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
parent
424995e138
commit
2f43687589
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@ -1610,7 +1610,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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OutPacket(kill, ThrottleOutPacketType.State);
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// OutPacket(kill, ThrottleOutPacketType.State);
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OutPacket(kill, ThrottleOutPacketType.Task);
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}
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}
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@ -2440,7 +2441,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packet.Effect = effectBlocks;
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OutPacket(packet, ThrottleOutPacketType.State);
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// OutPacket(packet, ThrottleOutPacketType.State);
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OutPacket(packet, ThrottleOutPacketType.Task);
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}
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public void SendAvatarProperties(UUID avatarID, string aboutText, string bornOn, Byte[] charterMember,
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@ -135,7 +135,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_nextOnQueueEmpty = 1;
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/// <summary>Throttle bucket for this agent's connection</summary>
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private readonly TokenBucket m_throttle;
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private readonly TokenBucket m_throttleClient;
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/// <summary>Throttle bucket for this agent's connection</summary>
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private readonly TokenBucket m_throttleCategory;
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/// <summary>Throttle buckets for each packet category</summary>
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private readonly TokenBucket[] m_throttleCategories;
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/// <summary>Outgoing queues for throttled packets</summary>
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@ -174,7 +176,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_maxRTO = maxRTO;
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// Create a token bucket throttle for this client that has the scene token bucket as a parent
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m_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
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m_throttleClient = new TokenBucket(parentThrottle, rates.TotalLimit);
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// Create a token bucket throttle for the total categary with the client bucket as a throttle
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m_throttleCategory = new TokenBucket(m_throttleClient, rates.TotalLimit);
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// Create an array of token buckets for this clients different throttle categories
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m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
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@ -185,7 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Initialize the packet outboxes, where packets sit while they are waiting for tokens
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m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
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// Initialize the token buckets that control the throttling for each category
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m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
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m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetLimit(type));
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}
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// Default the retransmission timeout to three seconds
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@ -206,6 +210,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_packetOutboxes[i].Clear();
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m_nextPackets[i] = null;
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}
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// pull the throttle out of the scene throttle
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m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
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OnPacketStats = null;
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OnQueueEmpty = null;
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}
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@ -216,6 +223,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <returns>Information about the client connection</returns>
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public ClientInfo GetClientInfo()
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{
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///<mic>
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TokenBucket tb;
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tb = m_throttleClient.Parent;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest,"ROOT");
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tb = m_throttleClient;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CLIENT");
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tb = m_throttleCategory;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CATEGORY");
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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{
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tb = m_throttleCategories[i];
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m_log.WarnFormat("[TOKENS] {4} <{0}:{1}>: Actual={2},Requested={3}",AgentID,i,tb.DripRate,tb.RequestedDripRate," BUCKET");
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}
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///</mic>
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// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
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// of pending and needed ACKs for every client every time some method wants information about
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// this connection is a recipe for poor performance
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@ -223,13 +250,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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info.pendingAcks = new Dictionary<uint, uint>();
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info.needAck = new Dictionary<uint, byte[]>();
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info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
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info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
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info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
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info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
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info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
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info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
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info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
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info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
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info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
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info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
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// info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
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info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
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info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
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info.taskThrottle + info.assetThrottle + info.textureThrottle;
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@ -317,8 +345,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// State is a subcategory of task that we allocate a percentage to
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int state = (int)((float)task * STATE_TASK_PERCENTAGE);
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task -= state;
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int state = 0;
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// int state = (int)((float)task * STATE_TASK_PERCENTAGE);
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// task -= state;
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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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@ -339,40 +368,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Update the token buckets with new throttle values
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TokenBucket bucket;
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bucket = m_throttle;
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bucket.MaxBurst = total;
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bucket = m_throttleCategory;
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bucket.RequestedDripRate = total;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
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bucket.DripRate = resend;
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bucket.MaxBurst = resend;
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bucket.RequestedDripRate = resend;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
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bucket.DripRate = land;
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bucket.MaxBurst = land;
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bucket.RequestedDripRate = land;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
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bucket.DripRate = wind;
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bucket.MaxBurst = wind;
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bucket.RequestedDripRate = wind;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
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bucket.DripRate = cloud;
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bucket.MaxBurst = cloud;
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bucket.RequestedDripRate = cloud;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
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bucket.DripRate = asset;
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bucket.MaxBurst = asset;
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bucket.RequestedDripRate = asset;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
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bucket.DripRate = task + state;
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bucket.MaxBurst = task + state;
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bucket.RequestedDripRate = task;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
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bucket.DripRate = state;
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bucket.MaxBurst = state;
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bucket.RequestedDripRate = state;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
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bucket.DripRate = texture;
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bucket.MaxBurst = texture;
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bucket.RequestedDripRate = texture;
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// Reset the packed throttles cached data
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m_packedThrottles = null;
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@ -387,14 +408,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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data = new byte[7 * 4];
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int i = 0;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
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m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate), 0, data, i, 4); i += 4;
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m_packedThrottles = data;
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}
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@ -228,7 +228,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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#endregion BinaryStats
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m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
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m_throttle = new TokenBucket(null, sceneThrottleBps);
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ThrottleRates = new ThrottleRates(configSource);
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}
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@ -26,6 +26,10 @@
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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@ -35,19 +39,40 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public class TokenBucket
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{
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/// <summary>Parent bucket to this bucket, or null if this is a root
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/// bucket</summary>
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TokenBucket parent;
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/// <summary>Size of the bucket in bytes. If zero, the bucket has
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/// infinite capacity</summary>
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int maxBurst;
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/// <summary>Rate that the bucket fills, in bytes per millisecond. If
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/// zero, the bucket always remains full</summary>
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int tokensPerMS;
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/// <summary>Number of tokens currently in the bucket</summary>
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int content;
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static Int32 m_counter = 0;
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private Int32 m_identifier;
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/// <summary>
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/// Number of ticks (ms) per quantum, drip rate and max burst
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/// are defined over this interval.
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/// </summary>
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private const Int32 m_ticksPerQuantum = 1000;
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/// <summary>
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/// This is the number of quantums worth of packets that can
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/// be accommodated during a burst
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/// </summary>
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private const Double m_quantumsPerBurst = 1.5;
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/// <summary>
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/// </summary>
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private const Int32 m_minimumDripRate = 1400;
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/// <summary>Time of the last drip, in system ticks</summary>
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int lastDrip;
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private Int32 m_lastDrip;
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/// <summary>
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/// The number of bytes that can be sent at this moment. This is the
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/// current number of tokens in the bucket
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/// </summary>
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private Int64 m_tokenCount;
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/// <summary>
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/// Map of children buckets and their requested maximum burst rate
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/// </summary>
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private Dictionary<TokenBucket,Int64> m_children = new Dictionary<TokenBucket,Int64>();
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#region Properties
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@ -56,69 +81,85 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// parent. The parent bucket will limit the aggregate bandwidth of all
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/// of its children buckets
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/// </summary>
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private TokenBucket m_parent;
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public TokenBucket Parent
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{
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get { return parent; }
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get { return m_parent; }
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set { m_parent = value; }
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}
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/// <summary>
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/// Maximum burst rate in bytes per second. This is the maximum number
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/// of tokens that can accumulate in the bucket at any one time
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/// of tokens that can accumulate in the bucket at any one time. This
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/// also sets the total request for leaf nodes
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/// </summary>
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public int MaxBurst
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private Int64 m_burstRate;
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public Int64 RequestedBurstRate
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{
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get { return maxBurst; }
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set { maxBurst = (value >= 0 ? value : 0); }
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get { return m_burstRate; }
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set { m_burstRate = (value < 0 ? 0 : value); }
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}
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public Int64 BurstRate
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{
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get {
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double rate = RequestedBurstRate * BurstRateModifier();
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if (rate < m_minimumDripRate * m_quantumsPerBurst)
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rate = m_minimumDripRate * m_quantumsPerBurst;
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return (Int64) rate;
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}
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}
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/// <summary>
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/// The speed limit of this bucket in bytes per second. This is the
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/// number of tokens that are added to the bucket per second
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/// number of tokens that are added to the bucket per quantum
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/// </summary>
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/// <remarks>Tokens are added to the bucket any time
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/// <seealso cref="RemoveTokens"/> is called, at the granularity of
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/// the system tick interval (typically around 15-22ms)</remarks>
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public int DripRate
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private Int64 m_dripRate;
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public Int64 RequestedDripRate
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{
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get { return tokensPerMS * 1000; }
|
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set
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{
|
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if (value == 0)
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tokensPerMS = 0;
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else
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{
|
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int bpms = (int)((float)value / 1000.0f);
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if (bpms <= 0)
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tokensPerMS = 1; // 1 byte/ms is the minimum granularity
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else
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tokensPerMS = bpms;
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get { return (m_dripRate == 0 ? m_totalDripRequest : m_dripRate); }
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set {
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m_dripRate = (value < 0 ? 0 : value);
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m_burstRate = (Int64)((double)m_dripRate * m_quantumsPerBurst);
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m_totalDripRequest = m_dripRate;
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if (m_parent != null)
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m_parent.RegisterRequest(this,m_dripRate);
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}
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}
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public Int64 DripRate
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{
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get {
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if (m_parent == null)
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return Math.Min(RequestedDripRate,TotalDripRequest);
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double rate = (double)RequestedDripRate * m_parent.DripRateModifier();
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if (rate < m_minimumDripRate)
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rate = m_minimumDripRate;
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return (Int64)rate;
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}
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}
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/// <summary>
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/// The speed limit of this bucket in bytes per millisecond
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/// The current total of the requested maximum burst rates of
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/// this bucket's children buckets.
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/// </summary>
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public int DripPerMS
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private Int64 m_totalDripRequest;
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public Int64 TotalDripRequest
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{
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get { return tokensPerMS; }
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}
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/// <summary>
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/// The number of bytes that can be sent at this moment. This is the
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/// current number of tokens in the bucket
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/// <remarks>If this bucket has a parent bucket that does not have
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/// enough tokens for a request, <seealso cref="RemoveTokens"/> will
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/// return false regardless of the content of this bucket</remarks>
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/// </summary>
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public int Content
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{
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get { return content; }
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get { return m_totalDripRequest; }
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set { m_totalDripRequest = value; }
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}
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#endregion Properties
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#region Constructor
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/// <summary>
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/// Default constructor
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/// </summary>
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|
@ -128,12 +169,76 @@ 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>
|
||||
|
@ -142,42 +247,37 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
|||
/// <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);
|
||||
|
||||
m_lastDrip = now;
|
||||
|
||||
// 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)
|
||||
{
|
||||
if (deltaMS < 0)
|
||||
lastDrip = now;
|
||||
return false;
|
||||
}
|
||||
return;
|
||||
|
||||
int dripAmount = deltaMS * tokensPerMS;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue