remove some llUDP options
parent
cb97ab5c6f
commit
61f918cbda
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@ -65,11 +65,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public sealed class LLUDPClient
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{
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// TODO: Make this a config setting
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/// <summary>Percentage of the task throttle category that is allocated to avatar and prim
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/// state updates</summary>
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const float STATE_TASK_PERCENTAGE = 0.8f;
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>The number of packet categories to throttle on. If a throttle category is added
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@ -194,6 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public bool m_deliverPackets = true;
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private float m_burstTime;
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private int m_maxRate;
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public double m_lastStartpingTimeMS;
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public int m_pingMS;
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@ -243,16 +239,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_maxRTO = maxRTO;
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m_burstTime = rates.BurstTime;
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float m_burst = rates.ClientMaxRate * m_burstTime;
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m_maxRate = rates.ClientMaxRate;
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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_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.ClientMaxRate, m_burst, rates.AdaptiveThrottlesEnabled);
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m_throttleClient = new AdaptiveTokenBucket(parentThrottle, m_maxRate, m_maxRate * m_burstTime, rates.AdaptiveThrottlesEnabled);
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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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m_burst = rates.Total * rates.BurstTime;
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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{
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ThrottleOutPacketType type = (ThrottleOutPacketType)i;
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@ -260,18 +254,16 @@ 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 DoubleLocklessQueue<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_throttleClient, rates.GetRate(type), m_burst);
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float rate = rates.GetRate(type);
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float burst = rate * rates.BurstTime;
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float burst = rate * m_burstTime;
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m_throttleCategories[i] = new TokenBucket(m_throttleClient, rate , burst);
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}
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// Default the retransmission timeout to one second
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m_RTO = m_defaultRTO;
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// Initialize this to a sane value to prevent early disconnects
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TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
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m_pingMS = (int)(3.0 * server.TickCountResolution); // so filter doesnt start at 0;
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m_pingMS = 20; // so filter doesnt start at 0;
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}
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/// <summary>
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@ -429,24 +421,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * scale); pos += 4;
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * scale);
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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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/* now using floats
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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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*/
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int total = resend + land + wind + cloud + task + texture + asset;
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//float m_burst = total * m_burstTime;
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if(total > m_maxRate)
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{
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scale = (float)total / m_maxRate;
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resend = (int)(resend * scale);
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land = (int)(land * scale);
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wind = (int)(wind * scale);
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cloud = (int)(cloud * scale);
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task = (int)(task * scale);
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texture = (int)(texture * scale);
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asset = (int)(texture * scale);
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int ntotal = resend + land + wind + cloud + task + texture + asset;
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m_log.DebugFormat("[LLUDPCLIENT]: limiting {0} bandwith from {1} to {2}",AgentID, ntotal, total);
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total = ntotal;
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}
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if (ThrottleDebugLevel > 0)
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{
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@ -456,35 +445,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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TokenBucket bucket;
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/*
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
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bucket.RequestedDripRate = resend;
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bucket.RequestedBurst = m_burst;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
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bucket.RequestedDripRate = land;
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bucket.RequestedBurst = m_burst;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
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bucket.RequestedDripRate = wind;
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bucket.RequestedBurst = m_burst;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
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bucket.RequestedDripRate = cloud;
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bucket.RequestedBurst = m_burst;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
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bucket.RequestedDripRate = asset;
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bucket.RequestedBurst = m_burst;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
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bucket.RequestedDripRate = task;
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bucket.RequestedBurst = m_burst;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
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bucket.RequestedDripRate = texture;
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bucket.RequestedBurst = m_burst;
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*/
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
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bucket.RequestedDripRate = resend;
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bucket.RequestedBurst = resend * m_burstTime;
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@ -513,7 +473,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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bucket.RequestedDripRate = texture;
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bucket.RequestedBurst = texture * m_burstTime;
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// Reset the packed throttles cached data
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m_packedThrottles = null;
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}
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@ -39,22 +39,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public sealed class ThrottleRates
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{
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/// <summary>Drip rate for resent packets</summary>
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public int Resend;
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public int Resend = 6625;
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/// <summary>Drip rate for terrain packets</summary>
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public int Land;
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public int Land = 9125;
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/// <summary>Drip rate for wind packets</summary>
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public int Wind;
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public int Wind = 1750;
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/// <summary>Drip rate for cloud packets</summary>
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public int Cloud;
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public int Cloud = 1750;
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/// <summary>Drip rate for task packets</summary>
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public int Task;
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public int Task = 18500;
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/// <summary>Drip rate for texture packets</summary>
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public int Texture;
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public int Texture = 18500;
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/// <summary>Drip rate for asset packets</summary>
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public int Asset;
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public int Asset = 10500;
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/// <summary>Drip rate for the parent token bucket</summary>
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public int Total;
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public int Total = 66750;
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/// <summary>Flag used to enable adaptive throttles</summary>
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public bool AdaptiveThrottlesEnabled;
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@ -66,8 +66,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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public Int64 MinimumAdaptiveThrottleRate;
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public int ClientMaxRate;
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public float BurstTime;
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public int ClientMaxRate = 640000; // 5,120,000 bps
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public float BurstTime = 10e-3f;
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/// <summary>
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/// Default constructor
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@ -78,30 +78,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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try
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{
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IConfig throttleConfig = config.Configs["ClientStack.LindenUDP"];
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// Current default total is 66750
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Resend = throttleConfig.GetInt("resend_default", 6625);
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Land = throttleConfig.GetInt("land_default", 9125);
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Wind = throttleConfig.GetInt("wind_default", 1750);
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Cloud = throttleConfig.GetInt("cloud_default", 1750);
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Task = throttleConfig.GetInt("task_default", 18500);
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Texture = throttleConfig.GetInt("texture_default", 18500);
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Asset = throttleConfig.GetInt("asset_default", 10500);
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Total = Resend + Land + Wind + Cloud + Task + Texture + Asset;
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// 5120000 bps default max
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ClientMaxRate = throttleConfig.GetInt("client_throttle_max_bps", 640000);
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if(throttleConfig != null)
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{
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ClientMaxRate = throttleConfig.GetInt("client_throttle_max_bps", ClientMaxRate);
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if (ClientMaxRate > 1000000)
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ClientMaxRate = 1000000; // no more than 8Mbps
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BurstTime = (float)throttleConfig.GetInt("client_throttle_burtsTimeMS", 10);
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BurstTime *= 1e-3f;
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else if (ClientMaxRate < 6250)
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ClientMaxRate = 6250; // no less than 50kbps
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// Adaptive is broken
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// AdaptiveThrottlesEnabled = throttleConfig.GetBoolean("enable_adaptive_throttles", false);
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// AdaptiveThrottlesEnabled = throttleConfig.GetBoolean("enable_adaptive_throttles", false);
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AdaptiveThrottlesEnabled = false;
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MinimumAdaptiveThrottleRate = throttleConfig.GetInt("adaptive_throttle_min_bps", 32000);
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}
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}
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catch (Exception) { }
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}
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@ -45,15 +45,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private static Int32 m_counter = 0;
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protected const float m_timeScale = 1e-3f;
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/// <summary>
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/// minimum recovery rate, ie bandwith
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/// </summary>
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protected const float MINDRIPRATE = 500;
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// minimum and maximim burst size, ie max number of bytes token can have
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protected const float MINBURST = 1500; // can't be less than one MTU or it will block
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// maximim burst size, ie max number of bytes token can have
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protected const float MAXBURST = 7500;
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/// <summary>Time of the last drip</summary>
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@ -103,9 +100,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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get { return m_burst; }
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set {
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float rate = (value < 0 ? 0 : value);
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if (rate < MINBURST)
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rate = MINBURST;
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else if (rate > MAXBURST)
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if (rate > MAXBURST)
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rate = MAXBURST;
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m_burst = rate;
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@ -114,11 +109,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public float Burst
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{
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get {
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float rate = RequestedBurst * BurstModifier();
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if (rate < MINBURST)
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rate = MINBURST;
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return (float)rate;
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get
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{
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return RequestedBurst * BurstModifier(); ;
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}
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}
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@ -156,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (rate < MINDRIPRATE)
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rate = MINDRIPRATE;
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return (float)rate;
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return rate;
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}
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}
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@ -192,7 +185,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Parent = parent;
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RequestedDripRate = dripRate;
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RequestedBurst = MaxBurst;
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m_lastDrip = Util.GetTimeStampMS() + 100000.0; // skip first drip
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m_lastDrip = Util.GetTimeStamp() + 1000; // skip first drip
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}
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#endregion Constructor
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@ -214,9 +207,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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protected float BurstModifier()
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{
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// for now... burst rate is always m_quantumsPerBurst (constant)
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// larger than drip rate so the ratio of burst requests is the
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// same as the drip ratio
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return DripRateModifier();
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}
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@ -272,10 +262,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Drip();
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// If we have enough tokens then remove them and return
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if (m_tokenCount - amount >= 0)
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if (m_tokenCount > 0)
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{
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// we don't have to remove from the parent, the drip rate is already
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// reflective of the drip rate limits in the parent
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m_tokenCount -= amount;
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return true;
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}
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@ -285,12 +273,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public bool CheckTokens(int amount)
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{
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return (m_tokenCount - amount >= 0);
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return (m_tokenCount > 0);
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}
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public int GetCatBytesCanSend(int timeMS)
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{
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// return (int)(m_tokenCount + timeMS * m_dripRate * 1e-3);
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return (int)(timeMS * DripRate * 1e-3);
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}
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@ -310,14 +297,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return;
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}
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double now = Util.GetTimeStampMS();
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double deltaMS = now - m_lastDrip;
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double now = Util.GetTimeStamp();
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double delta = now - m_lastDrip;
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m_lastDrip = now;
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if (deltaMS <= 0)
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if (delta <= 0)
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return;
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m_tokenCount += (float)deltaMS * DripRate * m_timeScale;
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m_tokenCount += (float)delta * DripRate;
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float burst = Burst;
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if (m_tokenCount > burst)
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// however to avoid a race condition crossing borders..
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if (childAgentUpdate.IsChildAgent)
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{
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uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
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uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
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uint tRegionX = RegionInfo.RegionLocX;
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uint tRegionY = RegionInfo.RegionLocY;
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//Send Data to ScenePresence
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childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
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childAgentUpdate.UpdateChildAgent(cAgentData);
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// Not Implemented:
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//TODO: Do we need to pass the message on to one of our neighbors?
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}
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@ -4846,7 +4846,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// This updates important decision making data about a child agent
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/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
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/// </summary>
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public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
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public void UpdateChildAgent(AgentPosition cAgentData)
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{
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if (!IsChildAgent)
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return;
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@ -4854,6 +4854,10 @@ namespace OpenSim.Region.Framework.Scenes
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GodController.SetState(cAgentData.GodData);
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RegionHandle = cAgentData.RegionHandle;
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uint rRegionX = (uint)(RegionHandle >> 40);
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uint rRegionY = (((uint)RegionHandle) >> 8);
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uint tRegionX = m_scene.RegionInfo.RegionLocX;
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uint tRegionY = m_scene.RegionInfo.RegionLocY;
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//m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
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int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
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@ -4863,11 +4867,19 @@ namespace OpenSim.Region.Framework.Scenes
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DrawDistance = cAgentData.Far;
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if (cAgentData.Position != marker) // UGH!!
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m_pos = cAgentData.Position + offset;
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CameraPosition = cAgentData.Center + offset;
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if (cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count > 0)
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{
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if (Scene.CapsModule != null)
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{
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Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds);
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}
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KnownRegions = cAgentData.ChildrenCapSeeds;
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}
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if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
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{
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// some scaling factor
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@ -4880,24 +4892,13 @@ namespace OpenSim.Region.Framework.Scenes
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x = x * x + y * y;
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const float distScale = 0.4f / Constants.RegionSize / Constants.RegionSize;
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float factor = 1.0f - distScale * x;
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float factor = 1.0f - x * 0.3f / Constants.RegionSize / Constants.RegionSize;
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if (factor < 0.2f)
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factor = 0.2f;
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ControllingClient.SetChildAgentThrottle(cAgentData.Throttles,factor);
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}
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if(cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count >0)
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{
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if (Scene.CapsModule != null)
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{
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Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds);
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}
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KnownRegions = cAgentData.ChildrenCapSeeds;
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}
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//cAgentData.AVHeight;
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//m_velocity = cAgentData.Velocity;
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checkRePrioritization();
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@ -5029,7 +5030,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
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ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
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ControllingClient.SetChildAgentThrottle(cAgent.Throttles, 1.0f);
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m_headrotation = cAgent.HeadRotation;
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Rotation = cAgent.BodyRotation;
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@ -715,18 +715,6 @@
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; currently disabled
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;enable_adaptive_throttles = false
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; Per-client bytes per second rates for the various throttle categories.
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; These are default values that will be overridden by clients. These
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; defaults are approximately equivalent to the throttles set by the Imprudence
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; viewer when maximum bandwidth is set to 350kbps
|
||||
|
||||
;resend_default = 6625
|
||||
;land_default = 9125
|
||||
;wind_default = 1750
|
||||
;cloud_default = 1750
|
||||
;task_default = 18500
|
||||
;texture_default = 18500
|
||||
;asset_default = 10500
|
||||
|
||||
; TextureSendLimit determines how many packets will be put on
|
||||
; the lludp outgoing queue each cycle. Like the settings above, this
|
||||
|
|
Loading…
Reference in New Issue