remove some llUDP options

0.9.1.1
UbitUmarov 2019-11-16 22:19:46 +00:00
parent cb97ab5c6f
commit 61f918cbda
6 changed files with 74 additions and 153 deletions

View File

@ -65,11 +65,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public sealed class LLUDPClient
{
// TODO: Make this a config setting
/// <summary>Percentage of the task throttle category that is allocated to avatar and prim
/// state updates</summary>
const float STATE_TASK_PERCENTAGE = 0.8f;
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>The number of packet categories to throttle on. If a throttle category is added
@ -194,6 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public bool m_deliverPackets = true;
private float m_burstTime;
private int m_maxRate;
public double m_lastStartpingTimeMS;
public int m_pingMS;
@ -243,16 +239,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_maxRTO = maxRTO;
m_burstTime = rates.BurstTime;
float m_burst = rates.ClientMaxRate * m_burstTime;
m_maxRate = rates.ClientMaxRate;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.ClientMaxRate, m_burst, rates.AdaptiveThrottlesEnabled);
m_throttleClient = new AdaptiveTokenBucket(parentThrottle, m_maxRate, m_maxRate * m_burstTime, rates.AdaptiveThrottlesEnabled);
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
m_burst = rates.Total * rates.BurstTime;
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{
ThrottleOutPacketType type = (ThrottleOutPacketType)i;
@ -260,18 +254,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
m_packetOutboxes[i] = new DoubleLocklessQueue<OutgoingPacket>();
// Initialize the token buckets that control the throttling for each category
//m_throttleCategories[i] = new TokenBucket(m_throttleClient, rates.GetRate(type), m_burst);
float rate = rates.GetRate(type);
float burst = rate * rates.BurstTime;
float burst = rate * m_burstTime;
m_throttleCategories[i] = new TokenBucket(m_throttleClient, rate , burst);
}
// Default the retransmission timeout to one second
m_RTO = m_defaultRTO;
// Initialize this to a sane value to prevent early disconnects
TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
m_pingMS = (int)(3.0 * server.TickCountResolution); // so filter doesnt start at 0;
m_pingMS = 20; // so filter doesnt start at 0;
}
/// <summary>
@ -429,24 +421,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int texture = (int)(BitConverter.ToSingle(adjData, pos) * scale); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * scale);
// Make sure none of the throttles are set below our packet MTU,
// otherwise a throttle could become permanently clogged
/* now using floats
resend = Math.Max(resend, LLUDPServer.MTU);
land = Math.Max(land, LLUDPServer.MTU);
wind = Math.Max(wind, LLUDPServer.MTU);
cloud = Math.Max(cloud, LLUDPServer.MTU);
task = Math.Max(task, LLUDPServer.MTU);
texture = Math.Max(texture, LLUDPServer.MTU);
asset = Math.Max(asset, LLUDPServer.MTU);
*/
int total = resend + land + wind + cloud + task + texture + asset;
//float m_burst = total * m_burstTime;
if(total > m_maxRate)
{
scale = (float)total / m_maxRate;
resend = (int)(resend * scale);
land = (int)(land * scale);
wind = (int)(wind * scale);
cloud = (int)(cloud * scale);
task = (int)(task * scale);
texture = (int)(texture * scale);
asset = (int)(texture * scale);
int ntotal = resend + land + wind + cloud + task + texture + asset;
m_log.DebugFormat("[LLUDPCLIENT]: limiting {0} bandwith from {1} to {2}",AgentID, ntotal, total);
total = ntotal;
}
if (ThrottleDebugLevel > 0)
{
@ -456,35 +445,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
TokenBucket bucket;
/*
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
bucket.RequestedDripRate = resend;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
bucket.RequestedDripRate = land;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
bucket.RequestedDripRate = wind;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
bucket.RequestedDripRate = cloud;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
bucket.RequestedDripRate = asset;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
bucket.RequestedDripRate = task;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
bucket.RequestedDripRate = texture;
bucket.RequestedBurst = m_burst;
*/
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
bucket.RequestedDripRate = resend;
bucket.RequestedBurst = resend * m_burstTime;
@ -513,7 +473,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bucket.RequestedDripRate = texture;
bucket.RequestedBurst = texture * m_burstTime;
// Reset the packed throttles cached data
m_packedThrottles = null;
}

View File

@ -39,22 +39,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public sealed class ThrottleRates
{
/// <summary>Drip rate for resent packets</summary>
public int Resend;
public int Resend = 6625;
/// <summary>Drip rate for terrain packets</summary>
public int Land;
public int Land = 9125;
/// <summary>Drip rate for wind packets</summary>
public int Wind;
public int Wind = 1750;
/// <summary>Drip rate for cloud packets</summary>
public int Cloud;
public int Cloud = 1750;
/// <summary>Drip rate for task packets</summary>
public int Task;
public int Task = 18500;
/// <summary>Drip rate for texture packets</summary>
public int Texture;
public int Texture = 18500;
/// <summary>Drip rate for asset packets</summary>
public int Asset;
public int Asset = 10500;
/// <summary>Drip rate for the parent token bucket</summary>
public int Total;
public int Total = 66750;
/// <summary>Flag used to enable adaptive throttles</summary>
public bool AdaptiveThrottlesEnabled;
@ -66,8 +66,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public Int64 MinimumAdaptiveThrottleRate;
public int ClientMaxRate;
public float BurstTime;
public int ClientMaxRate = 640000; // 5,120,000 bps
public float BurstTime = 10e-3f;
/// <summary>
/// Default constructor
@ -78,30 +78,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
try
{
IConfig throttleConfig = config.Configs["ClientStack.LindenUDP"];
// Current default total is 66750
Resend = throttleConfig.GetInt("resend_default", 6625);
Land = throttleConfig.GetInt("land_default", 9125);
Wind = throttleConfig.GetInt("wind_default", 1750);
Cloud = throttleConfig.GetInt("cloud_default", 1750);
Task = throttleConfig.GetInt("task_default", 18500);
Texture = throttleConfig.GetInt("texture_default", 18500);
Asset = throttleConfig.GetInt("asset_default", 10500);
Total = Resend + Land + Wind + Cloud + Task + Texture + Asset;
// 5120000 bps default max
ClientMaxRate = throttleConfig.GetInt("client_throttle_max_bps", 640000);
if(throttleConfig != null)
{
ClientMaxRate = throttleConfig.GetInt("client_throttle_max_bps", ClientMaxRate);
if (ClientMaxRate > 1000000)
ClientMaxRate = 1000000; // no more than 8Mbps
BurstTime = (float)throttleConfig.GetInt("client_throttle_burtsTimeMS", 10);
BurstTime *= 1e-3f;
else if (ClientMaxRate < 6250)
ClientMaxRate = 6250; // no less than 50kbps
// Adaptive is broken
// AdaptiveThrottlesEnabled = throttleConfig.GetBoolean("enable_adaptive_throttles", false);
// AdaptiveThrottlesEnabled = throttleConfig.GetBoolean("enable_adaptive_throttles", false);
AdaptiveThrottlesEnabled = false;
MinimumAdaptiveThrottleRate = throttleConfig.GetInt("adaptive_throttle_min_bps", 32000);
}
}
catch (Exception) { }
}

View File

@ -45,15 +45,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private static Int32 m_counter = 0;
protected const float m_timeScale = 1e-3f;
/// <summary>
/// minimum recovery rate, ie bandwith
/// </summary>
protected const float MINDRIPRATE = 500;
// minimum and maximim burst size, ie max number of bytes token can have
protected const float MINBURST = 1500; // can't be less than one MTU or it will block
// maximim burst size, ie max number of bytes token can have
protected const float MAXBURST = 7500;
/// <summary>Time of the last drip</summary>
@ -103,9 +100,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
get { return m_burst; }
set {
float rate = (value < 0 ? 0 : value);
if (rate < MINBURST)
rate = MINBURST;
else if (rate > MAXBURST)
if (rate > MAXBURST)
rate = MAXBURST;
m_burst = rate;
@ -114,11 +109,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public float Burst
{
get {
float rate = RequestedBurst * BurstModifier();
if (rate < MINBURST)
rate = MINBURST;
return (float)rate;
get
{
return RequestedBurst * BurstModifier(); ;
}
}
@ -156,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (rate < MINDRIPRATE)
rate = MINDRIPRATE;
return (float)rate;
return rate;
}
}
@ -192,7 +185,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Parent = parent;
RequestedDripRate = dripRate;
RequestedBurst = MaxBurst;
m_lastDrip = Util.GetTimeStampMS() + 100000.0; // skip first drip
m_lastDrip = Util.GetTimeStamp() + 1000; // skip first drip
}
#endregion Constructor
@ -214,9 +207,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
protected float BurstModifier()
{
// 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();
}
@ -272,10 +262,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Drip();
// If we have enough tokens then remove them and return
if (m_tokenCount - amount >= 0)
if (m_tokenCount > 0)
{
// we don't have to remove from the parent, the drip rate is already
// reflective of the drip rate limits in the parent
m_tokenCount -= amount;
return true;
}
@ -285,12 +273,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public bool CheckTokens(int amount)
{
return (m_tokenCount - amount >= 0);
return (m_tokenCount > 0);
}
public int GetCatBytesCanSend(int timeMS)
{
// return (int)(m_tokenCount + timeMS * m_dripRate * 1e-3);
return (int)(timeMS * DripRate * 1e-3);
}
@ -310,14 +297,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return;
}
double now = Util.GetTimeStampMS();
double deltaMS = now - m_lastDrip;
double now = Util.GetTimeStamp();
double delta = now - m_lastDrip;
m_lastDrip = now;
if (deltaMS <= 0)
if (delta <= 0)
return;
m_tokenCount += (float)deltaMS * DripRate * m_timeScale;
m_tokenCount += (float)delta * DripRate;
float burst = Burst;
if (m_tokenCount > burst)

View File

@ -4625,12 +4625,8 @@ Label_GroupsDone:
// however to avoid a race condition crossing borders..
if (childAgentUpdate.IsChildAgent)
{
uint rRegionX = (uint)(cAgentData.RegionHandle >> 40);
uint rRegionY = (((uint)(cAgentData.RegionHandle)) >> 8);
uint tRegionX = RegionInfo.RegionLocX;
uint tRegionY = RegionInfo.RegionLocY;
//Send Data to ScenePresence
childAgentUpdate.UpdateChildAgent(cAgentData, tRegionX, tRegionY, rRegionX, rRegionY);
childAgentUpdate.UpdateChildAgent(cAgentData);
// Not Implemented:
//TODO: Do we need to pass the message on to one of our neighbors?
}

View File

@ -4846,7 +4846,7 @@ namespace OpenSim.Region.Framework.Scenes
/// This updates important decision making data about a child agent
/// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
/// </summary>
public void UpdateChildAgent(AgentPosition cAgentData, uint tRegionX, uint tRegionY, uint rRegionX, uint rRegionY)
public void UpdateChildAgent(AgentPosition cAgentData)
{
if (!IsChildAgent)
return;
@ -4854,6 +4854,10 @@ namespace OpenSim.Region.Framework.Scenes
GodController.SetState(cAgentData.GodData);
RegionHandle = cAgentData.RegionHandle;
uint rRegionX = (uint)(RegionHandle >> 40);
uint rRegionY = (((uint)RegionHandle) >> 8);
uint tRegionX = m_scene.RegionInfo.RegionLocX;
uint tRegionY = m_scene.RegionInfo.RegionLocY;
//m_log.Debug(" >>> ChildAgentPositionUpdate <<< " + rRegionX + "-" + rRegionY);
int shiftx = ((int)rRegionX - (int)tRegionX) * (int)Constants.RegionSize;
@ -4863,11 +4867,19 @@ namespace OpenSim.Region.Framework.Scenes
DrawDistance = cAgentData.Far;
if (cAgentData.Position != marker) // UGH!!
m_pos = cAgentData.Position + offset;
CameraPosition = cAgentData.Center + offset;
if (cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count > 0)
{
if (Scene.CapsModule != null)
{
Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds);
}
KnownRegions = cAgentData.ChildrenCapSeeds;
}
if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
{
// some scaling factor
@ -4880,24 +4892,13 @@ namespace OpenSim.Region.Framework.Scenes
x = x * x + y * y;
const float distScale = 0.4f / Constants.RegionSize / Constants.RegionSize;
float factor = 1.0f - distScale * x;
float factor = 1.0f - x * 0.3f / Constants.RegionSize / Constants.RegionSize;
if (factor < 0.2f)
factor = 0.2f;
ControllingClient.SetChildAgentThrottle(cAgentData.Throttles,factor);
}
if(cAgentData.ChildrenCapSeeds != null && cAgentData.ChildrenCapSeeds.Count >0)
{
if (Scene.CapsModule != null)
{
Scene.CapsModule.SetChildrenSeed(UUID, cAgentData.ChildrenCapSeeds);
}
KnownRegions = cAgentData.ChildrenCapSeeds;
}
//cAgentData.AVHeight;
//m_velocity = cAgentData.Velocity;
checkRePrioritization();
@ -5029,7 +5030,7 @@ namespace OpenSim.Region.Framework.Scenes
}
if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
ControllingClient.SetChildAgentThrottle(cAgent.Throttles, 1.0f);
m_headrotation = cAgent.HeadRotation;
Rotation = cAgent.BodyRotation;

View File

@ -715,18 +715,6 @@
; currently disabled
;enable_adaptive_throttles = false
; Per-client bytes per second rates for the various throttle categories.
; These are default values that will be overridden by clients. These
; defaults are approximately equivalent to the throttles set by the Imprudence
; 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