further screwing around with the PacketQueue data structure.
Nearly time to replace a chunk of ClientView with this.afrisby
parent
25ec01311d
commit
4221ec23f9
|
@ -44,7 +44,7 @@ namespace OpenSim.Region.ClientStack
|
|||
{
|
||||
public class PacketQueue
|
||||
{
|
||||
private BlockingQueue<QueItem> SendQueue;
|
||||
private Queue<QueItem> SendQueue;
|
||||
|
||||
private Queue<QueItem> IncomingPacketQueue;
|
||||
private Queue<QueItem> OutgoingPacketQueue;
|
||||
|
@ -76,7 +76,8 @@ namespace OpenSim.Region.ClientStack
|
|||
private PacketThrottle TextureThrottle;
|
||||
private PacketThrottle TotalThrottle;
|
||||
|
||||
private Timer throttleTimer;
|
||||
private long LastThrottle;
|
||||
private long ThrottleInterval;
|
||||
|
||||
public PacketQueue()
|
||||
{
|
||||
|
@ -85,7 +86,7 @@ namespace OpenSim.Region.ClientStack
|
|||
// in it to process. it's an on-purpose threadlock though because
|
||||
// without it, the clientloop will suck up all sim resources.
|
||||
|
||||
SendQueue = new BlockingQueue<QueItem>();
|
||||
SendQueue = new Queue<QueItem>();
|
||||
|
||||
IncomingPacketQueue = new Queue<QueItem>();
|
||||
OutgoingPacketQueue = new Queue<QueItem>();
|
||||
|
@ -111,9 +112,59 @@ namespace OpenSim.Region.ClientStack
|
|||
TotalThrottle = new PacketThrottle(0, 162144, 1536000);
|
||||
|
||||
// TIMERS needed for this
|
||||
throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
|
||||
throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
|
||||
throttleTimer.Start();
|
||||
LastThrottle = DateTime.Now.Ticks;
|
||||
ThrottleInterval = (long)(throttletimems/throttleTimeDivisor);
|
||||
}
|
||||
|
||||
/* STANDARD QUEUE MANIPULATION INTERFACES */
|
||||
|
||||
|
||||
public void Enqueue(QueItem item)
|
||||
{
|
||||
// We could micro lock, but that will tend to actually
|
||||
// probably be worse than just synchronizing on SendQueue
|
||||
lock (SendQueue) {
|
||||
switch (item.throttleType)
|
||||
{
|
||||
case ThrottleOutPacketType.Resend:
|
||||
ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Texture:
|
||||
ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Task:
|
||||
ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Land:
|
||||
ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Asset:
|
||||
ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Cloud:
|
||||
ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Wind:
|
||||
ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item);
|
||||
break;
|
||||
|
||||
default:
|
||||
// Acknowledgements and other such stuff should go directly to the blocking Queue
|
||||
// Throttling them may and likely 'will' be problematic
|
||||
SendQueue.Enqueue(item);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public QueItem Dequeue()
|
||||
{
|
||||
if (ThrottlingTime()) {
|
||||
ProcessThrottle();
|
||||
}
|
||||
lock (SendQueue) {
|
||||
return SendQueue.Dequeue();
|
||||
}
|
||||
}
|
||||
|
||||
private void ResetCounters()
|
||||
|
@ -139,6 +190,98 @@ namespace OpenSim.Region.ClientStack
|
|||
TextureOutgoingPacketQueue.Count > 0);
|
||||
}
|
||||
|
||||
// Run through our wait queues and flush out allotted numbers of bytes into the process queue
|
||||
|
||||
private bool ThrottlingTime()
|
||||
{
|
||||
if(DateTime.Now.Ticks < (LastThrottle + ThrottleInterval)) {
|
||||
LastThrottle = DateTime.Now.Ticks;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public void ProcessThrottle()
|
||||
{
|
||||
|
||||
// I was considering this.. Will an event fire if the thread it's on is blocked?
|
||||
|
||||
// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
|
||||
// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
|
||||
// so This'll pick up about around the right time.
|
||||
|
||||
int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
|
||||
int throttleLoops = 0;
|
||||
|
||||
// We're going to dequeue all of the saved up packets until
|
||||
// we've hit the throttle limit or there's no more packets to send
|
||||
lock (SendQueue) {
|
||||
ResetCounters();
|
||||
while (TotalThrottle.UnderLimit() && PacketsWaiting() &&
|
||||
(throttleLoops <= MaxThrottleLoops))
|
||||
{
|
||||
throttleLoops++;
|
||||
//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
|
||||
if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
ResendThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = LandOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
LandThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = WindOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
WindThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
CloudThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
TaskThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
TextureThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
|
||||
|
||||
SendQueue.Enqueue(qpack);
|
||||
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
AssetThrottle.Add(qpack.Packet.ToBytes().Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
|
@ -239,39 +382,6 @@ namespace OpenSim.Region.ClientStack
|
|||
}
|
||||
}
|
||||
|
||||
public void Add(QueItem item)
|
||||
{
|
||||
switch (item.throttleType)
|
||||
{
|
||||
case ThrottleOutPacketType.Resend:
|
||||
ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Texture:
|
||||
ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Task:
|
||||
ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Land:
|
||||
ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Asset:
|
||||
ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Cloud:
|
||||
ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item);
|
||||
break;
|
||||
case ThrottleOutPacketType.Wind:
|
||||
ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item);
|
||||
break;
|
||||
|
||||
default:
|
||||
// Acknowledgements and other such stuff should go directly to the blocking Queue
|
||||
// Throttling them may and likely 'will' be problematic
|
||||
SendQueue.Enqueue(item);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private int ScaleThrottle(int value, int curmax, int newmax)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue