per client)
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// TODO: Make this variable. Lower throttle on un-ack. Raise over time?
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private int bytesSent = 0; // Number of bytes sent this period
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private int throttleOutbound = 162144; // Number of bytes allowed to go out per second. (256kbps per client)
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// TODO: Make this variable. Lower throttle on un-ack. Raise over time
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// All throttle times and number of bytes are calculated by dividing by this value
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// This value also determines how many times per throttletimems the timer will run
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// If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
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private int throttleTimeDivisor = 7;
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private int throttletimems = 1000;
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// Maximum -per type- throttle
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private int ResendthrottleMAX = 100000;
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private int LandthrottleMax = 100000;
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private int WindthrottleMax = 100000;
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private int CloudthrottleMax = 100000;
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private int TaskthrottleMax = 800000;
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private int AssetthrottleMax = 800000;
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private int TexturethrottleMax = 800000;
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// Minimum -per type- throttle
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private int ResendthrottleMin = 5000; // setting resendmin to 0 results in mostly dropped packets
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private int LandthrottleMin = 1000;
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private int WindthrottleMin = 1000;
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private int CloudthrottleMin = 1000;
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private int TaskthrottleMin = 1000;
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private int AssetthrottleMin = 1000;
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private int TexturethrottleMin = 1000;
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// Sim default per-client settings.
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private int ResendthrottleOutbound = 50000;
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private int ResendBytesSent = 0;
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private int LandthrottleOutbound = 100000;
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private int LandBytesSent = 0;
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private int WindthrottleOutbound = 10000;
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private int WindBytesSent = 0;
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private int CloudthrottleOutbound = 5000;
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private int CloudBytesSent = 0;
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private int TaskthrottleOutbound = 100000;
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private int TaskBytesSent = 0;
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private int AssetthrottleOutbound = 80000;
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private int AssetBytesSent = 0;
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private int TexturethrottleOutbound = 100000;
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private int TextureBytesSent = 0;
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private Timer throttleTimer;
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public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, ClientManager clientManager,
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IScene scene, AssetCache assetCache, PacketServer packServer,
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AgentCircuitManager authenSessions)
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@ -168,34 +116,18 @@ namespace OpenSim.Region.ClientStack
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startpos = m_authenticateSessionsHandler.GetPosition(initialcirpack.CircuitCode.Code);
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// While working on this, the BlockingQueue had me fooled for a bit.
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// The Blocking queue causes the thread to stop until there's something
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// in it to process. it's an on-purpose threadlock though because
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// without it, the clientloop will suck up all sim resources.
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PacketQueue = new BlockingQueue<QueItem>();
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IncomingPacketQueue = new Queue<QueItem>();
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OutgoingPacketQueue = new Queue<QueItem>();
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ResendOutgoingPacketQueue = new Queue<QueItem>();
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LandOutgoingPacketQueue = new Queue<QueItem>();
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WindOutgoingPacketQueue = new Queue<QueItem>();
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CloudOutgoingPacketQueue = new Queue<QueItem>();
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TaskOutgoingPacketQueue = new Queue<QueItem>();
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TextureOutgoingPacketQueue = new Queue<QueItem>();
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AssetOutgoingPacketQueue = new Queue<QueItem>();
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PacketQueue = new PacketQueue();
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//this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache);
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AckTimer = new Timer(750);
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AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
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AckTimer.Start();
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throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
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throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
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throttleTimer.Start();
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RegisterLocalPacketHandlers();
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ClientThread = new Thread(new ThreadStart(AuthUser));
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@ -203,100 +135,6 @@ namespace OpenSim.Region.ClientStack
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ClientThread.Start();
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}
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void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
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{
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bytesSent = 0;
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ResendBytesSent = 0;
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LandBytesSent = 0;
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WindBytesSent = 0;
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CloudBytesSent = 0;
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TaskBytesSent = 0;
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AssetBytesSent = 0;
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TextureBytesSent = 0;
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// I was considering this.. Will an event fire if the thread it's on is blocked?
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// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
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// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
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// so This'll pick up about around the right time.
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int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
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int throttleLoops = 0;
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// We're going to dequeue all of the saved up packets until
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// we've hit the throttle limit or there's no more packets to send
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lock (throttleTimer) {
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while ((bytesSent <= ((int)(throttleOutbound/throttleTimeDivisor)) &&
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(ResendOutgoingPacketQueue.Count > 0 ||
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LandOutgoingPacketQueue.Count > 0 ||
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WindOutgoingPacketQueue.Count > 0 ||
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CloudOutgoingPacketQueue.Count > 0 ||
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TaskOutgoingPacketQueue.Count > 0 ||
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AssetOutgoingPacketQueue.Count > 0 ||
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TextureOutgoingPacketQueue.Count > 0)) && throttleLoops <= MaxThrottleLoops)
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{
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throttleLoops++;
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//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
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if (ResendBytesSent <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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ResendBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (LandBytesSent <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = LandOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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LandBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (WindBytesSent <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = WindOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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WindBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (CloudBytesSent <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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CloudBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (TaskBytesSent <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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TaskBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (TextureBytesSent <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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TextureBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (AssetBytesSent <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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AssetBytesSent += qpack.Packet.ToBytes().Length;
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}
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}
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}
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}
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public LLUUID SessionId
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{
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get { return m_sessionId; }
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@ -315,6 +153,8 @@ namespace OpenSim.Region.ClientStack
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m_scene.RemoveClient(AgentId);
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PacketQueue.Close();
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ClientThread.Abort();
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}
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public void Kick(string message)
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@ -429,16 +269,12 @@ namespace OpenSim.Region.ClientStack
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protected virtual void ClientLoop()
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{
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bool queuedLast = false;
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MainLog.Instance.Verbose("CLIENT", "Entered loop");
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while (true)
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{
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QueItem nextPacket = PacketQueue.Dequeue();
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if (nextPacket.Incoming)
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{
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queuedLast = false;
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//is a incoming packet
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if (nextPacket.Packet.Type != PacketType.AgentUpdate)
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{
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@ -449,36 +285,8 @@ namespace OpenSim.Region.ClientStack
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}
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else
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{
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// Throw it back on the queue if it's going to cause us to flood the client
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if (bytesSent > throttleOutboundMax)
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{
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PacketQueue.Enqueue(nextPacket);
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MainLog.Instance.Verbose("THROTTLE", "Client over throttle limit, requeuing packet");
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if (queuedLast)
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{
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MainLog.Instance.Verbose("THROTTLE", "No more sendable packets, need to sleep now");
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Thread.Sleep(100); // Wait a little while if this was the last packet we saw
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}
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queuedLast = true;
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}
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else
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{
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queuedLast = false;
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// TODO: May be a bit expensive doing this twice.
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//Don't throttle AvatarPickerReplies!, they return a null .ToBytes()!
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if (nextPacket.Packet.Type != PacketType.AvatarPickerReply)
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bytesSent += nextPacket.Packet.ToBytes().Length;
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//is a out going packet
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DebugPacket("OUT", nextPacket.Packet);
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ProcessOutPacket(nextPacket.Packet);
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}
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}
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}
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}
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@ -2207,7 +2015,7 @@ namespace OpenSim.Region.ClientStack
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}
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// Previously ClientView.PacketQueue
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protected BlockingQueue<QueItem> PacketQueue;
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protected PacketQueue PacketQueue;
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protected Queue<QueItem> IncomingPacketQueue;
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protected Queue<QueItem> OutgoingPacketQueue;
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@ -2400,66 +2208,13 @@ namespace OpenSim.Region.ClientStack
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}
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}
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private void ThrottleCheck(ref int TypeBytesSent, int Throttle, ref Queue<QueItem> q, QueItem item)
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{
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// The idea.. is if the packet throttle queues are empty
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// and the client is under throttle for the type. Queue
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// it up directly. This basically short cuts having to
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// wait for the timer to fire to put things into the
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// output queue
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if((q.Count == 0) && (TypeBytesSent <= ((int)(Throttle / throttleTimeDivisor))))
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{
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bytesSent += item.Packet.ToBytes().Length;
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TypeBytesSent += item.Packet.ToBytes().Length;
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PacketQueue.Enqueue(item);
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}
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else
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{
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q.Enqueue(item);
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}
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}
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public virtual void OutPacket(Packet NewPack, ThrottleOutPacketType throttlePacketType)
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{
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QueItem item = new QueItem();
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item.Packet = NewPack;
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item.Incoming = false;
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item.throttleType = throttlePacketType; // Packet throttle type
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// The idea.. is if the packet throttle queues are empty and the client is under throttle for the type.
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// Queue it up directly.
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switch (throttlePacketType)
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{
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case ThrottleOutPacketType.Resend:
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ThrottleCheck(ref ResendBytesSent, ResendthrottleOutbound, ref ResendOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Texture:
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ThrottleCheck(ref TextureBytesSent, TexturethrottleOutbound, ref TextureOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Task:
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ThrottleCheck(ref TaskBytesSent, TaskthrottleOutbound, ref TaskOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Land:
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ThrottleCheck(ref LandBytesSent, LandthrottleOutbound, ref LandOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Asset:
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ThrottleCheck(ref AssetBytesSent, AssetthrottleOutbound, ref AssetOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Cloud:
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ThrottleCheck(ref CloudBytesSent, CloudthrottleOutbound, ref CloudOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Wind:
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ThrottleCheck(ref WindBytesSent, WindthrottleOutbound, ref WindOutgoingPacketQueue, item);
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break;
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default:
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// Acknowledgements and other such stuff should go directly to the blocking Queue
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// Throttling them may and likely 'will' be problematic
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PacketQueue.Enqueue(item);
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break;
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}
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//OutgoingPacketQueue.Enqueue(item);
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}
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# region Low Level Packet Methods
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@ -3333,275 +3088,7 @@ namespace OpenSim.Region.ClientStack
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break;
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case PacketType.AgentThrottle:
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AgentThrottlePacket atpack = (AgentThrottlePacket)Pack;
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byte[] throttle = atpack.Throttle.Throttles;
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int tResend = -1;
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int tLand = -1;
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int tWind = -1;
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int tCloud = -1;
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int tTask = -1;
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int tTexture = -1;
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int tAsset = -1;
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int tall = -1;
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int singlefloat = 4;
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//Agent Throttle Block contains 7 single floatingpoint values.
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int j = 0;
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// Some Systems may be big endian...
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// it might be smart to do this check more often...
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if (!BitConverter.IsLittleEndian)
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for (int i = 0; i < 7; i++)
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Array.Reverse(throttle, j + i * singlefloat, singlefloat);
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// values gotten from libsecondlife.org/wiki/Throttle. Thanks MW_
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// bytes
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// Convert to integer, since.. the full fp space isn't used.
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tResend = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tLand = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tWind = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tCloud = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tTask = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tTexture = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tAsset = (int)BitConverter.ToSingle(throttle, j);
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tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset;
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/*
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MainLog.Instance.Verbose("CLIENT", "Client AgentThrottle - Got throttle:resendbytes=" + tResend +
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" landbytes=" + tLand +
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" windbytes=" + tWind +
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" cloudbytes=" + tCloud +
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" taskbytes=" + tTask +
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" texturebytes=" + tTexture +
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" Assetbytes=" + tAsset +
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" Allbytes=" + tall);
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*/
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// Total Sanity
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// Make sure that the client sent sane total values.
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// If the client didn't send acceptable values....
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// Scale the clients values down until they are acceptable.
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if (tall <= throttleOutboundMax)
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{
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// Sanity
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// Making sure the client sends sane values
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// This gives us a measure of control of the comms
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// Check Max of Type
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// Then Check Min of type
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// Resend throttle
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if (tResend <= ResendthrottleMAX)
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ResendthrottleOutbound = tResend;
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if (tResend < ResendthrottleMin)
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ResendthrottleOutbound = ResendthrottleMin;
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// Land throttle
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if (tLand <= LandthrottleMax)
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LandthrottleOutbound = tLand;
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if (tLand < LandthrottleMin)
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LandthrottleOutbound = LandthrottleMin;
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// Wind throttle
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if (tWind <= WindthrottleMax)
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WindthrottleOutbound = tWind;
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if (tWind < WindthrottleMin)
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WindthrottleOutbound = WindthrottleMin;
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// Cloud throttle
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if (tCloud <= CloudthrottleMax)
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CloudthrottleOutbound = tCloud;
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if (tCloud < CloudthrottleMin)
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CloudthrottleOutbound = CloudthrottleMin;
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// Task throttle
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if (tTask <= TaskthrottleMax)
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TaskthrottleOutbound = tTask;
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if (tTask < TaskthrottleMin)
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TaskthrottleOutbound = TaskthrottleMin;
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// Texture throttle
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if (tTexture <= TexturethrottleMax)
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TexturethrottleOutbound = tTexture;
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if (tTexture < TexturethrottleMin)
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TexturethrottleOutbound = TexturethrottleMin;
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//Asset throttle
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if (tAsset <= AssetthrottleMax)
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AssetthrottleOutbound = tAsset;
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if (tAsset < AssetthrottleMin)
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AssetthrottleOutbound = AssetthrottleMin;
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/* MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound +
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" landbytes=" + LandthrottleOutbound +
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" windbytes=" + WindthrottleOutbound +
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" cloudbytes=" + CloudthrottleOutbound +
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" taskbytes=" + TaskthrottleOutbound +
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" texturebytes=" + TexturethrottleOutbound +
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" Assetbytes=" + AssetthrottleOutbound +
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" Allbytes=" + tall);
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
// The client didn't send acceptable values..
|
||||
// so it's our job now to turn them into acceptable values
|
||||
// We're going to first scale the values down
|
||||
// After that we're going to check if the scaled values are sane
|
||||
|
||||
// We're going to be dividing by a user value.. so make sure
|
||||
// we don't get a divide by zero error.
|
||||
if (tall > 0)
|
||||
{
|
||||
// Find out the percentage of all communications
|
||||
// the client requests for each type. We'll keep resend at
|
||||
// it's client recommended level (won't scale it down)
|
||||
// unless it's beyond sane values itself.
|
||||
|
||||
if (tResend <= ResendthrottleMAX)
|
||||
{
|
||||
// This is nexted because we only want to re-set the values
|
||||
// the packet throttler uses once.
|
||||
|
||||
if (tResend >= ResendthrottleMin)
|
||||
{
|
||||
ResendthrottleOutbound = tResend;
|
||||
}
|
||||
else
|
||||
{
|
||||
ResendthrottleOutbound = ResendthrottleMin;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ResendthrottleOutbound = ResendthrottleMAX;
|
||||
}
|
||||
|
||||
|
||||
// Getting Percentages of communication for each type of data
|
||||
float LandPercent = (float)(tLand / tall);
|
||||
float WindPercent = (float)(tWind / tall);
|
||||
float CloudPercent = (float)(tCloud / tall);
|
||||
float TaskPercent = (float)(tTask / tall);
|
||||
float TexturePercent = (float)(tTexture / tall);
|
||||
float AssetPercent = (float)(tAsset / tall);
|
||||
|
||||
// Okay.. now we've got the percentages of total communication.
|
||||
// Apply them to a new max total
|
||||
|
||||
int tLandResult = (int)(LandPercent * throttleOutboundMax);
|
||||
int tWindResult = (int)(WindPercent * throttleOutboundMax);
|
||||
int tCloudResult = (int)(CloudPercent * throttleOutboundMax);
|
||||
int tTaskResult = (int)(TaskPercent * throttleOutboundMax);
|
||||
int tTextureResult = (int)(TexturePercent * throttleOutboundMax);
|
||||
int tAssetResult = (int)(AssetPercent * throttleOutboundMax);
|
||||
|
||||
// Now we have to check our scaled values for sanity
|
||||
|
||||
// Check Max of Type
|
||||
// Then Check Min of type
|
||||
|
||||
// Land throttle
|
||||
if (tLandResult <= LandthrottleMax)
|
||||
LandthrottleOutbound = tLandResult;
|
||||
|
||||
if (tLandResult < LandthrottleMin)
|
||||
LandthrottleOutbound = LandthrottleMin;
|
||||
|
||||
// Wind throttle
|
||||
if (tWindResult <= WindthrottleMax)
|
||||
WindthrottleOutbound = tWindResult;
|
||||
|
||||
if (tWindResult < WindthrottleMin)
|
||||
WindthrottleOutbound = WindthrottleMin;
|
||||
|
||||
// Cloud throttle
|
||||
if (tCloudResult <= CloudthrottleMax)
|
||||
CloudthrottleOutbound = tCloudResult;
|
||||
|
||||
if (tCloudResult < CloudthrottleMin)
|
||||
CloudthrottleOutbound = CloudthrottleMin;
|
||||
|
||||
// Task throttle
|
||||
if (tTaskResult <= TaskthrottleMax)
|
||||
TaskthrottleOutbound = tTaskResult;
|
||||
|
||||
if (tTaskResult < TaskthrottleMin)
|
||||
TaskthrottleOutbound = TaskthrottleMin;
|
||||
|
||||
// Texture throttle
|
||||
if (tTextureResult <= TexturethrottleMax)
|
||||
TexturethrottleOutbound = tTextureResult;
|
||||
|
||||
if (tTextureResult < TexturethrottleMin)
|
||||
TexturethrottleOutbound = TexturethrottleMin;
|
||||
|
||||
//Asset throttle
|
||||
if (tAssetResult <= AssetthrottleMax)
|
||||
AssetthrottleOutbound = tAssetResult;
|
||||
|
||||
if (tAssetResult < AssetthrottleMin)
|
||||
AssetthrottleOutbound = AssetthrottleMin;
|
||||
|
||||
/* MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound +
|
||||
" landbytes=" + LandthrottleOutbound +
|
||||
" windbytes=" + WindthrottleOutbound +
|
||||
" cloudbytes=" + CloudthrottleOutbound +
|
||||
" taskbytes=" + TaskthrottleOutbound +
|
||||
" texturebytes=" + TexturethrottleOutbound +
|
||||
" Assetbytes=" + AssetthrottleOutbound +
|
||||
" Allbytes=" + tall);
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
// The client sent a stupid value..
|
||||
// We're going to set the throttles to the minimum possible
|
||||
ResendthrottleOutbound = ResendthrottleMin;
|
||||
LandthrottleOutbound = LandthrottleMin;
|
||||
WindthrottleOutbound = WindthrottleMin;
|
||||
CloudthrottleOutbound = CloudthrottleMin;
|
||||
TaskthrottleOutbound = TaskthrottleMin;
|
||||
TexturethrottleOutbound = TexturethrottleMin;
|
||||
AssetthrottleOutbound = AssetthrottleMin;
|
||||
MainLog.Instance.Verbose("THROTTLE", "ClientSentBadThrottle Using:resendbytes=" + ResendthrottleOutbound +
|
||||
" landbytes=" + LandthrottleOutbound +
|
||||
" windbytes=" + WindthrottleOutbound +
|
||||
" cloudbytes=" + CloudthrottleOutbound +
|
||||
" taskbytes=" + TaskthrottleOutbound +
|
||||
" texturebytes=" + TexturethrottleOutbound +
|
||||
" Assetbytes=" + AssetthrottleOutbound +
|
||||
" Allbytes=" + tall);
|
||||
}
|
||||
}
|
||||
// Reset Client Throttles
|
||||
// This has the effect of 'wiggling the slider
|
||||
// causes prim and stuck textures that didn't download to download
|
||||
|
||||
ResendBytesSent = 0;
|
||||
LandBytesSent = 0;
|
||||
WindBytesSent = 0;
|
||||
CloudBytesSent = 0;
|
||||
TaskBytesSent = 0;
|
||||
AssetBytesSent = 0;
|
||||
TextureBytesSent = 0;
|
||||
|
||||
//Yay, we've finally handled the agent Throttle packet!
|
||||
PacketQueue.SetThrottleFromClient(Pack);
|
||||
break;
|
||||
|
||||
#endregion
|
||||
|
|
|
@ -44,7 +44,7 @@ namespace OpenSim.Region.ClientStack
|
|||
{
|
||||
public class PacketQueue
|
||||
{
|
||||
private Queue<QueItem> SendQueue;
|
||||
private BlockingQueue<QueItem> SendQueue;
|
||||
|
||||
private Queue<QueItem> IncomingPacketQueue;
|
||||
private Queue<QueItem> OutgoingPacketQueue;
|
||||
|
@ -76,8 +76,9 @@ namespace OpenSim.Region.ClientStack
|
|||
private PacketThrottle TextureThrottle;
|
||||
private PacketThrottle TotalThrottle;
|
||||
|
||||
private long LastThrottle;
|
||||
private long ThrottleInterval;
|
||||
// private long LastThrottle;
|
||||
// private long ThrottleInterval;
|
||||
private Timer throttleTimer;
|
||||
|
||||
public PacketQueue()
|
||||
{
|
||||
|
@ -86,7 +87,7 @@ namespace OpenSim.Region.ClientStack
|
|||
// in it to process. it's an on-purpose threadlock though because
|
||||
// without it, the clientloop will suck up all sim resources.
|
||||
|
||||
SendQueue = new Queue<QueItem>();
|
||||
SendQueue = new BlockingQueue<QueItem>();
|
||||
|
||||
IncomingPacketQueue = new Queue<QueItem>();
|
||||
OutgoingPacketQueue = new Queue<QueItem>();
|
||||
|
@ -111,9 +112,14 @@ namespace OpenSim.Region.ClientStack
|
|||
// Number of bytes allowed to go out per second. (256kbps per client)
|
||||
TotalThrottle = new PacketThrottle(0, 162144, 1536000);
|
||||
|
||||
throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
|
||||
throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed);
|
||||
throttleTimer.Start();
|
||||
|
||||
// TIMERS needed for this
|
||||
LastThrottle = DateTime.Now.Ticks;
|
||||
ThrottleInterval = (long)(throttletimems/throttleTimeDivisor);
|
||||
// LastThrottle = DateTime.Now.Ticks;
|
||||
// ThrottleInterval = (long)(throttletimems/throttleTimeDivisor);
|
||||
|
||||
}
|
||||
|
||||
/* STANDARD QUEUE MANIPULATION INTERFACES */
|
||||
|
@ -123,7 +129,7 @@ namespace OpenSim.Region.ClientStack
|
|||
{
|
||||
// We could micro lock, but that will tend to actually
|
||||
// probably be worse than just synchronizing on SendQueue
|
||||
lock (SendQueue) {
|
||||
lock (this) {
|
||||
switch (item.throttleType)
|
||||
{
|
||||
case ThrottleOutPacketType.Resend:
|
||||
|
@ -159,12 +165,14 @@ namespace OpenSim.Region.ClientStack
|
|||
|
||||
public QueItem Dequeue()
|
||||
{
|
||||
if (ThrottlingTime()) {
|
||||
ProcessThrottle();
|
||||
}
|
||||
lock (SendQueue) {
|
||||
return SendQueue.Dequeue();
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
// one last push
|
||||
ProcessThrottle();
|
||||
throttleTimer.Stop();
|
||||
}
|
||||
|
||||
private void ResetCounters()
|
||||
|
@ -192,15 +200,15 @@ namespace OpenSim.Region.ClientStack
|
|||
|
||||
// Run through our wait queues and flush out allotted numbers of bytes into the process queue
|
||||
|
||||
private bool ThrottlingTime()
|
||||
{
|
||||
if(DateTime.Now.Ticks < (LastThrottle + ThrottleInterval)) {
|
||||
LastThrottle = DateTime.Now.Ticks;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// private bool ThrottlingTime()
|
||||
// {
|
||||
// if(DateTime.Now.Ticks > (LastThrottle + ThrottleInterval)) {
|
||||
// LastThrottle = DateTime.Now.Ticks;
|
||||
// return true;
|
||||
// } else {
|
||||
// return false;
|
||||
// }
|
||||
// }
|
||||
|
||||
public void ProcessThrottle()
|
||||
{
|
||||
|
@ -216,8 +224,9 @@ namespace OpenSim.Region.ClientStack
|
|||
|
||||
// We're going to dequeue all of the saved up packets until
|
||||
// we've hit the throttle limit or there's no more packets to send
|
||||
lock (SendQueue) {
|
||||
lock (this) {
|
||||
ResetCounters();
|
||||
// MainLog.Instance.Verbose("THROTTLE", "Entering Throttle");
|
||||
while (TotalThrottle.UnderLimit() && PacketsWaiting() &&
|
||||
(throttleLoops <= MaxThrottleLoops))
|
||||
{
|
||||
|
@ -280,86 +289,16 @@ namespace OpenSim.Region.ClientStack
|
|||
AssetThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
}
|
||||
// MainLog.Instance.Verbose("THROTTLE", "Processed " + throttleLoops + " packets");
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
|
||||
private void ThrottleTimerElapsed(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
ResetCounters();
|
||||
|
||||
// I was considering this.. Will an event fire if the thread it's on is blocked?
|
||||
|
||||
// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
|
||||
// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
|
||||
// so This'll pick up about around the right time.
|
||||
|
||||
int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
|
||||
int throttleLoops = 0;
|
||||
|
||||
// We're going to dequeue all of the saved up packets until
|
||||
// we've hit the throttle limit or there's no more packets to send
|
||||
while (TotalThrottle.UnderLimit() && PacketsWaiting() &&
|
||||
(throttleLoops <= MaxThrottleLoops))
|
||||
{
|
||||
throttleLoops++;
|
||||
//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
|
||||
if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
ResendThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = LandOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
LandThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = WindOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
WindThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
CloudThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
TaskThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
TextureThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
AssetThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
}
|
||||
// just to change the signature, and that ProcessThrottle
|
||||
// will be used elsewhere possibly
|
||||
ProcessThrottle();
|
||||
}
|
||||
|
||||
private void ThrottleCheck(ref PacketThrottle throttle, ref Queue<QueItem> q, QueItem item)
|
||||
|
@ -372,9 +311,12 @@ namespace OpenSim.Region.ClientStack
|
|||
|
||||
if((q.Count == 0) && (throttle.UnderLimit()))
|
||||
{
|
||||
Monitor.Enter(this);
|
||||
throttle.Add(item.Packet.ToBytes().Length);
|
||||
TotalThrottle.Add(item.Packet.ToBytes().Length);
|
||||
SendQueue.Enqueue(item);
|
||||
Monitor.Pulse(this);
|
||||
Monitor.Exit(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue