* Clean up the SetThrottle() code and add a maxBurstRate parameter to allow more tweaking in the future

prioritization
John Hurliman 2009-10-14 16:21:48 -07:00
parent 1e9e9df0b3
commit 82012ec4e3
5 changed files with 171 additions and 109 deletions

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@ -41,13 +41,14 @@ namespace OpenSim.Framework
Wind = 2, Wind = 2,
/// <summary>Cloud data</summary> /// <summary>Cloud data</summary>
Cloud = 3, Cloud = 3,
/// <summary>Texture assets</summary>
Texture = 4,
/// <summary>Non-texture assets</summary>
Asset = 5,
/// <summary>Avatar and primitive data</summary>
State = 6,
/// <summary>Any packets that do not fit into the other throttles</summary> /// <summary>Any packets that do not fit into the other throttles</summary>
Task = 7, Task = 4,
/// <summary>Texture assets</summary>
Texture = 5,
/// <summary>Non-texture assets</summary>
Asset = 6,
/// <summary>Avatar and primitive data</summary>
/// <remarks>This is a sub-category of Task</remarks>
State = 7,
} }
} }

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@ -31,6 +31,7 @@ using System.Net;
using log4net; using log4net;
using OpenSim.Framework; using OpenSim.Framework;
using OpenMetaverse; using OpenMetaverse;
using OpenMetaverse.Packets;
namespace OpenSim.Region.ClientStack.LindenUDP namespace OpenSim.Region.ClientStack.LindenUDP
{ {
@ -60,13 +61,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary> /// </summary>
public sealed class LLUDPClient public sealed class LLUDPClient
{ {
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); // TODO: Make this a config setting
// FIXME: Make this a config setting
/// <summary>Percentage of the task throttle category that is allocated to avatar and prim /// <summary>Percentage of the task throttle category that is allocated to avatar and prim
/// state updates</summary> /// state updates</summary>
const float STATE_TASK_PERCENTAGE = 0.8f; 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 /// <summary>The number of packet categories to throttle on. If a throttle category is added
/// or removed, this number must also change</summary> /// or removed, this number must also change</summary>
const int THROTTLE_CATEGORY_COUNT = 8; const int THROTTLE_CATEGORY_COUNT = 8;
@ -129,21 +130,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_packetsSentReported; private int m_packetsSentReported;
/// <summary>Throttle bucket for this agent's connection</summary> /// <summary>Throttle bucket for this agent's connection</summary>
private readonly TokenBucket throttle; private readonly TokenBucket m_throttle;
/// <summary>Throttle buckets for each packet category</summary> /// <summary>Throttle buckets for each packet category</summary>
private readonly TokenBucket[] throttleCategories; private readonly TokenBucket[] m_throttleCategories;
/// <summary>Throttle rate defaults and limits</summary> /// <summary>Throttle rate defaults and limits</summary>
private readonly ThrottleRates defaultThrottleRates; private readonly ThrottleRates m_defaultThrottleRates;
/// <summary>Outgoing queues for throttled packets</summary> /// <summary>Outgoing queues for throttled packets</summary>
private readonly OpenSim.Framework.LocklessQueue<OutgoingPacket>[] packetOutboxes = new OpenSim.Framework.LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT]; private readonly OpenSim.Framework.LocklessQueue<OutgoingPacket>[] m_packetOutboxes = new OpenSim.Framework.LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT];
/// <summary>A container that can hold one packet for each outbox, used to store /// <summary>A container that can hold one packet for each outbox, used to store
/// dequeued packets that are being held for throttling</summary> /// dequeued packets that are being held for throttling</summary>
private readonly OutgoingPacket[] nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT]; private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
/// <summary>Flags to prevent queue empty callbacks from stacking up on /// <summary>Flags to prevent queue empty callbacks from stacking up on
/// top of each other</summary> /// top of each other</summary>
private readonly bool[] onQueueEmptyRunning = new bool[THROTTLE_CATEGORY_COUNT]; private readonly bool[] m_onQueueEmptyRunning = new bool[THROTTLE_CATEGORY_COUNT];
/// <summary>A reference to the LLUDPServer that is managing this client</summary> /// <summary>A reference to the LLUDPServer that is managing this client</summary>
private readonly LLUDPServer udpServer; private readonly LLUDPServer m_udpServer;
/// <summary> /// <summary>
/// Default constructor /// Default constructor
@ -157,27 +158,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="remoteEndPoint">Remote endpoint for this connection</param> /// <param name="remoteEndPoint">Remote endpoint for this connection</param>
public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint) public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint)
{ {
udpServer = server;
AgentID = agentID; AgentID = agentID;
RemoteEndPoint = remoteEndPoint; RemoteEndPoint = remoteEndPoint;
CircuitCode = circuitCode; CircuitCode = circuitCode;
defaultThrottleRates = rates; m_udpServer = server;
m_defaultThrottleRates = rates;
m_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>(); {
ThrottleOutPacketType type = (ThrottleOutPacketType)i;
throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total); m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT]; m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
throttleCategories[(int)ThrottleOutPacketType.Resend] = new TokenBucket(throttle, rates.ResendLimit, rates.Resend); }
throttleCategories[(int)ThrottleOutPacketType.Land] = new TokenBucket(throttle, rates.LandLimit, rates.Land);
throttleCategories[(int)ThrottleOutPacketType.Wind] = new TokenBucket(throttle, rates.WindLimit, rates.Wind);
throttleCategories[(int)ThrottleOutPacketType.Cloud] = new TokenBucket(throttle, rates.CloudLimit, rates.Cloud);
throttleCategories[(int)ThrottleOutPacketType.Texture] = new TokenBucket(throttle, rates.TextureLimit, rates.Texture);
throttleCategories[(int)ThrottleOutPacketType.Asset] = new TokenBucket(throttle, rates.AssetLimit, rates.Asset);
// State and Transaction are actually sub-categories of the LLUDP generic "Task" category
TokenBucket stateBucket = new TokenBucket(throttle, (int)((float)rates.TaskLimit * STATE_TASK_PERCENTAGE), (int)((float)rates.Task * STATE_TASK_PERCENTAGE));
throttleCategories[(int)ThrottleOutPacketType.State] = stateBucket;
throttleCategories[(int)ThrottleOutPacketType.Task] = new TokenBucket(throttle, rates.TaskLimit - stateBucket.MaxBurst, rates.Task - stateBucket.DripRate);
// Set the granularity variable used for retransmission calculations to // Set the granularity variable used for retransmission calculations to
// the measured resolution of Environment.TickCount // the measured resolution of Environment.TickCount
@ -199,8 +194,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
NeedAcks.Clear(); NeedAcks.Clear();
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{ {
packetOutboxes[i].Clear(); m_packetOutboxes[i].Clear();
nextPackets[i] = null; m_nextPackets[i] = null;
} }
OnPacketStats = null; OnPacketStats = null;
OnQueueEmpty = null; OnQueueEmpty = null;
@ -219,13 +214,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
info.pendingAcks = new Dictionary<uint, uint>(); info.pendingAcks = new Dictionary<uint, uint>();
info.needAck = new Dictionary<uint, byte[]>(); info.needAck = new Dictionary<uint, byte[]>();
info.resendThrottle = throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate; info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
info.landThrottle = throttleCategories[(int)ThrottleOutPacketType.Land].DripRate; info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
info.windThrottle = throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate; info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
info.cloudThrottle = throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate; info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
info.taskThrottle = throttleCategories[(int)ThrottleOutPacketType.State].DripRate + throttleCategories[(int)ThrottleOutPacketType.Task].DripRate; info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
info.assetThrottle = throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate; info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
info.textureThrottle = throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate; info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle + info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
info.taskThrottle + info.assetThrottle + info.textureThrottle; info.taskThrottle + info.assetThrottle + info.textureThrottle;
@ -286,6 +281,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
adjData = throttleData; adjData = throttleData;
} }
// 0.125f converts from bits to bytes
int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
@ -293,22 +289,40 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
// State is a subcategory of task that we allocate a percentage to
int state = (int)((float)task * STATE_TASK_PERCENTAGE);
task -= state;
resend = (resend <= defaultThrottleRates.ResendLimit) ? resend : defaultThrottleRates.ResendLimit; int ceiling = Int32.MaxValue;
land = (land <= defaultThrottleRates.LandLimit) ? land : defaultThrottleRates.LandLimit; if (m_defaultThrottleRates.Total != 0)
wind = (wind <= defaultThrottleRates.WindLimit) ? wind : defaultThrottleRates.WindLimit; {
cloud = (cloud <= defaultThrottleRates.CloudLimit) ? cloud : defaultThrottleRates.CloudLimit; ceiling = m_defaultThrottleRates.Total;
task = (task <= defaultThrottleRates.TaskLimit) ? task : defaultThrottleRates.TaskLimit; if (ceiling < Packet.MTU) ceiling = Packet.MTU;
texture = (texture <= defaultThrottleRates.TextureLimit) ? texture : defaultThrottleRates.TextureLimit; }
asset = (asset <= defaultThrottleRates.AssetLimit) ? asset : defaultThrottleRates.AssetLimit;
SetThrottle(ThrottleOutPacketType.Resend, resend); resend = Utils.Clamp(resend, Packet.MTU, ceiling);
SetThrottle(ThrottleOutPacketType.Land, land); land = Utils.Clamp(land, Packet.MTU, ceiling);
SetThrottle(ThrottleOutPacketType.Wind, wind); wind = Utils.Clamp(wind, Packet.MTU, ceiling);
SetThrottle(ThrottleOutPacketType.Cloud, cloud); cloud = Utils.Clamp(cloud, Packet.MTU, ceiling);
SetThrottle(ThrottleOutPacketType.Task, task); task = Utils.Clamp(task, Packet.MTU, ceiling);
SetThrottle(ThrottleOutPacketType.Texture, texture); texture = Utils.Clamp(texture, Packet.MTU, ceiling);
SetThrottle(ThrottleOutPacketType.Asset, asset); asset = Utils.Clamp(asset, Packet.MTU, ceiling);
state = Utils.Clamp(state, Packet.MTU, ceiling);
int total = resend + land + wind + cloud + task + texture + asset + state;
int taskTotal = task + state;
m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, State={8}, Total={9}",
AgentID, resend, land, wind, cloud, task, texture, asset, state, total);
SetThrottle(ThrottleOutPacketType.Resend, resend, resend);
SetThrottle(ThrottleOutPacketType.Land, land, land);
SetThrottle(ThrottleOutPacketType.Wind, wind, wind);
SetThrottle(ThrottleOutPacketType.Cloud, cloud, cloud);
SetThrottle(ThrottleOutPacketType.Task, task, taskTotal);
SetThrottle(ThrottleOutPacketType.Texture, texture, texture);
SetThrottle(ThrottleOutPacketType.Asset, asset, asset);
SetThrottle(ThrottleOutPacketType.State, state, taskTotal);
} }
public byte[] GetThrottlesPacked() public byte[] GetThrottlesPacked()
@ -316,40 +330,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
byte[] data = new byte[7 * 4]; byte[] data = new byte[7 * 4];
int i = 0; int i = 0;
Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4; Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4; Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4; Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4; Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)(throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) + Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4; m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4; Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4; Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
return data; return data;
} }
public void SetThrottle(ThrottleOutPacketType category, int rate) public void SetThrottle(ThrottleOutPacketType category, int rate, int maxBurst)
{
if (category == ThrottleOutPacketType.Task)
{
TokenBucket stateBucket = throttleCategories[(int)ThrottleOutPacketType.State];
TokenBucket taskBucket = throttleCategories[(int)ThrottleOutPacketType.Task];
stateBucket.MaxBurst = (int)((float)rate * STATE_TASK_PERCENTAGE);
stateBucket.DripRate = (int)((float)rate * STATE_TASK_PERCENTAGE);
taskBucket.MaxBurst = rate - stateBucket.MaxBurst;
taskBucket.DripRate = rate - stateBucket.DripRate;
}
else
{ {
int i = (int)category; int i = (int)category;
if (i >= 0 && i < throttleCategories.Length) if (i >= 0 && i < m_throttleCategories.Length)
{ {
TokenBucket bucket = throttleCategories[(int)category]; TokenBucket bucket = m_throttleCategories[(int)category];
bucket.MaxBurst = rate;
bucket.DripRate = rate; bucket.DripRate = rate;
} bucket.MaxBurst = maxBurst;
} }
} }
@ -357,12 +357,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
int category = (int)packet.Category; int category = (int)packet.Category;
if (category >= 0 && category < packetOutboxes.Length) if (category >= 0 && category < m_packetOutboxes.Length)
{ {
OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = packetOutboxes[category]; OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
TokenBucket bucket = throttleCategories[category]; TokenBucket bucket = m_throttleCategories[category];
if (throttleCategories[category].RemoveTokens(packet.Buffer.DataLength)) if (m_throttleCategories[category].RemoveTokens(packet.Buffer.DataLength))
{ {
// Enough tokens were removed from the bucket, the packet will not be queued // Enough tokens were removed from the bucket, the packet will not be queued
return false; return false;
@ -397,19 +397,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{ {
bucket = throttleCategories[i]; bucket = m_throttleCategories[i];
if (nextPackets[i] != null) if (m_nextPackets[i] != null)
{ {
// This bucket was empty the last time we tried to send a packet, // This bucket was empty the last time we tried to send a packet,
// leaving a dequeued packet still waiting to be sent out. Try to // leaving a dequeued packet still waiting to be sent out. Try to
// send it again // send it again
OutgoingPacket nextPacket = nextPackets[i]; OutgoingPacket nextPacket = m_nextPackets[i];
if (bucket.RemoveTokens(nextPacket.Buffer.DataLength)) if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
{ {
// Send the packet // Send the packet
udpServer.SendPacketFinal(nextPacket); m_udpServer.SendPacketFinal(nextPacket);
nextPackets[i] = null; m_nextPackets[i] = null;
packetSent = true; packetSent = true;
} }
} }
@ -417,7 +417,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{ {
// No dequeued packet waiting to be sent, try to pull one off // No dequeued packet waiting to be sent, try to pull one off
// this queue // this queue
queue = packetOutboxes[i]; queue = m_packetOutboxes[i];
if (queue.Dequeue(out packet)) if (queue.Dequeue(out packet))
{ {
// A packet was pulled off the queue. See if we have // A packet was pulled off the queue. See if we have
@ -425,13 +425,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (bucket.RemoveTokens(packet.Buffer.DataLength)) if (bucket.RemoveTokens(packet.Buffer.DataLength))
{ {
// Send the packet // Send the packet
udpServer.SendPacketFinal(packet); m_udpServer.SendPacketFinal(packet);
packetSent = true; packetSent = true;
} }
else else
{ {
// Save the dequeued packet for the next iteration // Save the dequeued packet for the next iteration
nextPackets[i] = packet; m_nextPackets[i] = packet;
} }
// If the queue is empty after this dequeue, fire the queue // If the queue is empty after this dequeue, fire the queue
@ -493,7 +493,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// for</param> /// for</param>
private void BeginFireQueueEmpty(int throttleIndex) private void BeginFireQueueEmpty(int throttleIndex)
{ {
if (!onQueueEmptyRunning[throttleIndex]) if (!m_onQueueEmptyRunning[throttleIndex])
Util.FireAndForget(FireQueueEmpty, throttleIndex); Util.FireAndForget(FireQueueEmpty, throttleIndex);
} }
@ -511,12 +511,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (callback != null) if (callback != null)
{ {
if (!onQueueEmptyRunning[i]) if (!m_onQueueEmptyRunning[i])
{ {
onQueueEmptyRunning[i] = true; m_onQueueEmptyRunning[i] = true;
try { callback(type); } try { callback(type); }
catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + type + ") threw an exception: " + e.Message, e); } catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + type + ") threw an exception: " + e.Message, e); }
onQueueEmptyRunning[i] = false; m_onQueueEmptyRunning[i] = false;
} }
} }
} }

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@ -147,7 +147,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0); sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
} }
// TODO: Config support for throttling the entire connection
m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps); m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
m_throttleRates = new ThrottleRates(configSource); m_throttleRates = new ThrottleRates(configSource);
} }

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@ -26,6 +26,7 @@
*/ */
using System; using System;
using OpenSim.Framework;
using Nini.Config; using Nini.Config;
namespace OpenSim.Region.ClientStack.LindenUDP namespace OpenSim.Region.ClientStack.LindenUDP
@ -45,12 +46,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public int Wind; public int Wind;
/// <summary>Drip rate for cloud packets</summary> /// <summary>Drip rate for cloud packets</summary>
public int Cloud; public int Cloud;
/// <summary>Drip rate for task (state and transaction) packets</summary> /// <summary>Drip rate for task packets</summary>
public int Task; public int Task;
/// <summary>Drip rate for texture packets</summary> /// <summary>Drip rate for texture packets</summary>
public int Texture; public int Texture;
/// <summary>Drip rate for asset packets</summary> /// <summary>Drip rate for asset packets</summary>
public int Asset; public int Asset;
/// <summary>Drip rate for state packets</summary>
public int State;
/// <summary>Drip rate for the parent token bucket</summary> /// <summary>Drip rate for the parent token bucket</summary>
public int Total; public int Total;
@ -68,6 +71,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public int TextureLimit; public int TextureLimit;
/// <summary>Maximum burst rate for asset packets</summary> /// <summary>Maximum burst rate for asset packets</summary>
public int AssetLimit; public int AssetLimit;
/// <summary>Maximum burst rate for state packets</summary>
public int StateLimit;
/// <summary>Burst rate for the parent token bucket</summary> /// <summary>Burst rate for the parent token bucket</summary>
public int TotalLimit; public int TotalLimit;
@ -88,6 +93,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Task = throttleConfig.GetInt("task_default", 500); Task = throttleConfig.GetInt("task_default", 500);
Texture = throttleConfig.GetInt("texture_default", 500); Texture = throttleConfig.GetInt("texture_default", 500);
Asset = throttleConfig.GetInt("asset_default", 500); Asset = throttleConfig.GetInt("asset_default", 500);
State = throttleConfig.GetInt("state_default", 500);
Total = throttleConfig.GetInt("client_throttle_max_bps", 0); Total = throttleConfig.GetInt("client_throttle_max_bps", 0);
@ -95,13 +101,66 @@ namespace OpenSim.Region.ClientStack.LindenUDP
LandLimit = throttleConfig.GetInt("land_limit", 29750); LandLimit = throttleConfig.GetInt("land_limit", 29750);
WindLimit = throttleConfig.GetInt("wind_limit", 18750); WindLimit = throttleConfig.GetInt("wind_limit", 18750);
CloudLimit = throttleConfig.GetInt("cloud_limit", 18750); CloudLimit = throttleConfig.GetInt("cloud_limit", 18750);
TaskLimit = throttleConfig.GetInt("task_limit", 55750); TaskLimit = throttleConfig.GetInt("task_limit", 18750);
TextureLimit = throttleConfig.GetInt("texture_limit", 55750); TextureLimit = throttleConfig.GetInt("texture_limit", 55750);
AssetLimit = throttleConfig.GetInt("asset_limit", 27500); AssetLimit = throttleConfig.GetInt("asset_limit", 27500);
State = throttleConfig.GetInt("state_limit", 37000);
TotalLimit = throttleConfig.GetInt("client_throttle_max_bps", 0); TotalLimit = throttleConfig.GetInt("client_throttle_max_bps", 0);
} }
catch (Exception) { } catch (Exception) { }
} }
public int GetRate(ThrottleOutPacketType type)
{
switch (type)
{
case ThrottleOutPacketType.Resend:
return Resend;
case ThrottleOutPacketType.Land:
return Land;
case ThrottleOutPacketType.Wind:
return Wind;
case ThrottleOutPacketType.Cloud:
return Cloud;
case ThrottleOutPacketType.Task:
return Task;
case ThrottleOutPacketType.Texture:
return Texture;
case ThrottleOutPacketType.Asset:
return Asset;
case ThrottleOutPacketType.State:
return State;
case ThrottleOutPacketType.Unknown:
default:
return 0;
}
}
public int GetLimit(ThrottleOutPacketType type)
{
switch (type)
{
case ThrottleOutPacketType.Resend:
return ResendLimit;
case ThrottleOutPacketType.Land:
return LandLimit;
case ThrottleOutPacketType.Wind:
return WindLimit;
case ThrottleOutPacketType.Cloud:
return CloudLimit;
case ThrottleOutPacketType.Task:
return TaskLimit;
case ThrottleOutPacketType.Texture:
return TextureLimit;
case ThrottleOutPacketType.Asset:
return AssetLimit;
case ThrottleOutPacketType.State:
return StateLimit;
case ThrottleOutPacketType.Unknown:
default:
return 0;
}
}
} }
} }

View File

@ -357,19 +357,19 @@
; net.core.rmem_max=X") ; net.core.rmem_max=X")
;client_socket_rcvbuf_size = 8388608 ;client_socket_rcvbuf_size = 8388608
; Maximum outbound bits per second for a single scene. This can be used to ; Maximum outbound bytes per second for a single scene. This can be used to
; throttle total outbound UDP traffic for a simulator. The default value is ; throttle total outbound UDP traffic for a simulator. The default value is
; 0, meaning no throttling at the scene level. The example given here is ; 0, meaning no throttling at the scene level. The example given here is
; 20 megabits ; 20 megabits
;scene_throttle_max_bps = 20971520 ;scene_throttle_max_bps = 2621440
; Maximum bits per second to send to any single client. This will override ; Maximum bits per second to send to any single client. This will override
; the user's viewer preference settings. The default value is 0, meaning no ; the user's viewer preference settings. The default value is 0, meaning no
; aggregate throttling on clients (only per-category throttling). The ; aggregate throttling on clients (only per-category throttling). The
; example given here is 1.5 megabits ; example given here is 1.5 megabits
;client_throttle_max_bps = 1572864 ;client_throttle_max_bps = 196608
; Per-client bits per second rates for the various throttle categories. ; Per-client bytes per second rates for the various throttle categories.
; These are default values that will be overriden by clients ; These are default values that will be overriden by clients
;resend_default = 12500 ;resend_default = 12500
;land_default = 500 ;land_default = 500
@ -378,16 +378,19 @@
;task_default = 500 ;task_default = 500
;texture_default = 500 ;texture_default = 500
;asset_default = 500 ;asset_default = 500
;state_default = 500
; Per-client maximum burst rates in bits per second for the various throttle ; Per-client maximum burst rates in bytes per second for the various
; categories. These are default values that will be overriden by clients ; throttle categories. These are default values that will be overriden by
; clients
;resend_limit = 18750 ;resend_limit = 18750
;land_limit = 29750 ;land_limit = 29750
;wind_limit = 18750 ;wind_limit = 18750
;cloud_limit = 18750 ;cloud_limit = 18750
;task_limit = 55750 ;task_limit = 18750
;texture_limit = 55750 ;texture_limit = 55750
;asset_limit = 27500 ;asset_limit = 27500
;state_limit = 37000
[Chat] [Chat]
; Controls whether the chat module is enabled. Default is true. ; Controls whether the chat module is enabled. Default is true.