* Minimized the number of times textures are pulled off the priority queue
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startupprioritization
parent
4135b0c4dc
commit
0d2e6463d7
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@ -72,14 +72,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_imageManager = imageManager;
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}
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public bool SendPackets(LLClientView client, int maxpack)
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/// <summary>
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/// Sends packets for this texture to a client until packetsToSend is
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/// hit or the transfer completes
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/// </summary>
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/// <param name="client">Reference to the client that the packets are destined for</param>
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/// <param name="packetsToSend">Maximum number of packets to send during this call</param>
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/// <param name="packetsSent">Number of packets sent during this call</param>
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/// <returns>True if the transfer completes at the current discard level, otherwise false</returns>
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public bool SendPackets(LLClientView client, int packetsToSend, out int packetsSent)
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{
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if (client == null)
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return false;
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packetsSent = 0;
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if (m_currentPacket <= m_stopPacket)
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{
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int count = 0;
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bool sendMore = true;
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if (!m_sentInfo || (m_currentPacket == 0))
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@ -88,25 +94,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_sentInfo = true;
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++m_currentPacket;
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++count;
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++packetsSent;
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}
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if (m_currentPacket < 2)
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{
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m_currentPacket = 2;
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}
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while (sendMore && count < maxpack && m_currentPacket <= m_stopPacket)
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while (sendMore && packetsSent < packetsToSend && m_currentPacket <= m_stopPacket)
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{
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sendMore = SendPacket(client);
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++m_currentPacket;
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++count;
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++packetsSent;
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}
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}
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if (m_currentPacket > m_stopPacket)
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return true;
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}
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return false;
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return (m_currentPacket > m_stopPacket);
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}
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public void RunUpdate()
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@ -313,10 +313,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected int m_primFullUpdatesPerPacket = 14;
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protected int m_primTerseUpdateRate = 10;
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protected int m_primFullUpdateRate = 14;
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protected int m_textureSendLimit = 20;
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protected int m_textureDataLimit = 10;
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protected int m_avatarTerseUpdateRate = 50;
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protected int m_avatarTerseUpdatesPerPacket = 5;
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/// <summary>Number of texture packets to put on the queue each time the
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/// OnQueueEmpty event is triggered for the texture category</summary>
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protected int m_textureSendLimit = 20;
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protected IAssetService m_assetService;
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#endregion Class Members
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@ -3453,7 +3454,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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void ProcessTextureRequests()
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{
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if (m_imageManager != null)
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m_imageManager.ProcessImageQueue(m_textureSendLimit, m_textureDataLimit);
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m_imageManager.ProcessImageQueue(m_textureSendLimit);
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}
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void ProcessPrimFullUpdates(object sender, ElapsedEventArgs e)
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@ -162,32 +162,38 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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public bool ProcessImageQueue(int count, int maxpack)
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public bool ProcessImageQueue(int packetsToSend)
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{
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J2KImage imagereq;
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int numCollected = 0;
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m_lastloopprocessed = DateTime.Now.Ticks;
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int packetsSent = 0;
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// This can happen during Close()
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if (m_client == null)
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while (packetsSent < packetsToSend)
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{
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J2KImage image = GetHighestPriorityImage();
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// If null was returned, the texture priority queue is currently empty
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if (image == null)
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return false;
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while ((imagereq = GetHighestPriorityImage()) != null)
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if (image.IsDecoded)
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{
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if (imagereq.IsDecoded == true)
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{
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++numCollected;
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int sent;
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bool imageDone = image.SendPackets(m_client, packetsToSend - packetsSent, out sent);
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if (imagereq.SendPackets(m_client, maxpack))
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{
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// Send complete. Destroy any knowledge of this transfer
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RemoveImageFromQueue(imagereq);
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}
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}
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packetsSent += sent;
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if (numCollected == count)
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break;
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// If the send is complete, destroy any knowledge of this transfer
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if (imageDone)
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RemoveImageFromQueue(image);
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}
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else
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{
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// TODO: This is a limitation of how LLImageManager is currently
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// written. Undecoded textures should not be going into the priority
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// queue, because a high priority undecoded texture will clog up the
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// pipeline for a client
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return true;
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}
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}
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return m_priorityQueue.Count > 0;
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@ -199,10 +205,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void Close()
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{
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m_shuttingdown = true;
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m_priorityQueue = null;
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m_j2kDecodeModule = null;
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m_assetCache = null;
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m_client = null;
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}
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#region Priority Queue Helpers
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@ -28,6 +28,7 @@
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using System;
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using System.Collections.Generic;
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using System.Net;
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using log4net;
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using OpenSim.Framework;
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using OpenMetaverse;
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/// </summary>
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public sealed class LLUDPClient
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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// FIXME: Make this a config setting
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/// <summary>Percentage of the task throttle category that is allocated to avatar and prim
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/// state updates</summary>
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/// <summary>A container that can hold one packet for each outbox, used to store
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/// dequeued packets that are being held for throttling</summary>
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private readonly OutgoingPacket[] nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
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/// <summary>An optimization to store the length of dequeued packets being held
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/// for throttling. This avoids expensive calls to Packet.Length</summary>
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private readonly int[] nextPacketLengths = new int[THROTTLE_CATEGORY_COUNT];
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/// <summary>Flags to prevent queue empty callbacks from stacking up on
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/// top of each other</summary>
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private readonly bool[] onQueueEmptyRunning = new bool[THROTTLE_CATEGORY_COUNT];
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/// <summary>A reference to the LLUDPServer that is managing this client</summary>
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private readonly LLUDPServer udpServer;
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
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throttle = new TokenBucket(parentThrottle, 0, 0);
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throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
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throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
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throttleCategories[(int)ThrottleOutPacketType.Resend] = new TokenBucket(throttle, rates.ResendLimit, rates.Resend);
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throttleCategories[(int)ThrottleOutPacketType.Land] = new TokenBucket(throttle, rates.LandLimit, rates.Land);
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// This bucket was empty the last time we tried to send a packet,
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// leaving a dequeued packet still waiting to be sent out. Try to
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// send it again
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if (bucket.RemoveTokens(nextPacketLengths[i]))
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OutgoingPacket nextPacket = nextPackets[i];
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if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
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{
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// Send the packet
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udpServer.SendPacketFinal(nextPackets[i]);
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udpServer.SendPacketFinal(nextPacket);
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nextPackets[i] = null;
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packetSent = true;
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}
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}
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else
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{
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// Save the dequeued packet and the length calculation for
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// the next iteration
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// Save the dequeued packet for the next iteration
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nextPackets[i] = packet;
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nextPacketLengths[i] = packet.Buffer.DataLength;
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}
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// If the queue is empty after this dequeue, fire the queue
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// empty callback now so it has a chance to fill before we
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// get back here
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if (queue.Count == 0)
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FireQueueEmpty(i);
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BeginFireQueueEmpty(i);
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}
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else
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{
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// No packets in this queue. Fire the queue empty callback
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// if it has not been called recently
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FireQueueEmpty(i);
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BeginFireQueueEmpty(i);
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}
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}
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}
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@ -450,6 +452,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return packetSent;
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}
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/// <summary>
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/// Called when an ACK packet is received and a round-trip time for a
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/// packet is calculated. This is used to calculate the smoothed
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/// round-trip time, round trip time variance, and finally the
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/// retransmission timeout
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/// </summary>
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/// <param name="r">Round-trip time of a single packet and its
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/// acknowledgement</param>
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public void UpdateRoundTrip(float r)
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{
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const float ALPHA = 0.125f;
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// RTTVAR + " based on new RTT of " + r + "ms");
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}
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private void FireQueueEmpty(int queueIndex)
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/// <summary>
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/// Does an early check to see if this queue empty callback is already
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/// running, then asynchronously firing the event
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/// </summary>
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/// <param name="throttleIndex">Throttle category to fire the callback
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/// for</param>
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private void BeginFireQueueEmpty(int throttleIndex)
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{
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if (!onQueueEmptyRunning[throttleIndex])
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Util.FireAndForget(FireQueueEmpty, throttleIndex);
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}
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/// <summary>
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/// Checks to see if this queue empty callback is already running,
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/// then firing the event
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/// </summary>
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/// <param name="o">Throttle category to fire the callback for, stored
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/// as an object to match the WaitCallback delegate signature</param>
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private void FireQueueEmpty(object o)
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{
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int i = (int)o;
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ThrottleOutPacketType type = (ThrottleOutPacketType)i;
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QueueEmpty callback = OnQueueEmpty;
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if (callback != null)
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Util.FireAndForget(delegate(object o) { callback((ThrottleOutPacketType)(int)o); }, queueIndex);
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{
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if (!onQueueEmptyRunning[i])
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{
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onQueueEmptyRunning[i] = true;
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try { callback(type); }
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catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + type + ") threw an exception: " + e.Message, e); }
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onQueueEmptyRunning[i] = false;
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}
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}
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}
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}
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}
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@ -109,6 +109,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private Location m_location;
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/// <summary>The measured resolution of Environment.TickCount</summary>
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private float m_tickCountResolution;
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/// <summary>The size of the receive buffer for the UDP socket. This value
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/// is passed up to the operating system and used in the system networking
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/// stack. Use zero to leave this value as the default</summary>
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private int m_recvBufferSize;
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public float TickCountResolution { get { return m_tickCountResolution; } }
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@ -135,6 +139,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_circuitManager = circuitManager;
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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if (config != null)
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{
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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}
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// TODO: Config support for throttling the entire connection
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m_throttle = new TokenBucket(null, 0, 0);
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m_throttleRates = new ThrottleRates(configSource);
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@ -145,7 +155,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_scene == null)
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throw new InvalidOperationException("[LLUDPSERVER]: Cannot LLUDPServer.Start() without an IScene reference");
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base.Start();
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base.Start(m_recvBufferSize);
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// Start the incoming packet processing thread
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Thread incomingThread = new Thread(IncomingPacketHandler);
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@ -73,6 +73,7 @@ namespace OpenMetaverse
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/// </summary>
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/// <param name="bindAddress">Local IP address to bind the server to</param>
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/// <param name="port">Port to listening for incoming UDP packets on</param>
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///
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public OpenSimUDPBase(IPAddress bindAddress, int port)
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{
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m_localBindAddress = bindAddress;
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@ -82,25 +83,31 @@ namespace OpenMetaverse
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/// <summary>
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/// Start the UDP server
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/// </summary>
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/// <param name="recvBufferSize">The size of the receive buffer for
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/// the UDP socket. This value is passed up to the operating system
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/// and used in the system networking stack. Use zero to leave this
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/// value as the default</param>
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/// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
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/// on the socket to get newer versions of Windows to behave in a sane
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/// manner (not throwing an exception when the remote side resets the
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/// connection). This call is ignored on Mono where the flag is not
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/// necessary</remarks>
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public void Start()
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public void Start(int recvBufferSize)
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{
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if (m_shutdownFlag)
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{
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const int SIO_UDP_CONNRESET = -1744830452;
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IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
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m_udpSocket = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Dgram,
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ProtocolType.Udp);
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try
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{
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// this udp socket flag is not supported under mono,
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// This udp socket flag is not supported under mono,
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// so we'll catch the exception and continue
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m_udpSocket.IOControl(SIO_UDP_CONNRESET, new byte[] { 0 }, null);
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m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag set");
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@ -109,6 +116,10 @@ namespace OpenMetaverse
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{
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m_log.Debug("[UDPBASE]: SIO_UDP_CONNRESET flag not supported on this platform, ignoring");
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}
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if (recvBufferSize != 0)
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m_udpSocket.ReceiveBufferSize = recvBufferSize;
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m_udpSocket.Bind(ipep);
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// we're not shutting down, we're starting up
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|
|
|
@ -51,6 +51,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public int Texture;
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/// <summary>Drip rate for asset packets</summary>
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public int Asset;
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/// <summary>Drip rate for the parent token bucket</summary>
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public int Total;
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/// <summary>Maximum burst rate for resent packets</summary>
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public int ResendLimit;
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|
@ -66,6 +68,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
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public int TextureLimit;
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/// <summary>Maximum burst rate for asset packets</summary>
|
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public int AssetLimit;
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/// <summary>Burst rate for the parent token bucket</summary>
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||||
public int TotalLimit;
|
||||
|
||||
/// <summary>
|
||||
/// Default constructor
|
||||
|
@ -77,21 +81,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
{
|
||||
IConfig throttleConfig = config.Configs["ClientStack.LindenUDP"];
|
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Resend = throttleConfig.GetInt("ResendDefault", 12500);
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Land = throttleConfig.GetInt("LandDefault", 500);
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Wind = throttleConfig.GetInt("WindDefault", 500);
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Cloud = throttleConfig.GetInt("CloudDefault", 500);
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Task = throttleConfig.GetInt("TaskDefault", 500);
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Texture = throttleConfig.GetInt("TextureDefault", 500);
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Asset = throttleConfig.GetInt("AssetDefault", 500);
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Resend = throttleConfig.GetInt("resend_default", 12500);
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Land = throttleConfig.GetInt("land_default", 500);
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Wind = throttleConfig.GetInt("wind_default", 500);
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Cloud = throttleConfig.GetInt("cloud_default", 500);
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Task = throttleConfig.GetInt("task_default", 500);
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Texture = throttleConfig.GetInt("texture_default", 500);
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Asset = throttleConfig.GetInt("asset_default", 500);
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|
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ResendLimit = throttleConfig.GetInt("ResendLimit", 18750);
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LandLimit = throttleConfig.GetInt("LandLimit", 29750);
|
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WindLimit = throttleConfig.GetInt("WindLimit", 18750);
|
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CloudLimit = throttleConfig.GetInt("CloudLimit", 18750);
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TaskLimit = throttleConfig.GetInt("TaskLimit", 55750);
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TextureLimit = throttleConfig.GetInt("TextureLimit", 55750);
|
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AssetLimit = throttleConfig.GetInt("AssetLimit", 27500);
|
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Total = throttleConfig.GetInt("client_throttle_max_bps", 0);
|
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ResendLimit = throttleConfig.GetInt("resend_limit", 18750);
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LandLimit = throttleConfig.GetInt("land_limit", 29750);
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WindLimit = throttleConfig.GetInt("wind_limit", 18750);
|
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CloudLimit = throttleConfig.GetInt("cloud_limit", 18750);
|
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TaskLimit = throttleConfig.GetInt("task_limit", 55750);
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TextureLimit = throttleConfig.GetInt("texture_limit", 55750);
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AssetLimit = throttleConfig.GetInt("asset_limit", 27500);
|
||||
|
||||
TotalLimit = throttleConfig.GetInt("client_throttle_max_bps", 0);
|
||||
}
|
||||
catch (Exception) { }
|
||||
}
|
||||
|
|
|
@ -64,12 +64,17 @@ namespace OpenSim.Services.AssetService
|
|||
string loaderArgs = assetConfig.GetString("AssetLoaderArgs",
|
||||
String.Empty);
|
||||
|
||||
bool assetLoaderEnabled = assetConfig.GetBoolean("AssetLoaderEnabled", true);
|
||||
|
||||
if (assetLoaderEnabled)
|
||||
{
|
||||
m_log.InfoFormat("[ASSET]: Loading default asset set from {0}", loaderArgs);
|
||||
m_AssetLoader.ForEachDefaultXmlAsset(loaderArgs,
|
||||
delegate(AssetBase a)
|
||||
{
|
||||
Store(a);
|
||||
});
|
||||
}
|
||||
|
||||
m_log.Info("[ASSET CONNECTOR]: Local asset service enabled");
|
||||
}
|
||||
|
|
|
@ -341,25 +341,6 @@
|
|||
|
||||
|
||||
[ClientStack.LindenUDP]
|
||||
; This is the multiplier applied to all client throttles for outgoing UDP network data
|
||||
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
|
||||
; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
|
||||
; will actually push down data at a maximum rate of 750 kilobits per second).
|
||||
;
|
||||
; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
|
||||
; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
|
||||
; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
|
||||
; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
|
||||
; higher network bandwidth settings directly, though this isn't always possible.
|
||||
;
|
||||
; Currently this setting is 2 by default because we currently send much more texture data than is strictly
|
||||
; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
|
||||
; of textures at different levels of quality is improved.
|
||||
;
|
||||
; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
|
||||
; unexpected difficulties
|
||||
client_throttle_multiplier = 2;
|
||||
|
||||
; the client socket receive buffer size determines how many
|
||||
; incoming requests we can process; the default on .NET is 8192
|
||||
; which is about 2 4k-sized UDP datagrams. On mono this is
|
||||
|
@ -374,12 +355,39 @@
|
|||
; by the system's settings for the maximum client receive buffer
|
||||
; size (on linux systems you can set that with "sysctl -w
|
||||
; net.core.rmem_max=X")
|
||||
;
|
||||
;client_socket_rcvbuf_size = 8388608
|
||||
|
||||
; Maximum bits per second to send to any single client. This will override the user's viewer preference settings.
|
||||
; Maximum outbound bits per second for a single scene. This can be used to
|
||||
; throttle total outbound UDP traffic for a simulator. The default value is
|
||||
; 0, meaning no throttling at the scene level. The example given here is
|
||||
; 20 megabits
|
||||
;scene_throttle_max_bps = 20971520
|
||||
|
||||
; client_throttle_max_bps = 1500000
|
||||
; Maximum bits per second to send to any single client. This will override
|
||||
; the user's viewer preference settings. The default value is 0, meaning no
|
||||
; aggregate throttling on clients (only per-category throttling). The
|
||||
; example given here is 1.5 megabits
|
||||
;client_throttle_max_bps = 1572864
|
||||
|
||||
; Per-client bits per second rates for the various throttle categories.
|
||||
; These are default values that will be overriden by clients
|
||||
;resend_default = 12500
|
||||
;land_default = 500
|
||||
;wind_default = 500
|
||||
;cloud_default = 50
|
||||
;task_default = 500
|
||||
;texture_default = 500
|
||||
;asset_default = 500
|
||||
|
||||
; Per-client maximum burst rates in bits per second for the various throttle
|
||||
; categories. These are default values that will be overriden by clients
|
||||
;resend_limit = 18750
|
||||
;land_limit = 29750
|
||||
;wind_limit = 18750
|
||||
;cloud_limit = 18750
|
||||
;task_limit = 55750
|
||||
;texture_limit = 55750
|
||||
;asset_limit = 27500
|
||||
|
||||
[Chat]
|
||||
; Controls whether the chat module is enabled. Default is true.
|
||||
|
@ -1382,6 +1390,10 @@
|
|||
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
|
||||
AssetLoaderArgs = "assets/AssetSets.xml"
|
||||
|
||||
; Disable this to prevent the default asset set from being inserted into the
|
||||
; asset store each time the region starts
|
||||
AssetLoaderEnabled = true
|
||||
|
||||
[GridService]
|
||||
;; default standalone, overridable in StandaloneCommon.ini
|
||||
StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"
|
||||
|
|
Loading…
Reference in New Issue