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
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Net;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading;
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using System.Timers;
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using Axiom.Math;
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using libsecondlife;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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using OpenSim.Framework.Console;
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using Timer=System.Timers.Timer;
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namespace OpenSim.Region.ClientStack
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{
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public class PacketQueue
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{
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private BlockingQueue<QueItem> SendQueue;
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private Queue<QueItem> IncomingPacketQueue;
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private Queue<QueItem> OutgoingPacketQueue;
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private Queue<QueItem> ResendOutgoingPacketQueue;
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private Queue<QueItem> LandOutgoingPacketQueue;
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private Queue<QueItem> WindOutgoingPacketQueue;
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private Queue<QueItem> CloudOutgoingPacketQueue;
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private Queue<QueItem> TaskOutgoingPacketQueue;
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private Queue<QueItem> TextureOutgoingPacketQueue;
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private Queue<QueItem> AssetOutgoingPacketQueue;
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private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
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private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
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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 bytesSent = 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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// This value also determines how many times per throttletimems the timer will run
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// If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
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private int throttleTimeDivisor = 7;
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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 ResendBytesSent = 0;
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private int LandthrottleOutbound = 100000;
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private int LandBytesSent = 0;
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private int WindthrottleOutbound = 10000;
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private int WindBytesSent = 0;
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private int CloudthrottleOutbound = 5000;
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private int CloudBytesSent = 0;
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private int TaskthrottleOutbound = 100000;
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private int TaskBytesSent = 0;
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private int AssetthrottleOutbound = 80000;
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private int AssetBytesSent = 0;
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private int TexturethrottleOutbound = 100000;
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private int TextureBytesSent = 0;
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private Timer throttleTimer;
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public PacketQueue()
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{
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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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SendQueue = 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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// TIMERS needed for this
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ResetCounters();
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throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
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throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
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throttleTimer.Start();
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}
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private void ResetCounters()
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{
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bytesSent = 0;
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ResendBytesSent = 0;
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LandBytesSent = 0;
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WindBytesSent = 0;
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CloudBytesSent = 0;
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TaskBytesSent = 0;
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AssetBytesSent = 0;
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TextureBytesSent = 0;
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}
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private bool PacketsWaiting()
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{
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return (ResendOutgoingPacketQueue.Count > 0 ||
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LandOutgoingPacketQueue.Count > 0 ||
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WindOutgoingPacketQueue.Count > 0 ||
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CloudOutgoingPacketQueue.Count > 0 ||
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TaskOutgoingPacketQueue.Count > 0 ||
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AssetOutgoingPacketQueue.Count > 0 ||
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TextureOutgoingPacketQueue.Count > 0);
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}
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private void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
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{
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ResetCounters();
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// I was considering this.. Will an event fire if the thread it's on is blocked?
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// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
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// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
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// so This'll pick up about around the right time.
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int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
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int throttleLoops = 0;
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// We're going to dequeue all of the saved up packets until
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// we've hit the throttle limit or there's no more packets to send
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while ((bytesSent <= (int)(throttleOutbound/throttleTimeDivisor)) &&
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PacketsWaiting() && (throttleLoops <= MaxThrottleLoops))
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{
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throttleLoops++;
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//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
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if (ResendBytesSent <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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ResendBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (LandBytesSent <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = LandOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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LandBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (WindBytesSent <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = WindOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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WindBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (CloudBytesSent <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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CloudBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (TaskBytesSent <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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TaskBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (TextureBytesSent <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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TextureBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (AssetBytesSent <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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bytesSent += qpack.Packet.ToBytes().Length;
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AssetBytesSent += qpack.Packet.ToBytes().Length;
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}
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}
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}
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}
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}
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Loading…
Reference in New Issue