* Simplified the prioritization packet creation code to reduce CPU usage and increase throughput. Apologies to Jim for hacking on your code while it's only halfway done, I'll take responsibility for the manual merge
* Changed LLUDP to use its own MTU value of 1400 instead of the 1200 value pulled from the currently shipped libomvprioritization
parent
b813058635
commit
1bd9202f24
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@ -347,10 +347,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected Dictionary<UUID,ulong> m_groupPowers = new Dictionary<UUID, ulong>();
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protected int m_terrainCheckerCount;
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// LL uses these limits, apparently. Compressed terse would be 23, but we don't have that yet
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protected int m_primTerseUpdatesPerPacket = 10;
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protected int m_primFullUpdatesPerPacket = 14;
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protected int m_avatarTerseUpdatesPerPacket = 5;
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// These numbers are guesses at a decent tradeoff between responsiveness
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// of the interest list and throughput. Lower is more responsive, higher
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// is better throughput
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protected int m_primTerseUpdatesPerPacket = 25;
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protected int m_primFullUpdatesPerPacket = 100;
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protected int m_avatarTerseUpdatesPerPacket = 10;
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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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@ -3415,33 +3417,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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terse.RegionData.TimeDilation =
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(ushort)(Scene.TimeDilation * ushort.MaxValue);
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int max = m_avatarTerseUpdatesPerPacket;
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if (max > m_avatarTerseUpdates.Count)
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max = m_avatarTerseUpdates.Count;
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int count = 0;
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int size = 0;
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byte[] zerobuffer = new byte[1024];
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byte[] blockbuffer = new byte[1024];
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Queue<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> updates = new Queue<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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for (count = 0 ; count < max ; count++)
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{
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int length = 0;
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m_avatarTerseUpdates.Peek().ToBytes(blockbuffer, ref length);
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length = Helpers.ZeroEncode(blockbuffer, length, zerobuffer);
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if (size + length > Packet.MTU)
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break;
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size += length;
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updates.Enqueue(m_avatarTerseUpdates.Dequeue());
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}
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int count = Math.Min(m_avatarTerseUpdates.Count, m_avatarTerseUpdatesPerPacket);
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terse.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[count];
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for (int i = 0 ; i < count ; i++)
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terse.ObjectData[i] = updates.Dequeue();
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for (int i = 0; i < count; i++)
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terse.ObjectData[i] = m_avatarTerseUpdates.Dequeue();
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terse.Header.Reliable = false;
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terse.Header.Zerocoded = true;
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@ -3656,34 +3636,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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outPacket.RegionData.TimeDilation =
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(ushort)(Scene.TimeDilation * ushort.MaxValue);
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int max = m_primFullUpdates.Count;
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if (max > m_primFullUpdatesPerPacket)
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max = m_primFullUpdatesPerPacket;
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int count = Math.Min(m_primFullUpdates.Count, m_primFullUpdatesPerPacket);
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int count = 0;
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int size = 0;
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byte[] zerobuffer = new byte[1024];
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byte[] blockbuffer = new byte[1024];
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Queue<ObjectUpdatePacket.ObjectDataBlock> updates = new Queue<ObjectUpdatePacket.ObjectDataBlock>();
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for (count = 0 ; count < max ; count++)
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{
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int length = 0;
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m_primFullUpdates.Peek().ToBytes(blockbuffer, ref length);
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length = Helpers.ZeroEncode(blockbuffer, length, zerobuffer);
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if (size + length > Packet.MTU)
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break;
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size += length;
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updates.Enqueue(m_primFullUpdates.Dequeue());
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}
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outPacket.ObjectData =
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new ObjectUpdatePacket.ObjectDataBlock[count];
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for (int index = 0 ; index < count ; index++)
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outPacket.ObjectData[index] = updates.Dequeue();
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outPacket.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[count];
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for (int i = 0; i < count; i++)
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outPacket.ObjectData[i] = m_primFullUpdates.Dequeue();
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outPacket.Header.Zerocoded = true;
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OutPacket(outPacket, ThrottleOutPacketType.State);
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@ -3733,35 +3690,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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outPacket.RegionData.TimeDilation =
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(ushort)(Scene.TimeDilation * ushort.MaxValue);
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int max = m_primTerseUpdates.Count;
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if (max > m_primTerseUpdatesPerPacket)
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max = m_primTerseUpdatesPerPacket;
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int count = Math.Min(m_primTerseUpdates.Count, m_primTerseUpdatesPerPacket);
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int count = 0;
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int size = 0;
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byte[] zerobuffer = new byte[1024];
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byte[] blockbuffer = new byte[1024];
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Queue<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> updates = new Queue<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>();
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for (count = 0 ; count < max ; count++)
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{
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int length = 0;
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m_primTerseUpdates.Peek().ToBytes(blockbuffer, ref length);
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length = Helpers.ZeroEncode(blockbuffer, length, zerobuffer);
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if (size + length > Packet.MTU)
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break;
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size += length;
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updates.Enqueue(m_primTerseUpdates.Dequeue());
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}
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outPacket.ObjectData =
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new ImprovedTerseObjectUpdatePacket.
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ObjectDataBlock[count];
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for (int index = 0 ; index < count ; index++)
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outPacket.ObjectData[index] = updates.Dequeue();
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outPacket.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[count];
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for (int i = 0; i < count; i++)
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outPacket.ObjectData[i] = m_primTerseUpdates.Dequeue();
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outPacket.Header.Reliable = false;
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outPacket.Header.Zerocoded = true;
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@ -297,14 +297,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Make sure none of the throttles are set below our packet MTU,
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// otherwise a throttle could become permanently clogged
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resend = Math.Max(resend, Packet.MTU);
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land = Math.Max(land, Packet.MTU);
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wind = Math.Max(wind, Packet.MTU);
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cloud = Math.Max(cloud, Packet.MTU);
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task = Math.Max(task, Packet.MTU);
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texture = Math.Max(texture, Packet.MTU);
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asset = Math.Max(asset, Packet.MTU);
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state = Math.Max(state, Packet.MTU);
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resend = Math.Max(resend, LLUDPServer.MTU);
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land = Math.Max(land, LLUDPServer.MTU);
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wind = Math.Max(wind, LLUDPServer.MTU);
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cloud = Math.Max(cloud, LLUDPServer.MTU);
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task = Math.Max(task, LLUDPServer.MTU);
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texture = Math.Max(texture, LLUDPServer.MTU);
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asset = Math.Max(asset, LLUDPServer.MTU);
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state = Math.Max(state, LLUDPServer.MTU);
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int total = resend + land + wind + cloud + task + texture + asset + state;
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@ -404,9 +404,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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TokenBucket bucket;
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bool packetSent = false;
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//string queueDebugOutput = String.Empty; // Serious debug business
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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{
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bucket = m_throttleCategories[i];
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//queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
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if (m_nextPackets[i] != null)
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{
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@ -458,6 +461,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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//m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
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return packetSent;
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}
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@ -89,6 +89,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public class LLUDPServer : OpenSimUDPBase
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{
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/// <summary>Maximum transmission unit, or UDP packet size, for the LLUDP protocol</summary>
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public const int MTU = 1400;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>Handlers for incoming packets</summary>
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@ -272,7 +275,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
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// there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
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// to accomodate for both common scenarios and provide ample room for ACK appending in both
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int bufferSize = (dataLength > 180) ? Packet.MTU : 200;
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int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
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UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
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@ -569,9 +572,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// client.BytesSinceLastACK. Lockless thread safety
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int bytesSinceLastACK = Interlocked.Exchange(ref udpClient.BytesSinceLastACK, 0);
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bytesSinceLastACK += buffer.DataLength;
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if (bytesSinceLastACK > Packet.MTU * 2)
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if (bytesSinceLastACK > LLUDPServer.MTU * 2)
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{
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bytesSinceLastACK -= Packet.MTU * 2;
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bytesSinceLastACK -= LLUDPServer.MTU * 2;
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SendAcks(udpClient);
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}
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Interlocked.Add(ref udpClient.BytesSinceLastACK, bytesSinceLastACK);
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