Add regression test TestClientThrottleLimited() for throttle behaviour when a max client total limit is enforced server-side
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51043746f3
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3802f2da3b
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@ -251,7 +251,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public long MaxTotalDripRate { get { return Throttle.RequestedDripRate; } }
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/// <summary>Bandwidth throttle rates for this UDP server</summary>
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/// <summary>Per client throttle rates enforced by this server</summary>
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/// <remarks>
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/// If the total rate is non-zero, then this is the maximum total throttle setting that any client can ever have.
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/// The other rates (resend, asset, etc.) are the defaults for a new client and can be changed (and usually
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/// do get changed immediately). They do not need to sum to the total.
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/// </remarks>
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public ThrottleRates ThrottleRates { get; private set; }
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/// <summary>Manages authentication for agent circuits</summary>
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@ -102,5 +102,63 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests
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Assert.AreEqual(assetBits / 8, ci.assetThrottle);
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Assert.AreEqual(totalBits / 8, ci.totalThrottle);
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}
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/// <summary>
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/// Test throttle setttings where max client throttle has been limited server side.
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/// </summary>
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[Test]
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public void TestClientThrottleLimited()
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{
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TestHelpers.InMethod();
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// TestHelpers.EnableLogging();
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float resendBytes = 4000;
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float landBytes = 6000;
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float windBytes = 8000;
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float cloudBytes = 10000;
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float taskBytes = 12000;
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float textureBytes = 14000;
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float assetBytes = 16000;
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int totalBytes
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= (int)((resendBytes + landBytes + windBytes + cloudBytes + taskBytes + textureBytes + assetBytes) / 2);
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Scene scene = new SceneHelpers().SetupScene();
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TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(scene);
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udpServer.ThrottleRates.Total = totalBytes;
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ScenePresence sp
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= ClientStackHelpers.AddChildClient(
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scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456);
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LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient;
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// udpClient.ThrottleDebugLevel = 1;
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byte[] throttles = new byte[28];
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Array.Copy(BitConverter.GetBytes(resendBytes * 8), 0, throttles, 0, 4);
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Array.Copy(BitConverter.GetBytes(landBytes * 8), 0, throttles, 4, 4);
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Array.Copy(BitConverter.GetBytes(windBytes * 8), 0, throttles, 8, 4);
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Array.Copy(BitConverter.GetBytes(cloudBytes * 8), 0, throttles, 12, 4);
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Array.Copy(BitConverter.GetBytes(taskBytes * 8), 0, throttles, 16, 4);
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Array.Copy(BitConverter.GetBytes(textureBytes * 8), 0, throttles, 20, 4);
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Array.Copy(BitConverter.GetBytes(assetBytes * 8), 0, throttles, 24, 4);
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udpClient.SetThrottles(throttles);
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ClientInfo ci = udpClient.GetClientInfo();
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// Console.WriteLine(
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// "Resend={0}, Land={1}, Wind={2}, Cloud={3}, Task={4}, Texture={5}, Asset={6}, TOTAL = {7}",
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// ci.resendThrottle, ci.landThrottle, ci.windThrottle, ci.cloudThrottle, ci.taskThrottle, ci.textureThrottle, ci.assetThrottle, ci.totalThrottle);
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// We expect this to be lower because of the minimum bound set by MTU
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Assert.AreEqual(resendBytes / 2, ci.resendThrottle);
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Assert.AreEqual(landBytes / 2, ci.landThrottle);
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Assert.AreEqual(windBytes / 2, ci.windThrottle);
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Assert.AreEqual(cloudBytes / 2, ci.cloudThrottle);
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Assert.AreEqual(taskBytes / 2, ci.taskThrottle);
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Assert.AreEqual(textureBytes / 2, ci.textureThrottle);
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Assert.AreEqual(assetBytes / 2, ci.assetThrottle);
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Assert.AreEqual(totalBytes, ci.totalThrottle);
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}
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}
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}
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