Change texture sending to be driven by the queue empty event from the
packet queue, rather than a timerprioritization
parent
54ff84050f
commit
18a744cac1
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@ -232,6 +232,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_packetNumber = m_requestedPacketNumber;
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}
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if (m_imageManager.Client.PacketHandler.GetQueueCount(ThrottleOutPacketType.Texture) == 0)
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{
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m_log.Debug("No textures queued, sending one packet to kickstart it");
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SendPacket(m_imageManager.Client);
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}
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}
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}
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}
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@ -81,8 +81,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private List<ObjectUpdatePacket.ObjectDataBlock> m_primFullUpdates =
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new List<ObjectUpdatePacket.ObjectDataBlock>();
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private Timer m_textureRequestTimer;
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private bool m_clientBlocked;
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private int m_probesWithNoIngressPackets;
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@ -143,9 +141,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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_textureRequestRate = 100;
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protected int m_textureSendLimit = 10;
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protected int m_textureDataLimit = 5;
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protected int m_textureSendLimit = 100;
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protected int m_textureDataLimit = 10;
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protected int m_packetMTU = 1400;
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@ -534,6 +531,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_PacketHandler = new LLPacketHandler(this, m_networkServer, userSettings);
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m_PacketHandler.SynchronizeClient = SynchronizeClient;
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m_PacketHandler.OnPacketStats += PopulateStats;
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m_PacketHandler.OnQueueEmpty += HandleQueueEmpty;
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if (scene.Config != null)
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{
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@ -555,9 +553,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_primFullUpdateRate = clientConfig.GetInt("FullUpdateRate",
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m_primFullUpdateRate);
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m_textureRequestRate = clientConfig.GetInt("TextureRequestRate",
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m_textureRequestRate);
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m_textureSendLimit = clientConfig.GetInt("TextureSendLimit",
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m_textureSendLimit);
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@ -607,9 +602,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_primFullUpdateTimer.Enabled)
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lock (m_primFullUpdateTimer)
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m_primFullUpdateTimer.Stop();
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if (m_textureRequestTimer.Enabled)
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lock (m_textureRequestTimer)
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m_textureRequestTimer.Stop();
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// This is just to give the client a reasonable chance of
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// flushing out all it's packets. There should probably
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@ -706,10 +698,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_primFullUpdateTimer.Enabled)
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lock (m_primFullUpdateTimer)
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m_primFullUpdateTimer.Stop();
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if (m_textureRequestTimer.Enabled)
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lock (m_textureRequestTimer)
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m_textureRequestTimer.Stop();
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}
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public void Restart()
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@ -732,11 +720,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_primFullUpdateTimer = new Timer(m_primFullUpdateRate);
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m_primFullUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessPrimFullUpdates);
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m_primFullUpdateTimer.AutoReset = false;
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m_textureRequestTimer = new Timer(m_textureRequestRate);
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m_textureRequestTimer.Elapsed += new ElapsedEventHandler(ProcessTextureRequests);
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m_textureRequestTimer.AutoReset = false;
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}
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private void Terminate()
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@ -747,7 +730,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_avatarTerseUpdateTimer.Close();
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m_primTerseUpdateTimer.Close();
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m_primFullUpdateTimer.Close();
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m_textureRequestTimer.Close();
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m_PacketHandler.OnPacketStats -= PopulateStats;
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m_PacketHandler.Dispose();
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@ -982,10 +964,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_primFullUpdateTimer.Elapsed += new ElapsedEventHandler(ProcessPrimFullUpdates);
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m_primFullUpdateTimer.AutoReset = false;
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m_textureRequestTimer = new Timer(m_textureRequestRate);
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m_textureRequestTimer.Elapsed += new ElapsedEventHandler(ProcessTextureRequests);
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m_textureRequestTimer.AutoReset = false;
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m_scene.AddNewClient(this);
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RefreshGroupMembership();
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@ -1057,26 +1035,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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protected virtual void TextureRequestHandler()
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{
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m_log.DebugFormat("[TRH] Thread started");
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while (m_imageManager != null)
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{
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try
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{
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while (m_imageManager != null)
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{
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}
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}
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catch (Exception e)
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{
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m_log.WarnFormat("[TRH] Exception in handler loop: {0}", e.Message);
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m_log.Debug(e);
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}
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}
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m_log.DebugFormat("[TRH] Thread terminated");
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}
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# endregion
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// Previously ClientView.API partial class
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@ -3176,16 +3134,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Unlike the other timers, this one is only started after
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// the first request is seen.
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void ProcessTextureRequests(object sender, ElapsedEventArgs e)
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void HandleQueueEmpty(ThrottleOutPacketType queue)
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{
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switch (queue)
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{
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case ThrottleOutPacketType.Texture:
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m_log.Debug("Texture queue empty");
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ProcessTextureRequests();
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break;
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}
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}
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void ProcessTextureRequests()
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{
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if (m_imageManager != null)
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{
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if (m_imageManager.ProcessImageQueue(m_textureSendLimit,
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m_textureDataLimit))
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{
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lock (m_textureRequestTimer)
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m_textureRequestTimer.Start();
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}
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m_imageManager.ProcessImageQueue(m_textureSendLimit,
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m_textureDataLimit);
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}
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}
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@ -6638,8 +6603,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (m_imageManager != null)
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{
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m_imageManager.EnqueueReq(args);
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lock (m_textureRequestTimer)
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m_textureRequestTimer.Start();
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}
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}
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}
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@ -65,6 +65,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_j2kDecodeModule = pJ2kDecodeModule;
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}
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public LLClientView Client
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{
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get { return m_client; }
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}
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public void EnqueueReq(TextureRequestArgs newRequest)
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{
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//newRequest is the properties of our new texture fetch request.
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@ -207,8 +212,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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threshold = 10;
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//Uncomment this to see what the texture stack is doing
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//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
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if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold)
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//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.getQueueCount(ThrottleOutPacketType.Texture).ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
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if (m_client.PacketHandler.PacketQueue.GetQueueCount(ThrottleOutPacketType.Texture) < threshold)
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{
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while (m_priorityQueue.Count > 0)
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{
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@ -62,6 +62,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private Queue<LLQueItem> TextureOutgoingPacketQueue;
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private Queue<LLQueItem> AssetOutgoingPacketQueue;
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private List<ThrottleOutPacketType> Empty = new List<ThrottleOutPacketType>();
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// m_log.Info("[THROTTLE]: Entering Throttle");
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// private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
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// private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
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@ -85,20 +87,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private Dictionary<uint,int> contents = new Dictionary<uint, int>();
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/// <summary>
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/// The number of packets in the OutgoingPacketQueue
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///
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/// </summary>
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internal int TextureOutgoingPacketQueueCount
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{
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get
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{
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if (TextureOutgoingPacketQueue == null)
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return 0;
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return TextureOutgoingPacketQueue.Count;
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}
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}
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// private long LastThrottle;
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// private long ThrottleInterval;
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private Timer throttleTimer;
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@ -212,28 +200,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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switch (item.throttleType & ThrottleOutPacketType.TypeMask)
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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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ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item, ThrottleOutPacketType.Resend);
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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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ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item, ThrottleOutPacketType.Texture);
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break;
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case ThrottleOutPacketType.Task:
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if ((item.throttleType & ThrottleOutPacketType.LowPriority) != 0)
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ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item);
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ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item, ThrottleOutPacketType.Task);
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else
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ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
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ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item, ThrottleOutPacketType.Task);
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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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ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item, ThrottleOutPacketType.Land);
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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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ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item, ThrottleOutPacketType.Asset);
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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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ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item, ThrottleOutPacketType.Cloud);
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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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ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item, ThrottleOutPacketType.Wind);
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break;
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default:
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@ -408,6 +396,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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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List<ThrottleOutPacketType> e;
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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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@ -420,8 +409,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ResetCounters();
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List<ThrottleOutPacketType> Empty = new List<ThrottleOutPacketType>();
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// m_log.Info("[THROTTLE]: Entering Throttle");
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while (TotalThrottle.UnderLimit() && qchanged && throttleLoops <= MaxThrottleLoops)
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{
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qchanged = false; // We will break out of the loop if no work was accomplished
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@ -448,7 +435,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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LandThrottle.AddBytes(qpack.Length);
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qchanged = true;
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if (LandOutgoingPacketQueue.Count == 0)
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if (LandOutgoingPacketQueue.Count == 0 && !Empty.Contains(ThrottleOutPacketType.Land))
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Empty.Add(ThrottleOutPacketType.Land);
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}
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@ -461,7 +448,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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WindThrottle.AddBytes(qpack.Length);
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qchanged = true;
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if (WindOutgoingPacketQueue.Count == 0)
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if (WindOutgoingPacketQueue.Count == 0 && !Empty.Contains(ThrottleOutPacketType.Wind))
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Empty.Add(ThrottleOutPacketType.Wind);
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}
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@ -474,7 +461,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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CloudThrottle.AddBytes(qpack.Length);
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qchanged = true;
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if (CloudOutgoingPacketQueue.Count == 0)
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if (CloudOutgoingPacketQueue.Count == 0 && !Empty.Contains(ThrottleOutPacketType.Cloud))
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Empty.Add(ThrottleOutPacketType.Cloud);
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}
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@ -496,7 +483,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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TaskThrottle.AddBytes(qpack.Length);
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qchanged = true;
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if (TaskOutgoingPacketQueue.Count == 0 && TaskLowpriorityPacketQueue.Count == 0)
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if (TaskOutgoingPacketQueue.Count == 0 && TaskLowpriorityPacketQueue.Count == 0 && !Empty.Contains(ThrottleOutPacketType.Task))
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Empty.Add(ThrottleOutPacketType.Task);
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}
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@ -509,7 +496,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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TextureThrottle.AddBytes(qpack.Length);
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qchanged = true;
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if (TextureOutgoingPacketQueue.Count == 0)
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if (TextureOutgoingPacketQueue.Count == 0 && !Empty.Contains(ThrottleOutPacketType.Texture))
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Empty.Add(ThrottleOutPacketType.Texture);
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}
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@ -522,16 +509,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AssetThrottle.AddBytes(qpack.Length);
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qchanged = true;
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if (AssetOutgoingPacketQueue.Count == 0)
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if (AssetOutgoingPacketQueue.Count == 0 && !Empty.Contains(ThrottleOutPacketType.Asset))
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Empty.Add(ThrottleOutPacketType.Asset);
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}
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}
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// m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets");
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foreach (ThrottleOutPacketType t in Empty)
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{
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e = new List<ThrottleOutPacketType>(Empty);
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Empty.Clear();
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}
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foreach (ThrottleOutPacketType t in e)
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{
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if (GetQueueCount(t) == 0)
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TriggerOnQueueEmpty(t);
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}
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}
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}
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@ -552,7 +543,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ProcessThrottle();
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}
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private void ThrottleCheck(ref LLPacketThrottle throttle, ref Queue<LLQueItem> q, LLQueItem item)
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private void ThrottleCheck(ref LLPacketThrottle throttle, ref Queue<LLQueItem> q, LLQueItem item, ThrottleOutPacketType itemType)
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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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@ -568,6 +559,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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throttle.AddBytes(item.Length);
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TotalThrottle.AddBytes(item.Length);
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SendQueue.Enqueue(item);
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lock (this)
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{
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if (!Empty.Contains(itemType))
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Empty.Add(itemType);
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}
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}
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catch (Exception e)
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{
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@ -1352,11 +1352,6 @@
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;PacketMTU = 1400
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; TextureUpdateRate (mS) determines how many times per second
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; texture send processing will occur. The default is 100mS.
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;
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;TextureRequestRate = 100
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; TextureSendLimit determines how many different textures
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; will be considered on each cycle. Textures are selected
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; by priority. The old mechanism specified a value of 10 for
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