further encapsulation of function in PacketQueue and PacketThrottle
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8f58a9a107
commit
14d0a2ac74
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@ -221,9 +221,168 @@ namespace OpenSim.Region.ClientStack
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}
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}
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private void ThrottleCheck(ref PacketThrottle 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) && (throttle.UnderLimit()))
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{
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throttle.Add(item.Packet.ToBytes().Length);
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TotalThrottle.Add(item.Packet.ToBytes().Length);
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SendQueue.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 void Add(QueItem item)
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{
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switch (item.throttleType)
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{
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case ThrottleOutPacketType.Resend:
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ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Texture:
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ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Task:
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ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Land:
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ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Asset:
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ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Cloud:
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ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Wind:
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ThrottleCheck(ref WindThrottle, 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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SendQueue.Enqueue(item);
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break;
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}
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}
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}
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private int ScaleThrottle(int value, int curmax, int newmax)
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{
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return (int)(((float)value/(float)curmax) * newmax);
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}
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public void SetThrottleFromClient(Packet Pack)
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{
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "unhandled packet " + Pack.ToString());
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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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OpenSim.Framework.Console.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 <= TotalThrottle.Max)
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{
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ResendThrottle.Throttle = tResend;
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LandThrottle.Throttle = tLand;
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WindThrottle.Throttle = tWind;
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CloudThrottle.Throttle = tCloud;
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TaskThrottle.Throttle = tTask;
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TextureThrottle.Throttle = tTexture;
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AssetThrottle.Throttle = tAsset;
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TotalThrottle.Throttle = tall;
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}
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else if (tall < 1)
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{
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// client is stupid, penalize him by minning everything
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ResendThrottle.Throttle = ResendThrottle.Min;
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LandThrottle.Throttle = LandThrottle.Min;
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WindThrottle.Throttle = WindThrottle.Min;
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CloudThrottle.Throttle = CloudThrottle.Min;
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TaskThrottle.Throttle = TaskThrottle.Min;
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TextureThrottle.Throttle = TextureThrottle.Min;
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AssetThrottle.Throttle = AssetThrottle.Min;
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TotalThrottle.Throttle = TotalThrottle.Min;
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}
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else
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{
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// we're over so figure out percentages and use those
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ResendThrottle.Throttle = tResend;
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LandThrottle.Throttle = ScaleThrottle(tLand, tall, TotalThrottle.Max);
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WindThrottle.Throttle = ScaleThrottle(tWind, tall, TotalThrottle.Max);
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CloudThrottle.Throttle = ScaleThrottle(tCloud, tall, TotalThrottle.Max);
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TaskThrottle.Throttle = ScaleThrottle(tTask, tall, TotalThrottle.Max);
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TextureThrottle.Throttle = ScaleThrottle(tTexture, tall, TotalThrottle.Max);
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AssetThrottle.Throttle = ScaleThrottle(tAsset, tall, TotalThrottle.Max);
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TotalThrottle.Throttle = TotalThrottle.Max;
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}
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// effectively wiggling the slider causes things reset
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ResetCounters();
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}
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}
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}
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}
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@ -89,7 +89,16 @@ namespace OpenSim.Region.ClientStack
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public int Throttle
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public int Throttle
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{
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{
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get {return throttle;}
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get {return throttle;}
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set {throttle = value;}
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set
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{
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if (value > max) {
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throttle = max;
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} else if (value < min) {
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throttle = min;
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} else {
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throttle = value;
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}
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}
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}
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}
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}
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}
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}
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}
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