Created a client driven packet throttler. The sim now respects the client's network throttle settings but does sanity checks to avoid too little(nothing gets sent) or too much(the sim crashes) data.
* Consider this experimental.. however, it looks very promising.afrisby
parent
ae5999c3d5
commit
999eec603e
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@ -62,7 +62,9 @@ namespace OpenSim.Framework
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Cloud = 3,
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Task = 4,
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Texture = 5,
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Asset = 6
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Asset = 6,
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Unknown = 7,
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Back = 8
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}
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/// <summary>
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@ -40,6 +40,17 @@ namespace OpenSim.Region.ClientStack
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public partial class ClientView
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{
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protected BlockingQueue<QueItem> PacketQueue;
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protected Queue<QueItem> IncomingPacketQueue;
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protected Queue<QueItem> OutgoingPacketQueue;
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protected Queue<QueItem> ResendOutgoingPacketQueue;
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protected Queue<QueItem> LandOutgoingPacketQueue;
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protected Queue<QueItem> WindOutgoingPacketQueue;
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protected Queue<QueItem> CloudOutgoingPacketQueue;
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protected Queue<QueItem> TaskOutgoingPacketQueue;
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protected Queue<QueItem> TextureOutgoingPacketQueue;
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protected Queue<QueItem> AssetOutgoingPacketQueue;
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protected Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
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protected Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
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@ -213,7 +224,39 @@ namespace OpenSim.Region.ClientStack
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QueItem item = new QueItem();
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item.Packet = NewPack;
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item.Incoming = false;
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PacketQueue.Enqueue(item);
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item.throttleType = throttlePacketType; // Packet throttle type
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switch (throttlePacketType)
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{
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case ThrottleOutPacketType.Resend:
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ResendOutgoingPacketQueue.Enqueue(item);
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break;
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case ThrottleOutPacketType.Texture:
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TextureOutgoingPacketQueue.Enqueue(item);
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break;
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case ThrottleOutPacketType.Task:
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TaskOutgoingPacketQueue.Enqueue(item);
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break;
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case ThrottleOutPacketType.Land:
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LandOutgoingPacketQueue.Enqueue(item);
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break;
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case ThrottleOutPacketType.Asset:
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AssetOutgoingPacketQueue.Enqueue(item);
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break;
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case ThrottleOutPacketType.Cloud:
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CloudOutgoingPacketQueue.Enqueue(item);
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break;
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case ThrottleOutPacketType.Wind:
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WindOutgoingPacketQueue.Enqueue(item);
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break;
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default:
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// Acknowledgements and other such stuff should go directly to the blocking Queue
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// Throttling them may and likely 'will' be problematic
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PacketQueue.Enqueue(item);
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break;
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}
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//OutgoingPacketQueue.Enqueue(item);
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}
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# region Low Level Packet Methods
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@ -228,7 +271,7 @@ namespace OpenSim.Region.ClientStack
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ack_it.Packets[0].ID = Pack.Header.Sequence;
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ack_it.Header.Reliable = false;
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OutPacket(ack_it, ThrottleOutPacketType.Task);
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OutPacket(ack_it, ThrottleOutPacketType.Unknown);
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}
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/*
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if (Pack.Header.Reliable)
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@ -289,7 +332,7 @@ namespace OpenSim.Region.ClientStack
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}
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acks.Header.Reliable = false;
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OutPacket(acks, ThrottleOutPacketType.Task);
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OutPacket(acks, ThrottleOutPacketType.Unknown);
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PendingAcks.Clear();
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}
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@ -314,6 +357,7 @@ namespace OpenSim.Region.ClientStack
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public Packet Packet;
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public bool Incoming;
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public ThrottleOutPacketType throttleType;
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}
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#endregion
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@ -781,12 +781,9 @@ namespace OpenSim.Region.ClientStack
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}
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break;
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#endregion
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#region unimplemented handlers
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case PacketType.AgentThrottle:
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "unhandled packet " + Pack.ToString());
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OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "unhandled packet " + Pack.ToString());
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AgentThrottlePacket atpack = (AgentThrottlePacket)Pack;
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@ -803,7 +800,7 @@ namespace OpenSim.Region.ClientStack
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//Agent Throttle Block contains 7 single floatingpoint values.
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int j = 0;
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// Some Systems may be big endian...
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// it might be smart to do this check more often...
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if (!BitConverter.IsLittleEndian)
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@ -813,22 +810,22 @@ namespace OpenSim.Region.ClientStack
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// values gotten from libsecondlife.org/wiki/Throttle. Thanks MW_
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// bytes
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// Convert to integer, since.. the full fp space isn't used.
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tResend = (int)BitConverter.ToSingle(throttle, j);
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tResend = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tLand = (int)BitConverter.ToSingle(throttle, j);
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tLand = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tWind = (int)BitConverter.ToSingle(throttle, j);
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tWind = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tCloud = (int)BitConverter.ToSingle(throttle, j);
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tCloud = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tTask = (int)BitConverter.ToSingle(throttle, j);
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tTask = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tTexture = (int)BitConverter.ToSingle(throttle, j);
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tTexture = (int)BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tAsset = (int)BitConverter.ToSingle(throttle, j);
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tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset;
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OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "unhandled packet AgentThrottle - Got throttle:resendbytes=" + tResend +
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OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "Client AgentThrottle - Got throttle:resendbytes=" + tResend +
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" landbytes=" + tLand +
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" windbytes=" + tWind +
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" cloudbytes=" + tCloud +
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@ -836,9 +833,233 @@ namespace OpenSim.Region.ClientStack
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" texturebytes=" + tTexture +
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" Assetbytes=" + tAsset +
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" Allbytes=" + tall);
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// Total Sanity
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// Make sure that the client sent sane total values.
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// If the client didn't send acceptable values....
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// Scale the clients values down until they are acceptable.
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if (tall <= throttleOutboundMax)
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{
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// Sanity
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// Making sure the client sends sane values
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// This gives us a measure of control of the comms
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// Check Max of Type
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// Then Check Min of type
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// Resend throttle
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if (tResend <= ResendthrottleMAX)
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ResendthrottleOutbound = tResend;
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if (tResend < ResendthrottleMin)
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ResendthrottleOutbound = ResendthrottleMin;
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// Land throttle
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if (tLand <= LandthrottleMax)
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LandthrottleOutbound = tLand;
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if (tLand < LandthrottleMin)
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LandthrottleOutbound = LandthrottleMin;
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// Wind throttle
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if (tWind <= WindthrottleMax)
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WindthrottleOutbound = tWind;
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if (tWind < WindthrottleMin)
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WindthrottleOutbound = WindthrottleMin;
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// Cloud throttle
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if (tCloud <= CloudthrottleMax)
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CloudthrottleOutbound = tCloud;
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if (tCloud < CloudthrottleMin)
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CloudthrottleOutbound = CloudthrottleMin;
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// Task throttle
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if (tTask <= TaskthrottleMax)
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TaskthrottleOutbound = tTask;
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if (tTask < TaskthrottleMin)
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TaskthrottleOutbound = TaskthrottleMin;
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// Texture throttle
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if (tTexture <= TexturethrottleMax)
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TexturethrottleOutbound = tTexture;
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if (tTexture < TexturethrottleMin)
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TexturethrottleOutbound = TexturethrottleMin;
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//Asset throttle
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if (tAsset <= AssetthrottleMax)
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AssetthrottleOutbound = tAsset;
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if (tAsset < AssetthrottleMin)
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AssetthrottleOutbound = AssetthrottleMin;
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OpenSim.Framework.Console.MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound +
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" landbytes=" + LandthrottleOutbound +
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" windbytes=" + WindthrottleOutbound +
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" cloudbytes=" + CloudthrottleOutbound +
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" taskbytes=" + TaskthrottleOutbound +
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" texturebytes=" + TexturethrottleOutbound +
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" Assetbytes=" + AssetthrottleOutbound +
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" Allbytes=" + tall);
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}
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else
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{
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// The client didn't send acceptable values..
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// so it's our job now to turn them into acceptable values
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// We're going to first scale the values down
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// After that we're going to check if the scaled values are sane
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// We're going to be dividing by a user value.. so make sure
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// we don't get a divide by zero error.
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if (tall > 0)
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{
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// Find out the percentage of all communications
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// the client requests for each type. We'll keep resend at
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// it's client recommended level (won't scale it down)
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// unless it's beyond sane values itself.
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if (tResend <= ResendthrottleMAX)
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{
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// This is nexted because we only want to re-set the values
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// the packet throttler uses once.
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if (tResend >= ResendthrottleMin)
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{
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ResendthrottleOutbound = tResend;
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}
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else
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{
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ResendthrottleOutbound = ResendthrottleMin;
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}
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}
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else
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{
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ResendthrottleOutbound = ResendthrottleMAX;
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}
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// Getting Percentages of communication for each type of data
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float LandPercent = (float)(tLand / tall);
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float WindPercent = (float)(tWind / tall);
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float CloudPercent = (float)(tCloud / tall);
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float TaskPercent = (float)(tTask / tall);
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float TexturePercent = (float)(tTexture / tall);
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float AssetPercent = (float)(tAsset / tall);
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// Okay.. now we've got the percentages of total communication.
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// Apply them to a new max total
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int tLandResult = (int)(LandPercent * throttleOutboundMax);
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int tWindResult = (int)(WindPercent * throttleOutboundMax);
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int tCloudResult = (int)(CloudPercent * throttleOutboundMax);
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int tTaskResult = (int)(TaskPercent * throttleOutboundMax);
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int tTextureResult = (int)(TexturePercent * throttleOutboundMax);
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int tAssetResult = (int)(AssetPercent * throttleOutboundMax);
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// Now we have to check our scaled values for sanity
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// Check Max of Type
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// Then Check Min of type
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// Land throttle
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if (tLandResult <= LandthrottleMax)
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LandthrottleOutbound = tLandResult;
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if (tLandResult < LandthrottleMin)
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LandthrottleOutbound = LandthrottleMin;
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// Wind throttle
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if (tWindResult <= WindthrottleMax)
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WindthrottleOutbound = tWindResult;
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if (tWindResult < WindthrottleMin)
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WindthrottleOutbound = WindthrottleMin;
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// Cloud throttle
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if (tCloudResult <= CloudthrottleMax)
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CloudthrottleOutbound = tCloudResult;
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if (tCloudResult < CloudthrottleMin)
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CloudthrottleOutbound = CloudthrottleMin;
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// Task throttle
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if (tTaskResult <= TaskthrottleMax)
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TaskthrottleOutbound = tTaskResult;
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if (tTaskResult < TaskthrottleMin)
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TaskthrottleOutbound = TaskthrottleMin;
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// Texture throttle
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if (tTextureResult <= TexturethrottleMax)
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TexturethrottleOutbound = tTextureResult;
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if (tTextureResult < TexturethrottleMin)
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TexturethrottleOutbound = TexturethrottleMin;
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//Asset throttle
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if (tAssetResult <= AssetthrottleMax)
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AssetthrottleOutbound = tAssetResult;
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if (tAssetResult < AssetthrottleMin)
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AssetthrottleOutbound = AssetthrottleMin;
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OpenSim.Framework.Console.MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound +
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" landbytes=" + LandthrottleOutbound +
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" windbytes=" + WindthrottleOutbound +
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" cloudbytes=" + CloudthrottleOutbound +
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" taskbytes=" + TaskthrottleOutbound +
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" texturebytes=" + TexturethrottleOutbound +
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" Assetbytes=" + AssetthrottleOutbound +
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" Allbytes=" + tall);
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}
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else
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{
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// The client sent a stupid value..
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// We're going to set the throttles to the minimum possible
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ResendthrottleOutbound = ResendthrottleMin;
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LandthrottleOutbound = LandthrottleMin;
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WindthrottleOutbound = WindthrottleMin;
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CloudthrottleOutbound = CloudthrottleMin;
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TaskthrottleOutbound = TaskthrottleMin;
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TexturethrottleOutbound = TexturethrottleMin;
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AssetthrottleOutbound = AssetthrottleMin;
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OpenSim.Framework.Console.MainLog.Instance.Verbose("THROTTLE", "ClientSentBadThrottle Using:resendbytes=" + ResendthrottleOutbound +
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" landbytes=" + LandthrottleOutbound +
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" windbytes=" + WindthrottleOutbound +
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" cloudbytes=" + CloudthrottleOutbound +
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" taskbytes=" + TaskthrottleOutbound +
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" texturebytes=" + TexturethrottleOutbound +
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" Assetbytes=" + AssetthrottleOutbound +
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" Allbytes=" + tall);
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}
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}
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// Reset Client Throttles
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// This has the effect of 'wiggling the slider
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// causes prim and stuck textures that didn't download to download
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ResendthrottleSentPeriod = 0;
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LandthrottleSentPeriod = 0;
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WindthrottleSentPeriod = 0;
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CloudthrottleSentPeriod = 0;
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TaskthrottleSentPeriod = 0;
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AssetthrottleSentPeriod = 0;
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TexturethrottleSentPeriod = 0;
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//Yay, we've finally handled the agent Throttle packet!
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break;
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#endregion
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#region unimplemented handlers
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case PacketType.StartPingCheck:
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// Send the client the ping response back
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// Pass the same PingID in the matching packet
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@ -87,11 +87,53 @@ namespace OpenSim.Region.ClientStack
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private int probesWithNoIngressPackets = 0;
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private int lastPacketsReceived = 0;
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private int throttleOutbound = 262144; // Number of bytes allowed to go out per second. (256kbps per client)
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// 1536000
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private int throttleOutboundMax = 1536000; // Number of bytes allowed to go out per second. (256kbps per client)
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// TODO: Make this variable. Lower throttle on un-ack. Raise over time?
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private int throttleSentPeriod = 0; // Number of bytes sent this period
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private int throttleOutbound = 162144; // Number of bytes allowed to go out per second. (256kbps per client)
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// TODO: Make this variable. Lower throttle on un-ack. Raise over time
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// All throttle times and number of bytes are calculated by dividing by this value
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private int throttleTimeDivisor = 5;
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private int throttletimems = 1000;
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// Maximum -per type- throttle
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private int ResendthrottleMAX = 100000;
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private int LandthrottleMax = 100000;
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private int WindthrottleMax = 100000;
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private int CloudthrottleMax = 100000;
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private int TaskthrottleMax = 800000;
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private int AssetthrottleMax = 800000;
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private int TexturethrottleMax = 800000;
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// Minimum -per type- throttle
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private int ResendthrottleMin = 5000; // setting resendmin to 0 results in mostly dropped packets
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private int LandthrottleMin = 1000;
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private int WindthrottleMin = 1000;
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private int CloudthrottleMin = 1000;
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private int TaskthrottleMin = 1000;
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private int AssetthrottleMin = 1000;
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private int TexturethrottleMin = 1000;
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// Sim default per-client settings.
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private int ResendthrottleOutbound = 50000;
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private int ResendthrottleSentPeriod = 0;
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private int LandthrottleOutbound = 100000;
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private int LandthrottleSentPeriod = 0;
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private int WindthrottleOutbound = 10000;
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private int WindthrottleSentPeriod = 0;
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private int CloudthrottleOutbound = 5000;
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private int CloudthrottleSentPeriod = 0;
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private int TaskthrottleOutbound = 100000;
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private int TaskthrottleSentPeriod = 0;
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private int AssetthrottleOutbound = 80000;
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private int AssetthrottleSentPeriod = 0;
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private int TexturethrottleOutbound = 100000;
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private int TexturethrottleSentPeriod = 0;
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private Timer throttleTimer;
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public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, ClientManager clientManager,
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@ -114,14 +156,31 @@ namespace OpenSim.Region.ClientStack
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startpos = m_authenticateSessionsHandler.GetPosition(initialcirpack.CircuitCode.Code);
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// While working on this, the BlockingQueue had me fooled for a bit.
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// The Blocking queue causes the thread to stop until there's something
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// in it to process. it's an on-purpose threadlock though because
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// without it, the clientloop will suck up all sim resources.
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PacketQueue = new BlockingQueue<QueItem>();
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IncomingPacketQueue = new Queue<QueItem>();
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OutgoingPacketQueue = new Queue<QueItem>();
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ResendOutgoingPacketQueue = new Queue<QueItem>();
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LandOutgoingPacketQueue = new Queue<QueItem>();
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WindOutgoingPacketQueue = new Queue<QueItem>();
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CloudOutgoingPacketQueue = new Queue<QueItem>();
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TaskOutgoingPacketQueue = new Queue<QueItem>();
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TextureOutgoingPacketQueue = new Queue<QueItem>();
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AssetOutgoingPacketQueue = new Queue<QueItem>();
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|
||||
//this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache);
|
||||
AckTimer = new Timer(750);
|
||||
AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
|
||||
AckTimer.Start();
|
||||
|
||||
throttleTimer = new Timer(1000);
|
||||
throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
|
||||
throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
|
||||
throttleTimer.Start();
|
||||
|
||||
|
@ -133,8 +192,97 @@ namespace OpenSim.Region.ClientStack
|
|||
}
|
||||
|
||||
void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
|
||||
{
|
||||
{
|
||||
throttleSentPeriod = 0;
|
||||
ResendthrottleSentPeriod = 0;
|
||||
LandthrottleSentPeriod = 0;
|
||||
WindthrottleSentPeriod = 0;
|
||||
CloudthrottleSentPeriod = 0;
|
||||
TaskthrottleSentPeriod = 0;
|
||||
AssetthrottleSentPeriod = 0;
|
||||
TexturethrottleSentPeriod = 0;
|
||||
|
||||
// I was considering this.. Will an event fire if the thread it's on is blocked?
|
||||
|
||||
// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
|
||||
// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
|
||||
// so This'll pick up about around the right time.
|
||||
|
||||
int MaxThrottleLoops = 5550; // 50*7 packets can be dequeued at once.
|
||||
int throttleLoops = 0;
|
||||
|
||||
// We're going to dequeue all of the saved up packets until
|
||||
// we've hit the throttle limit or there's no more packets to send
|
||||
while ((throttleSentPeriod <= ((int)(throttleOutbound/throttleTimeDivisor)) &&
|
||||
(ResendOutgoingPacketQueue.Count > 0 ||
|
||||
LandOutgoingPacketQueue.Count > 0 ||
|
||||
WindOutgoingPacketQueue.Count > 0 ||
|
||||
CloudOutgoingPacketQueue.Count > 0 ||
|
||||
TaskOutgoingPacketQueue.Count > 0 ||
|
||||
AssetOutgoingPacketQueue.Count > 0 ||
|
||||
TextureOutgoingPacketQueue.Count > 0)) && throttleLoops <= MaxThrottleLoops)
|
||||
{
|
||||
throttleLoops++;
|
||||
//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
|
||||
if (ResendthrottleSentPeriod <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
|
||||
|
||||
PacketQueue.Enqueue(qpack);
|
||||
throttleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
ResendthrottleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
}
|
||||
if (LandthrottleSentPeriod <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = LandOutgoingPacketQueue.Dequeue();
|
||||
|
||||
PacketQueue.Enqueue(qpack);
|
||||
throttleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
LandthrottleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
}
|
||||
if (WindthrottleSentPeriod <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = WindOutgoingPacketQueue.Dequeue();
|
||||
|
||||
PacketQueue.Enqueue(qpack);
|
||||
throttleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
WindthrottleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
}
|
||||
if (CloudthrottleSentPeriod <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
|
||||
|
||||
PacketQueue.Enqueue(qpack);
|
||||
throttleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
CloudthrottleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
}
|
||||
if (TaskthrottleSentPeriod <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
|
||||
|
||||
PacketQueue.Enqueue(qpack);
|
||||
throttleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
TaskthrottleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
}
|
||||
if (TexturethrottleSentPeriod <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
|
||||
|
||||
PacketQueue.Enqueue(qpack);
|
||||
throttleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
TexturethrottleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
}
|
||||
if (AssetthrottleSentPeriod <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
|
||||
{
|
||||
QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
|
||||
|
||||
PacketQueue.Enqueue(qpack);
|
||||
throttleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
AssetthrottleSentPeriod += qpack.Packet.ToBytes().Length;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public LLUUID SessionId
|
||||
|
@ -277,7 +425,7 @@ namespace OpenSim.Region.ClientStack
|
|||
else
|
||||
{
|
||||
// Throw it back on the queue if it's going to cause us to flood the client
|
||||
if (throttleSentPeriod > throttleOutbound)
|
||||
if (throttleSentPeriod > throttleOutboundMax)
|
||||
{
|
||||
PacketQueue.Enqueue(nextPacket);
|
||||
MainLog.Instance.Verbose("Client over throttle limit, requeuing packet");
|
||||
|
|
Loading…
Reference in New Issue