starting to fill out PacketQueue, refactoring as I go. This

doesn't link into the rest of the code yet, and won't until it
is complete.
afrisby
Sean Dague 2007-11-30 21:09:49 +00:00
parent b287015028
commit 9c07a98831
1 changed files with 252 additions and 0 deletions

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Timers;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.ClientStack
{
public class PacketQueue
{
private BlockingQueue<QueItem> SendQueue;
private Queue<QueItem> IncomingPacketQueue;
private Queue<QueItem> OutgoingPacketQueue;
private Queue<QueItem> ResendOutgoingPacketQueue;
private Queue<QueItem> LandOutgoingPacketQueue;
private Queue<QueItem> WindOutgoingPacketQueue;
private Queue<QueItem> CloudOutgoingPacketQueue;
private Queue<QueItem> TaskOutgoingPacketQueue;
private Queue<QueItem> TextureOutgoingPacketQueue;
private Queue<QueItem> AssetOutgoingPacketQueue;
private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
// 1536000
private int throttleOutboundMax = 1536000; // Number of bytes allowed to go out per second. (256kbps per client)
// TODO: Make this variable. Lower throttle on un-ack. Raise over time?
private int bytesSent = 0; // Number of bytes sent this period
private int throttleOutbound = 162144; // Number of bytes allowed to go out per second. (256kbps per client)
// TODO: Make this variable. Lower throttle on un-ack. Raise over time
// All throttle times and number of bytes are calculated by dividing by this value
// This value also determines how many times per throttletimems the timer will run
// If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
private int throttleTimeDivisor = 7;
private int throttletimems = 1000;
// Maximum -per type- throttle
private int ResendthrottleMAX = 100000;
private int LandthrottleMax = 100000;
private int WindthrottleMax = 100000;
private int CloudthrottleMax = 100000;
private int TaskthrottleMax = 800000;
private int AssetthrottleMax = 800000;
private int TexturethrottleMax = 800000;
// Minimum -per type- throttle
private int ResendthrottleMin = 5000; // setting resendmin to 0 results in mostly dropped packets
private int LandthrottleMin = 1000;
private int WindthrottleMin = 1000;
private int CloudthrottleMin = 1000;
private int TaskthrottleMin = 1000;
private int AssetthrottleMin = 1000;
private int TexturethrottleMin = 1000;
// Sim default per-client settings.
private int ResendthrottleOutbound = 50000;
private int ResendBytesSent = 0;
private int LandthrottleOutbound = 100000;
private int LandBytesSent = 0;
private int WindthrottleOutbound = 10000;
private int WindBytesSent = 0;
private int CloudthrottleOutbound = 5000;
private int CloudBytesSent = 0;
private int TaskthrottleOutbound = 100000;
private int TaskBytesSent = 0;
private int AssetthrottleOutbound = 80000;
private int AssetBytesSent = 0;
private int TexturethrottleOutbound = 100000;
private int TextureBytesSent = 0;
private Timer throttleTimer;
public PacketQueue()
{
// While working on this, the BlockingQueue had me fooled for a bit.
// The Blocking queue causes the thread to stop until there's something
// in it to process. it's an on-purpose threadlock though because
// without it, the clientloop will suck up all sim resources.
SendQueue = new BlockingQueue<QueItem>();
IncomingPacketQueue = new Queue<QueItem>();
OutgoingPacketQueue = new Queue<QueItem>();
ResendOutgoingPacketQueue = new Queue<QueItem>();
LandOutgoingPacketQueue = new Queue<QueItem>();
WindOutgoingPacketQueue = new Queue<QueItem>();
CloudOutgoingPacketQueue = new Queue<QueItem>();
TaskOutgoingPacketQueue = new Queue<QueItem>();
TextureOutgoingPacketQueue = new Queue<QueItem>();
AssetOutgoingPacketQueue = new Queue<QueItem>();
// TIMERS needed for this
ResetCounters();
throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
throttleTimer.Start();
}
private void ResetCounters()
{
bytesSent = 0;
ResendBytesSent = 0;
LandBytesSent = 0;
WindBytesSent = 0;
CloudBytesSent = 0;
TaskBytesSent = 0;
AssetBytesSent = 0;
TextureBytesSent = 0;
}
private bool PacketsWaiting()
{
return (ResendOutgoingPacketQueue.Count > 0 ||
LandOutgoingPacketQueue.Count > 0 ||
WindOutgoingPacketQueue.Count > 0 ||
CloudOutgoingPacketQueue.Count > 0 ||
TaskOutgoingPacketQueue.Count > 0 ||
AssetOutgoingPacketQueue.Count > 0 ||
TextureOutgoingPacketQueue.Count > 0);
}
private void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
{
ResetCounters();
// 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 = 4550; // 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 ((bytesSent <= (int)(throttleOutbound/throttleTimeDivisor)) &&
PacketsWaiting() && (throttleLoops <= MaxThrottleLoops))
{
throttleLoops++;
//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
if (ResendBytesSent <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0)
{
QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
ResendBytesSent += qpack.Packet.ToBytes().Length;
}
if (LandBytesSent <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
{
QueItem qpack = LandOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
LandBytesSent += qpack.Packet.ToBytes().Length;
}
if (WindBytesSent <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
{
QueItem qpack = WindOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
WindBytesSent += qpack.Packet.ToBytes().Length;
}
if (CloudBytesSent <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
{
QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
CloudBytesSent += qpack.Packet.ToBytes().Length;
}
if (TaskBytesSent <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
{
QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
TaskBytesSent += qpack.Packet.ToBytes().Length;
}
if (TextureBytesSent <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
{
QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
TextureBytesSent += qpack.Packet.ToBytes().Length;
}
if (AssetBytesSent <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
{
QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
AssetBytesSent += qpack.Packet.ToBytes().Length;
}
}
}
}
}