Added a couple of files for client manager support

dsg
Dan Lake 2010-08-16 10:54:17 -07:00
parent 8f8ef75034
commit 188a2db02a
2 changed files with 210 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Threading;
using System.Linq;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
// Class queues updates for UUID's.
// The updates could be JSON, serialized object data, or any string.
// Updates are queued to the end and dequeued from the front of the queue
// Enqueuing an update with the same UUID will replace the previous update
// so it will not lose its place.
class BlockingUpdateQueue
{
private object m_syncRoot = new object();
private Queue<UUID> m_queue = new Queue<UUID>();
private Dictionary<UUID, byte[]> m_updates = new Dictionary<UUID, byte[]>();
// Enqueue an update
public void Enqueue(UUID id, byte[] update)
{
lock(m_syncRoot)
{
if (!m_updates.ContainsKey(id))
m_queue.Enqueue(id);
m_updates[id] = update;
Monitor.Pulse(m_syncRoot);
}
}
// Dequeue an update
public byte[] Dequeue()
{
lock (m_syncRoot)
{
// If the queue is empty, wait for it to contain something
while (m_queue.Count == 0)
Monitor.Wait(m_syncRoot);
UUID id = m_queue.Dequeue();
byte[] update = m_updates[id];
m_updates.Remove(id);
return update;
}
}
// Count of number of items currently queued
public int Count
{
get
{
lock (m_syncRoot)
return m_queue.Count;
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using log4net;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
{
class DSGClientManagerLoadBalancer
{
private List<RegionSyncClientView> m_cvs = new List<RegionSyncClientView>();
private ILog m_log;
private int m_maxClientsPerClientManager;
private Scene m_scene;
// The list of clients and the threads handling IO for each client
// The list is read most of the time and only updated when a new client manager
// connects, so we just replace the list when it changes. Iterators on this
// list need to be able to handle if an element is shutting down.
private object m_clientview_lock = new object();
private HashSet<RegionSyncClientView> m_client_views = new HashSet<RegionSyncClientView>();
public int Count
{
get
{
return m_client_views.Count;
}
}
public void ReportStats(System.IO.TextWriter tw)
{
}
public DSGClientManagerLoadBalancer(int maxClientsPerClientManager, Scene scene)
{
m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
m_maxClientsPerClientManager = maxClientsPerClientManager;
m_scene = scene;
}
// Add the client view to the list and increment synced client counter
public void AddSyncedClient(RegionSyncClientView rscv)
{
lock (m_clientview_lock)
{
HashSet<RegionSyncClientView> currentlist = m_client_views;
HashSet<RegionSyncClientView> newlist = new HashSet<RegionSyncClientView>(currentlist);
newlist.Add(rscv);
// Anyone holding the previous version of the list can keep using it since
// they will not hold it for long and get a new copy next time they need to iterate
m_client_views = newlist;
}
}
// A CV is essentially requesting to be shut down.
// Other than a hard disconnect, this is the only way a CV will close its connection to CM
// Making this request prompts the balancer to shift all connected clients on that CM to another CM if one exists
// Remove the client view from the list and decrement synced client counter
public void RemoveSyncedClient(RegionSyncClientView rscv)
{
lock (m_clientview_lock)
{
HashSet<RegionSyncClientView> currentlist = m_client_views;
HashSet<RegionSyncClientView> newlist = new HashSet<RegionSyncClientView>(currentlist);
newlist.Remove(rscv);
// Anyone holding the previous version of the list can keep using it since
// they will not hold it for long and get a new copy next time they need to iterate
m_client_views = newlist;
}
}
public void ForEachClientManager(Action<RegionSyncClientView> action)
{
foreach (RegionSyncClientView cv in m_client_views)
{
action(cv);
}
}
public void BalanceLoad()
{
// If we have 1 - 10 agents connected, we are just testing things all. Move all of them to another region
if (m_scene.SceneGraph.GetRootAgentCount() > 0 && m_scene.SceneGraph.GetRootAgentCount() < 10)
{
SpecialRebalance();
return;
}
Dictionary<RegionSyncClientView, int> avSourceRegionCounts = new Dictionary<RegionSyncClientView, int>();
KeyValuePair<RegionSyncClientView, int> destinationRegionCount = new KeyValuePair<RegionSyncClientView,int>(null, m_maxClientsPerClientManager);
foreach (RegionSyncClientView client in m_client_views)
{
int clientCount = client.SyncedAvCount;
if (clientCount > m_maxClientsPerClientManager)
{
avSourceRegionCounts.Add(client, clientCount);
}
else if (clientCount < destinationRegionCount.Value)
{
destinationRegionCount = new KeyValuePair<RegionSyncClientView, int>(client, clientCount);
}
}
// Now we should have a list of regions over the limit and a target region with the lowest number of clients
// Find average load of overloaded and least loaded regions
int currentLoad = 0;
foreach (KeyValuePair<RegionSyncClientView, int> kvp in avSourceRegionCounts)
currentLoad += kvp.Value;
currentLoad += destinationRegionCount.Value;
int targetLoad = (int)(currentLoad/(avSourceRegionCounts.Count + 1));
foreach (KeyValuePair<RegionSyncClientView, int> kvp in avSourceRegionCounts)
{
kvp.Key.BalanceClients(targetLoad, destinationRegionCount.Key.Name);
}
}
private void SpecialRebalance()
{
m_log.Warn("[CLIENT LOAD BALANCER] Begin special rebalance.");
if (m_client_views.Count < 2)
{
m_log.Error("[CLIENT LOAD BALANCER] Could not special balance because there are not at least 2 client managers.");
return;
}
RegionSyncClientView src = null;
RegionSyncClientView dst = null;
// Find the one client
foreach (RegionSyncClientView client in m_client_views)
{
//m_log.WarnFormat("[CLIENT LOAD BALANCER] Client RSCV {0} SyncedAvCount = {1}.", client.Name, client.SyncedAvCount);
if (src != null && dst != null)
break;
// Find a src region with some avatars
if (src == null && client.SyncedAvCount > 0)
src = client;
// Find a dst region with no avatars
else if (dst == null && client.SyncedAvCount == 0)
dst = client;
}
if (src == null || dst == null)
{
m_log.Error("[CLIENT LOAD BALANCER] Could not special balance because a src and dst client manager region could not be identified.");
return;
}
// Send all clients from src to dst
m_log.WarnFormat("[CLIENT LOAD BALANCER] Moving all clients from client manager region {0} to region {1}", src.Name, dst.Name);
src.BalanceClients(0, dst.Name);
}
}
}