Adds a configuration option to cannibalize bandwidth from the
udp texture throttle and move it to the task throttle. Since most viewers are using http textures, the udp texture throttle is holding onto bw that could be used for more responsive prims updates. See the documentation for CannibalizeTextureRate in OpenSimDefaults.ini. Option is disabled by default.master-beforevarregion
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@ -162,6 +162,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
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private int m_maxRTO = 60000;
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/// <summary>
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/// This is the percentage of the udp texture queue to add to the task queue since
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/// textures are now generally handled through http.
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/// </summary>
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private double m_cannibalrate = 0.0;
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private ClientInfo m_info = new ClientInfo();
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/// <summary>
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@ -201,6 +207,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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_cannibalrate = rates.CannibalizeTextureRate;
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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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@ -349,6 +357,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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texture = Math.Max(texture, LLUDPServer.MTU);
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asset = Math.Max(asset, LLUDPServer.MTU);
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// Since most textures are now delivered through http, make it possible
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// to cannibalize some of the bw from the texture throttle to use for
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// the task queue (e.g. object updates)
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task = task + (int)(m_cannibalrate * texture);
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texture = (int)((1 - m_cannibalrate) * texture);
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//int total = resend + land + wind + cloud + task + texture + asset;
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//m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
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// AgentID, resend, land, wind, cloud, task, texture, asset, total);
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@ -59,6 +59,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>Flag used to enable adaptive throttles</summary>
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public bool AdaptiveThrottlesEnabled;
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/// <summary>Amount of the texture throttle to steal for the task throttle</summary>
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public double CannibalizeTextureRate;
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/// <summary>
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/// Default constructor
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/// </summary>
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@ -80,6 +83,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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Total = throttleConfig.GetInt("client_throttle_max_bps", 0);
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AdaptiveThrottlesEnabled = throttleConfig.GetBoolean("enable_adaptive_throttles", false);
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CannibalizeTextureRate = (double)throttleConfig.GetFloat("CannibalizeTextureRate", 0.0f);
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CannibalizeTextureRate = Util.Clamp<double>(CannibalizeTextureRate,0.0, 0.9);
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}
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catch (Exception) { }
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}
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@ -539,6 +539,16 @@
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;
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;TextureSendLimit = 20
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; CannibalizeTextureRate allows bandwidth to be moved from the
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; UDP texture throttle to the task throttle. Since most viewers
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; use HTTP textures, this provides a means of using what is largely
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; unused bandwidth in the total throttle. The value is the proportion
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; of the texture rate to move to the task queue. It must be between
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; 0.0 (none of the bandwidth is cannibalized) and 0.9 (90% of the
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; bandwidth is grabbed)
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;
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; CannibalizeTextureRate = 0.5
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; Quash and remove any light properties from attachments not on the
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; hands. This allows flashlights and lanterns to function, but kills
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; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
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