* While this is not producing any problems.. and does help in low bandwidth situations I can't demonstrate that it's better then just letting the client request what it needs in terms of responsiveness of the mesh in the scene yet.
parent
0bf66434bc
commit
98b0cb8df8
|
@ -250,7 +250,7 @@ namespace OpenSim.Region.ClientStack.Linden
|
||||||
base(null, null, null, null, pId, int.MaxValue)
|
base(null, null, null, null, pId, int.MaxValue)
|
||||||
{
|
{
|
||||||
m_scene = scene;
|
m_scene = scene;
|
||||||
m_throttler = new MeshCapsDataThrottler(100000, 1400000, 10000, scene);
|
m_throttler = new MeshCapsDataThrottler(100000, 1400000, 10000, scene, pId);
|
||||||
// x is request id, y is userid
|
// x is request id, y is userid
|
||||||
HasEvents = (x, y) =>
|
HasEvents = (x, y) =>
|
||||||
{
|
{
|
||||||
|
@ -419,21 +419,35 @@ namespace OpenSim.Region.ClientStack.Linden
|
||||||
private float CapThrottleDistributon = 0.30f;
|
private float CapThrottleDistributon = 0.30f;
|
||||||
private readonly Scene m_scene;
|
private readonly Scene m_scene;
|
||||||
private ThrottleOutPacketType Throttle;
|
private ThrottleOutPacketType Throttle;
|
||||||
|
private readonly UUID User;
|
||||||
|
|
||||||
public MeshCapsDataThrottler(int pBytes, int max, int min, Scene pScene)
|
public MeshCapsDataThrottler(int pBytes, int max, int min, Scene pScene, UUID puser)
|
||||||
{
|
{
|
||||||
ThrottleBytes = pBytes;
|
ThrottleBytes = pBytes;
|
||||||
lastTimeElapsed = Util.EnvironmentTickCount();
|
lastTimeElapsed = Util.EnvironmentTickCount();
|
||||||
Throttle = ThrottleOutPacketType.Task;
|
Throttle = ThrottleOutPacketType.Task;
|
||||||
m_scene = pScene;
|
m_scene = pScene;
|
||||||
|
User = puser;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public bool hasEvents(UUID key, Dictionary<UUID, aPollResponse> responses)
|
public bool hasEvents(UUID key, Dictionary<UUID, aPollResponse> responses)
|
||||||
{
|
{
|
||||||
|
const float ThirtyPercent = 0.30f;
|
||||||
|
const float FivePercent = 0.05f;
|
||||||
PassTime();
|
PassTime();
|
||||||
// Note, this is called IN LOCK
|
// Note, this is called IN LOCK
|
||||||
bool haskey = responses.ContainsKey(key);
|
bool haskey = responses.ContainsKey(key);
|
||||||
|
|
||||||
|
if (responses.Count > 2)
|
||||||
|
{
|
||||||
|
SplitThrottle(ThirtyPercent);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
SplitThrottle(FivePercent);
|
||||||
|
}
|
||||||
|
|
||||||
if (!haskey)
|
if (!haskey)
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
|
@ -441,7 +455,8 @@ namespace OpenSim.Region.ClientStack.Linden
|
||||||
aPollResponse response;
|
aPollResponse response;
|
||||||
if (responses.TryGetValue(key, out response))
|
if (responses.TryGetValue(key, out response))
|
||||||
{
|
{
|
||||||
|
float LOD3Over = (((ThrottleBytes*CapThrottleDistributon)%50000) + 1);
|
||||||
|
float LOD2Over = (((ThrottleBytes*CapThrottleDistributon)%10000) + 1);
|
||||||
// Normal
|
// Normal
|
||||||
if (BytesSent + response.bytes <= ThrottleBytes)
|
if (BytesSent + response.bytes <= ThrottleBytes)
|
||||||
{
|
{
|
||||||
|
@ -449,16 +464,16 @@ namespace OpenSim.Region.ClientStack.Linden
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
// Lod3 Over
|
// Lod3 Over Throttle protection to keep things processing even when the throttle bandwidth is set too little.
|
||||||
else if (response.bytes > ThrottleBytes && Lod3 <= (((ThrottleBytes * .30f) % 50000) + 1))
|
else if (response.bytes > ThrottleBytes && Lod3 <= ((LOD3Over < 1)? 1: LOD3Over) )
|
||||||
{
|
{
|
||||||
Interlocked.Increment(ref Lod3);
|
Interlocked.Increment(ref Lod3);
|
||||||
BytesSent += response.bytes;
|
BytesSent += response.bytes;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
// Lod2 Over
|
// Lod2 Over Throttle protection to keep things processing even when the throttle bandwidth is set too little.
|
||||||
else if (response.bytes > ThrottleBytes && Lod2 <= (((ThrottleBytes * .30f) % 10000) + 1))
|
else if (response.bytes > ThrottleBytes && Lod2 <= ((LOD2Over < 1) ? 1 : LOD2Over))
|
||||||
{
|
{
|
||||||
Interlocked.Increment(ref Lod2);
|
Interlocked.Increment(ref Lod2);
|
||||||
BytesSent += response.bytes;
|
BytesSent += response.bytes;
|
||||||
|
@ -477,7 +492,20 @@ namespace OpenSim.Region.ClientStack.Linden
|
||||||
{
|
{
|
||||||
BytesSent -= bytes;
|
BytesSent -= bytes;
|
||||||
}
|
}
|
||||||
|
private void SplitThrottle(float percentMultiplier)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (CapThrottleDistributon != percentMultiplier) // don't switch it if it's already set at the % multipler
|
||||||
|
{
|
||||||
|
CapThrottleDistributon = percentMultiplier;
|
||||||
|
ScenePresence p;
|
||||||
|
if (m_scene.TryGetScenePresence(User, out p)) // If we don't get a user they're not here anymore.
|
||||||
|
{
|
||||||
|
AlterThrottle(UserSetThrottle, p);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void ProcessTime()
|
public void ProcessTime()
|
||||||
{
|
{
|
||||||
PassTime();
|
PassTime();
|
||||||
|
|
Loading…
Reference in New Issue