* Change the OnQueueEmpty signature to send the flags of the queues that are empty instead of firing once per empty queue
* Change the OnQueueEmpty firing to use a minimum time until next fire instead of a sleep * Set OutgoingPacket.TickCount = 0 earlier to avoid extra resends when things are running slowly (inside a profiler, for example)prioritization
parent
4e04f6b3a5
commit
6492640e72
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@ -51,4 +51,16 @@ namespace OpenSim.Framework
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/// <remarks>This is a sub-category of Task</remarks>
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State = 7,
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}
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[Flags]
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public enum ThrottleOutPacketTypeFlags
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{
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Land = 1 << 0,
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Wind = 1 << 1,
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Cloud = 1 << 2,
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Task = 1 << 3,
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Texture = 1 << 4,
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Asset = 1 << 5,
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State = 1 << 6,
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}
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}
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@ -3550,33 +3550,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(attach, ThrottleOutPacketType.Task);
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}
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void HandleQueueEmpty(ThrottleOutPacketType queue)
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void HandleQueueEmpty(ThrottleOutPacketTypeFlags categories)
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{
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switch (queue)
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if ((categories & ThrottleOutPacketTypeFlags.Task) != 0)
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{
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case ThrottleOutPacketType.Texture:
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ProcessTextureRequests();
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break;
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case ThrottleOutPacketType.Task:
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lock (m_avatarTerseUpdates.SyncRoot)
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{
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if (m_avatarTerseUpdates.Count > 0)
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ProcessAvatarTerseUpdates();
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}
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break;
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case ThrottleOutPacketType.State:
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lock (m_primFullUpdates.SyncRoot)
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{
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if (m_primFullUpdates.Count > 0)
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ProcessPrimFullUpdates();
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}
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lock (m_avatarTerseUpdates.SyncRoot)
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{
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if (m_avatarTerseUpdates.Count > 0)
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ProcessAvatarTerseUpdates();
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}
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}
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lock (m_primTerseUpdates.SyncRoot)
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{
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if (m_primTerseUpdates.Count > 0)
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ProcessPrimTerseUpdates();
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}
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break;
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if ((categories & ThrottleOutPacketTypeFlags.State) != 0)
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{
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lock (m_primFullUpdates.SyncRoot)
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{
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if (m_primFullUpdates.Count > 0)
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ProcessPrimFullUpdates();
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}
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lock (m_primTerseUpdates.SyncRoot)
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{
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if (m_primTerseUpdates.Count > 0)
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ProcessPrimTerseUpdates();
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}
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}
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if ((categories & ThrottleOutPacketTypeFlags.Texture) != 0)
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{
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ProcessTextureRequests();
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}
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}
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@ -50,11 +50,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// are waiting on ACKs for</param>
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public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
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/// <summary>
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/// Fired when the queue for a packet category is empty. This event can be
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/// hooked to put more data on the empty queue
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/// Fired when the queue for one or more packet categories is empty. This
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/// event can be hooked to put more data on the empty queues
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/// </summary>
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/// <param name="category">Category of the packet queue that is empty</param>
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public delegate void QueueEmpty(ThrottleOutPacketType category);
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/// <param name="category">Categories of the packet queues that are empty</param>
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public delegate void QueueEmpty(ThrottleOutPacketTypeFlags categories);
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#endregion Delegates
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@ -128,6 +128,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_packetsReceivedReported;
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/// <summary>Total number of sent packets that we have reported to the OnPacketStats event(s)</summary>
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private int m_packetsSentReported;
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/// <summary>Holds the Environment.TickCount value of when the next OnQueueEmpty can be fired</summary>
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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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@ -140,9 +142,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>A container that can hold one packet for each outbox, used to store
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/// dequeued packets that are being held for throttling</summary>
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private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
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/// <summary>Flags to prevent queue empty callbacks from stacking up on
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/// top of each other</summary>
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private readonly bool[] m_onQueueEmptyRunning = new bool[THROTTLE_CATEGORY_COUNT];
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/// <summary>A reference to the LLUDPServer that is managing this client</summary>
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private readonly LLUDPServer m_udpServer;
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@ -405,6 +404,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
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TokenBucket bucket;
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bool packetSent = false;
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ThrottleOutPacketTypeFlags emptyCategories = 0;
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//string queueDebugOutput = String.Empty; // Serious debug business
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@ -452,17 +452,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// empty callback now so it has a chance to fill before we
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// get back here
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if (queue.Count == 0)
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BeginFireQueueEmpty(i);
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emptyCategories |= CategoryToFlag(i);
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}
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else
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{
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// No packets in this queue. Fire the queue empty callback
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// if it has not been called recently
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BeginFireQueueEmpty(i);
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emptyCategories |= CategoryToFlag(i);
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}
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}
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}
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if (emptyCategories != 0)
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BeginFireQueueEmpty(emptyCategories);
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//m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
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return packetSent;
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}
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@ -509,49 +512,90 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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/// <param name="throttleIndex">Throttle category to fire the callback
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/// for</param>
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private void BeginFireQueueEmpty(int throttleIndex)
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private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
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{
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// Unknown is -1 and Resend is 0. Make sure we are only firing the
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// callback for categories other than those
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if (throttleIndex > 0)
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if (m_nextOnQueueEmpty != 0 && (Environment.TickCount & Int32.MaxValue) >= m_nextOnQueueEmpty)
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{
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if (!m_onQueueEmptyRunning[throttleIndex])
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{
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m_onQueueEmptyRunning[throttleIndex] = true;
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Util.FireAndForget(FireQueueEmpty, throttleIndex);
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}
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// Use a value of 0 to signal that FireQueueEmpty is running
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m_nextOnQueueEmpty = 0;
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// Asynchronously run the callback
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Util.FireAndForget(FireQueueEmpty, categories);
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}
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}
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/// <summary>
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/// Checks to see if this queue empty callback is already running,
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/// then firing the event
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/// Fires the OnQueueEmpty callback and sets the minimum time that it
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/// can be called again
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/// </summary>
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/// <param name="o">Throttle category to fire the callback for, stored
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/// as an object to match the WaitCallback delegate signature</param>
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/// <param name="o">Throttle categories to fire the callback for,
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/// stored as an object to match the WaitCallback delegate
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/// signature</param>
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private void FireQueueEmpty(object o)
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{
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const int MIN_CALLBACK_MS = 30;
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int i = (int)o;
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ThrottleOutPacketType type = (ThrottleOutPacketType)i;
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ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
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QueueEmpty callback = OnQueueEmpty;
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int start = Environment.TickCount & Int32.MaxValue;
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if (callback != null)
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{
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try { callback(type); }
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catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + type + ") threw an exception: " + e.Message, e); }
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try { callback(categories); }
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catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
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}
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// Make sure all queue empty calls take at least some amount of time,
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// otherwise we'll peg a CPU trying to fire these too fast
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int elapsedMS = (Environment.TickCount & Int32.MaxValue) - start;
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if (elapsedMS < MIN_CALLBACK_MS)
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System.Threading.Thread.Sleep(MIN_CALLBACK_MS - elapsedMS);
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m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
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if (m_nextOnQueueEmpty == 0)
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m_nextOnQueueEmpty = 1;
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}
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m_onQueueEmptyRunning[i] = false;
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/// <summary>
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/// Converts a <seealso cref="ThrottleOutPacketType"/> integer to a
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/// flag value
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/// </summary>
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/// <param name="i">Throttle category to convert</param>
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/// <returns>Flag representation of the throttle category</returns>
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private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
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{
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ThrottleOutPacketType category = (ThrottleOutPacketType)i;
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/*
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* Land = 1,
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/// <summary>Wind data</summary>
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Wind = 2,
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/// <summary>Cloud data</summary>
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Cloud = 3,
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/// <summary>Any packets that do not fit into the other throttles</summary>
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Task = 4,
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/// <summary>Texture assets</summary>
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Texture = 5,
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/// <summary>Non-texture assets</summary>
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Asset = 6,
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/// <summary>Avatar and primitive data</summary>
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/// <remarks>This is a sub-category of Task</remarks>
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State = 7,
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*/
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switch (category)
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{
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case ThrottleOutPacketType.Land:
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return ThrottleOutPacketTypeFlags.Land;
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case ThrottleOutPacketType.Wind:
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return ThrottleOutPacketTypeFlags.Wind;
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case ThrottleOutPacketType.Cloud:
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return ThrottleOutPacketTypeFlags.Cloud;
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case ThrottleOutPacketType.Task:
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return ThrottleOutPacketTypeFlags.Task;
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case ThrottleOutPacketType.Texture:
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return ThrottleOutPacketTypeFlags.Texture;
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case ThrottleOutPacketType.Asset:
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return ThrottleOutPacketTypeFlags.Asset;
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case ThrottleOutPacketType.State:
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return ThrottleOutPacketTypeFlags.State;
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default:
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return 0;
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}
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}
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}
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}
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@ -424,10 +424,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
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outgoingPacket.Category = ThrottleOutPacketType.Resend;
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// The TickCount will be set to the current time when the packet
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// is actually sent out again
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outgoingPacket.TickCount = 0;
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// Bump up the resend count on this packet
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Interlocked.Increment(ref outgoingPacket.ResendCount);
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//Interlocked.Increment(ref Stats.ResentPackets);
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@ -123,6 +123,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (expiredPackets == null)
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expiredPackets = new List<OutgoingPacket>();
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// The TickCount will be set to the current time when the packet
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// is actually sent out again
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packet.TickCount = 0;
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expiredPackets.Add(packet);
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}
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}
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Loading…
Reference in New Issue