New tokenbucket algorithm. This one provides fair sharing of the queues

when client and simulator throttles are set. This algorithm also uses
 pre-defined burst rate of 150% of the sustained rate for each of the
 throttles.

Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
bulletsim
Mic Bowman 2011-04-11 09:06:28 -07:00
parent 424995e138
commit 2f43687589
4 changed files with 266 additions and 152 deletions

View File

@ -1610,7 +1610,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
else
{
OutPacket(kill, ThrottleOutPacketType.State);
// OutPacket(kill, ThrottleOutPacketType.State);
OutPacket(kill, ThrottleOutPacketType.Task);
}
}
@ -2440,7 +2441,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.Effect = effectBlocks;
OutPacket(packet, ThrottleOutPacketType.State);
// OutPacket(packet, ThrottleOutPacketType.State);
OutPacket(packet, ThrottleOutPacketType.Task);
}
public void SendAvatarProperties(UUID avatarID, string aboutText, string bornOn, Byte[] charterMember,

View File

@ -135,7 +135,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_nextOnQueueEmpty = 1;
/// <summary>Throttle bucket for this agent's connection</summary>
private readonly TokenBucket m_throttle;
private readonly TokenBucket m_throttleClient;
/// <summary>Throttle bucket for this agent's connection</summary>
private readonly TokenBucket m_throttleCategory;
/// <summary>Throttle buckets for each packet category</summary>
private readonly TokenBucket[] m_throttleCategories;
/// <summary>Outgoing queues for throttled packets</summary>
@ -174,7 +176,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_maxRTO = maxRTO;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
m_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
m_throttleClient = new TokenBucket(parentThrottle, rates.TotalLimit);
// Create a token bucket throttle for the total categary with the client bucket as a throttle
m_throttleCategory = new TokenBucket(m_throttleClient, rates.TotalLimit);
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
@ -185,7 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
// Initialize the token buckets that control the throttling for each category
m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetLimit(type));
}
// Default the retransmission timeout to three seconds
@ -206,6 +210,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_packetOutboxes[i].Clear();
m_nextPackets[i] = null;
}
// pull the throttle out of the scene throttle
m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
OnPacketStats = null;
OnQueueEmpty = null;
}
@ -216,6 +223,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <returns>Information about the client connection</returns>
public ClientInfo GetClientInfo()
{
///<mic>
TokenBucket tb;
tb = m_throttleClient.Parent;
m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest,"ROOT");
tb = m_throttleClient;
m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CLIENT");
tb = m_throttleCategory;
m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CATEGORY");
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{
tb = m_throttleCategories[i];
m_log.WarnFormat("[TOKENS] {4} <{0}:{1}>: Actual={2},Requested={3}",AgentID,i,tb.DripRate,tb.RequestedDripRate," BUCKET");
}
///</mic>
// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
// of pending and needed ACKs for every client every time some method wants information about
// this connection is a recipe for poor performance
@ -223,13 +250,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
info.pendingAcks = new Dictionary<uint, uint>();
info.needAck = new Dictionary<uint, byte[]>();
info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
// info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
info.taskThrottle + info.assetThrottle + info.textureThrottle;
@ -317,8 +345,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
// State is a subcategory of task that we allocate a percentage to
int state = (int)((float)task * STATE_TASK_PERCENTAGE);
task -= state;
int state = 0;
// int state = (int)((float)task * STATE_TASK_PERCENTAGE);
// task -= state;
// Make sure none of the throttles are set below our packet MTU,
// otherwise a throttle could become permanently clogged
@ -339,40 +368,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Update the token buckets with new throttle values
TokenBucket bucket;
bucket = m_throttle;
bucket.MaxBurst = total;
bucket = m_throttleCategory;
bucket.RequestedDripRate = total;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
bucket.DripRate = resend;
bucket.MaxBurst = resend;
bucket.RequestedDripRate = resend;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
bucket.DripRate = land;
bucket.MaxBurst = land;
bucket.RequestedDripRate = land;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
bucket.DripRate = wind;
bucket.MaxBurst = wind;
bucket.RequestedDripRate = wind;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
bucket.DripRate = cloud;
bucket.MaxBurst = cloud;
bucket.RequestedDripRate = cloud;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
bucket.DripRate = asset;
bucket.MaxBurst = asset;
bucket.RequestedDripRate = asset;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
bucket.DripRate = task + state;
bucket.MaxBurst = task + state;
bucket.RequestedDripRate = task;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
bucket.DripRate = state;
bucket.MaxBurst = state;
bucket.RequestedDripRate = state;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
bucket.DripRate = texture;
bucket.MaxBurst = texture;
bucket.RequestedDripRate = texture;
// Reset the packed throttles cached data
m_packedThrottles = null;
@ -387,14 +408,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
data = new byte[7 * 4];
int i = 0;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate), 0, data, i, 4); i += 4;
m_packedThrottles = data;
}

View File

@ -228,7 +228,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
#endregion BinaryStats
m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
m_throttle = new TokenBucket(null, sceneThrottleBps);
ThrottleRates = new ThrottleRates(configSource);
}

View File

@ -26,6 +26,10 @@
*/
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using log4net;
namespace OpenSim.Region.ClientStack.LindenUDP
{
@ -35,89 +39,126 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public class TokenBucket
{
/// <summary>Parent bucket to this bucket, or null if this is a root
/// bucket</summary>
TokenBucket parent;
/// <summary>Size of the bucket in bytes. If zero, the bucket has
/// infinite capacity</summary>
int maxBurst;
/// <summary>Rate that the bucket fills, in bytes per millisecond. If
/// zero, the bucket always remains full</summary>
int tokensPerMS;
/// <summary>Number of tokens currently in the bucket</summary>
int content;
/// <summary>Time of the last drip, in system ticks</summary>
int lastDrip;
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static Int32 m_counter = 0;
private Int32 m_identifier;
/// <summary>
/// Number of ticks (ms) per quantum, drip rate and max burst
/// are defined over this interval.
/// </summary>
private const Int32 m_ticksPerQuantum = 1000;
#region Properties
/// <summary>
/// This is the number of quantums worth of packets that can
/// be accommodated during a burst
/// </summary>
private const Double m_quantumsPerBurst = 1.5;
/// <summary>
/// </summary>
private const Int32 m_minimumDripRate = 1400;
/// <summary>Time of the last drip, in system ticks</summary>
private Int32 m_lastDrip;
/// <summary>
/// The number of bytes that can be sent at this moment. This is the
/// current number of tokens in the bucket
/// </summary>
private Int64 m_tokenCount;
/// <summary>
/// Map of children buckets and their requested maximum burst rate
/// </summary>
private Dictionary<TokenBucket,Int64> m_children = new Dictionary<TokenBucket,Int64>();
#region Properties
/// <summary>
/// The parent bucket of this bucket, or null if this bucket has no
/// parent. The parent bucket will limit the aggregate bandwidth of all
/// of its children buckets
/// </summary>
private TokenBucket m_parent;
public TokenBucket Parent
{
get { return parent; }
get { return m_parent; }
set { m_parent = value; }
}
/// <summary>
/// Maximum burst rate in bytes per second. This is the maximum number
/// of tokens that can accumulate in the bucket at any one time
/// of tokens that can accumulate in the bucket at any one time. This
/// also sets the total request for leaf nodes
/// </summary>
public int MaxBurst
private Int64 m_burstRate;
public Int64 RequestedBurstRate
{
get { return maxBurst; }
set { maxBurst = (value >= 0 ? value : 0); }
get { return m_burstRate; }
set { m_burstRate = (value < 0 ? 0 : value); }
}
public Int64 BurstRate
{
get {
double rate = RequestedBurstRate * BurstRateModifier();
if (rate < m_minimumDripRate * m_quantumsPerBurst)
rate = m_minimumDripRate * m_quantumsPerBurst;
return (Int64) rate;
}
}
/// <summary>
/// The speed limit of this bucket in bytes per second. This is the
/// number of tokens that are added to the bucket per second
/// number of tokens that are added to the bucket per quantum
/// </summary>
/// <remarks>Tokens are added to the bucket any time
/// <seealso cref="RemoveTokens"/> is called, at the granularity of
/// the system tick interval (typically around 15-22ms)</remarks>
public int DripRate
private Int64 m_dripRate;
public Int64 RequestedDripRate
{
get { return tokensPerMS * 1000; }
set
{
if (value == 0)
tokensPerMS = 0;
else
{
int bpms = (int)((float)value / 1000.0f);
get { return (m_dripRate == 0 ? m_totalDripRequest : m_dripRate); }
set {
m_dripRate = (value < 0 ? 0 : value);
m_burstRate = (Int64)((double)m_dripRate * m_quantumsPerBurst);
m_totalDripRequest = m_dripRate;
if (m_parent != null)
m_parent.RegisterRequest(this,m_dripRate);
}
}
if (bpms <= 0)
tokensPerMS = 1; // 1 byte/ms is the minimum granularity
else
tokensPerMS = bpms;
}
public Int64 DripRate
{
get {
if (m_parent == null)
return Math.Min(RequestedDripRate,TotalDripRequest);
double rate = (double)RequestedDripRate * m_parent.DripRateModifier();
if (rate < m_minimumDripRate)
rate = m_minimumDripRate;
return (Int64)rate;
}
}
/// <summary>
/// The speed limit of this bucket in bytes per millisecond
/// The current total of the requested maximum burst rates of
/// this bucket's children buckets.
/// </summary>
public int DripPerMS
{
get { return tokensPerMS; }
}
private Int64 m_totalDripRequest;
public Int64 TotalDripRequest
{
get { return m_totalDripRequest; }
set { m_totalDripRequest = value; }
}
#endregion Properties
/// <summary>
/// The number of bytes that can be sent at this moment. This is the
/// current number of tokens in the bucket
/// <remarks>If this bucket has a parent bucket that does not have
/// enough tokens for a request, <seealso cref="RemoveTokens"/> will
/// return false regardless of the content of this bucket</remarks>
/// </summary>
public int Content
{
get { return content; }
}
#endregion Properties
#region Constructor
/// <summary>
/// Default constructor
@ -128,56 +169,115 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// zero if this bucket has no maximum capacity</param>
/// <param name="dripRate">Rate that the bucket fills, in bytes per
/// second. If zero, the bucket always remains full</param>
public TokenBucket(TokenBucket parent, int maxBurst, int dripRate)
public TokenBucket(TokenBucket parent, Int64 dripRate)
{
this.parent = parent;
MaxBurst = maxBurst;
DripRate = dripRate;
lastDrip = Environment.TickCount & Int32.MaxValue;
m_identifier = m_counter++;
Parent = parent;
RequestedDripRate = dripRate;
// TotalDripRequest = dripRate; // this will be overwritten when a child node registers
// MaxBurst = (Int64)((double)dripRate * m_quantumsPerBurst);
m_lastDrip = Environment.TickCount & Int32.MaxValue;
}
#endregion Constructor
/// <summary>
/// Compute a modifier for the MaxBurst rate. This is 1.0, meaning
/// no modification if the requested bandwidth is less than the
/// max burst bandwidth all the way to the root of the throttle
/// hierarchy. However, if any of the parents is over-booked, then
/// the modifier will be less than 1.
/// </summary>
private double DripRateModifier()
{
Int64 driprate = DripRate;
return driprate >= TotalDripRequest ? 1.0 : (double)driprate / (double)TotalDripRequest;
}
/// <summary>
/// </summary>
private double BurstRateModifier()
{
// for now... burst rate is always m_quantumsPerBurst (constant)
// larger than drip rate so the ratio of burst requests is the
// same as the drip ratio
return DripRateModifier();
}
/// <summary>
/// Register drip rate requested by a child of this throttle. Pass the
/// changes up the hierarchy.
/// </summary>
public void RegisterRequest(TokenBucket child, Int64 request)
{
m_children[child] = request;
// m_totalDripRequest = m_children.Values.Sum();
m_totalDripRequest = 0;
foreach (KeyValuePair<TokenBucket, Int64> cref in m_children)
m_totalDripRequest += cref.Value;
// Pass the new values up to the parent
if (m_parent != null)
m_parent.RegisterRequest(this,Math.Min(RequestedDripRate, TotalDripRequest));
}
/// <summary>
/// Remove the rate requested by a child of this throttle. Pass the
/// changes up the hierarchy.
/// </summary>
public void UnregisterRequest(TokenBucket child)
{
m_children.Remove(child);
// m_totalDripRequest = m_children.Values.Sum();
m_totalDripRequest = 0;
foreach (KeyValuePair<TokenBucket, Int64> cref in m_children)
m_totalDripRequest += cref.Value;
// Pass the new values up to the parent
if (m_parent != null)
m_parent.RegisterRequest(this,Math.Min(RequestedDripRate, TotalDripRequest));
}
/// <summary>
/// Remove a given number of tokens from the bucket
/// </summary>
/// <param name="amount">Number of tokens to remove from the bucket</param>
/// <returns>True if the requested number of tokens were removed from
/// the bucket, otherwise false</returns>
public bool RemoveTokens(int amount)
public bool RemoveTokens(Int64 amount)
{
bool dummy;
return RemoveTokens(amount, out dummy);
// Deposit tokens for this interval
Drip();
// If we have enough tokens then remove them and return
if (m_tokenCount - amount >= 0)
{
if (m_parent == null || m_parent.RemoveTokens(amount))
{
m_tokenCount -= amount;
return true;
}
}
return false;
}
/// <summary>
/// Remove a given number of tokens from the bucket
/// Deposit tokens into the bucket from a child bucket that did
/// not use all of its available tokens
/// </summary>
/// <param name="amount">Number of tokens to remove from the bucket</param>
/// <param name="dripSucceeded">True if tokens were added to the bucket
/// during this call, otherwise false</param>
/// <returns>True if the requested number of tokens were removed from
/// the bucket, otherwise false</returns>
public bool RemoveTokens(int amount, out bool dripSucceeded)
private void Deposit(Int64 count)
{
if (maxBurst == 0)
{
dripSucceeded = true;
return true;
}
m_tokenCount += count;
dripSucceeded = Drip();
if (content - amount >= 0)
{
if (parent != null && !parent.RemoveTokens(amount))
return false;
content -= amount;
return true;
}
else
{
return false;
}
// Deposit the overflow in the parent bucket, this is how we share
// unused bandwidth
Int64 burstrate = BurstRate;
if (m_tokenCount > burstrate)
m_tokenCount = burstrate;
}
/// <summary>
@ -186,37 +286,29 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// call to Drip
/// </summary>
/// <returns>True if tokens were added to the bucket, otherwise false</returns>
public bool Drip()
private void Drip()
{
if (tokensPerMS == 0)
// This should never happen... means we are a leaf node and were created
// with no drip rate...
if (DripRate == 0)
{
content = maxBurst;
return true;
m_log.WarnFormat("[TOKENBUCKET] something odd is happening and drip rate is 0");
return;
}
else
{
int now = Environment.TickCount & Int32.MaxValue;
int deltaMS = now - lastDrip;
// Determine the interval over which we are adding tokens, never add
// more than a single quantum of tokens
Int32 now = Environment.TickCount & Int32.MaxValue;
Int32 deltaMS = Math.Min(now - m_lastDrip, m_ticksPerQuantum);
if (deltaMS <= 0)
{
if (deltaMS < 0)
lastDrip = now;
return false;
}
m_lastDrip = now;
int dripAmount = deltaMS * tokensPerMS;
// This can be 0 in the very unusual case that the timer wrapped
// It can be 0 if we try add tokens at a sub-tick rate
if (deltaMS <= 0)
return;
content = Math.Min(content + dripAmount, maxBurst);
lastDrip = now;
if (dripAmount < 0 || content < 0)
// sim has been idle for too long, integer has overflown
// previous calculation is meaningless, let's put it at correct max
content = maxBurst;
return true;
}
Deposit(deltaMS * DripRate / m_ticksPerQuantum);
}
}
}