Committing Jim's optimization to replace the 20ms sleep in outgoing packet handling with an interruptible wait handle
parent
45dc4e0a54
commit
cde47c2b3d
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@ -3320,6 +3320,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// If we received an update about our own avatar, process the avatar update priority queue immediately
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if (data.AgentID == m_agentId)
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ProcessAvatarTerseUpdates();
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else
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m_udpServer.SignalOutgoingPacketHandler();
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}
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private void ProcessAvatarTerseUpdates()
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@ -3407,6 +3409,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (m_primFullUpdates.SyncRoot)
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m_primFullUpdates.Enqueue(data.priority, objectData, data.localID);
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m_udpServer.SignalOutgoingPacketHandler();
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}
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void ProcessPrimFullUpdates()
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@ -3450,6 +3454,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (m_primTerseUpdates.SyncRoot)
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m_primTerseUpdates.Enqueue(data.Priority, objectData, data.LocalID);
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m_udpServer.SignalOutgoingPacketHandler();
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}
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void ProcessPrimTerseUpdates()
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@ -105,9 +105,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public int TickLastPacketReceived;
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/// <summary>Environment.TickCount of the last time the outgoing packet handler executed for this client</summary>
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public int TickLastOutgoingPacketHandler;
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/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler executed for this client</summary>
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public int ElapsedMSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed for this client</summary>
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public int Elapsed100MSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed for this client</summary>
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public int Elapsed500MSOutgoingPacketHandler;
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/// <summary>Timer granularity. This is set to the measured resolution of Environment.TickCount</summary>
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public readonly float G;
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/// <summary>Smoothed round-trip time. A smoothed average of the round-trip time for sending a
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/// reliable packet to the client and receiving an ACK</summary>
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public float SRTT;
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@ -182,15 +186,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
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}
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// Set the granularity variable used for retransmission calculations to
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// the measured resolution of Environment.TickCount
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G = server.TickCountResolution;
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// Default the retransmission timeout to three seconds
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RTO = 3000;
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// Initialize this to a sane value to prevent early disconnects
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TickLastPacketReceived = Environment.TickCount;
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TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
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ElapsedMSOutgoingPacketHandler = 0;
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Elapsed100MSOutgoingPacketHandler = 0;
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Elapsed500MSOutgoingPacketHandler = 0;
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}
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/// <summary>
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@ -391,6 +394,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// Not enough tokens in the bucket, queue this packet
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queue.Enqueue(packet);
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m_udpServer.SignalOutgoingPacketHandler();
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return true;
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}
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}
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@ -407,13 +411,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// </summary>
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/// <remarks>This function is only called from a synchronous loop in the
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/// UDPServer so we don't need to bother making this thread safe</remarks>
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/// <returns>True if any packets were sent, otherwise false</returns>
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public bool DequeueOutgoing()
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/// <returns>The minimum amount of time before the next packet
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/// can be sent to this client</returns>
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public int DequeueOutgoing()
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{
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OutgoingPacket packet;
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OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
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TokenBucket bucket;
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bool packetSent = false;
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int dataLength;
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int minTimeout = Int32.MaxValue;
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//string queueDebugOutput = String.Empty; // Serious debug business
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@ -428,12 +434,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// leaving a dequeued packet still waiting to be sent out. Try to
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// send it again
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OutgoingPacket nextPacket = m_nextPackets[i];
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if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
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dataLength = nextPacket.Buffer.DataLength;
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if (bucket.RemoveTokens(dataLength))
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{
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// Send the packet
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m_udpServer.SendPacketFinal(nextPacket);
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m_nextPackets[i] = null;
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packetSent = true;
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minTimeout = 0;
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}
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else if (minTimeout != 0)
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{
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// Check the minimum amount of time we would have to wait before this packet can be sent out
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minTimeout = Math.Min(minTimeout, ((dataLength - bucket.Content) / bucket.DripPerMS) + 1);
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}
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}
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else
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@ -445,16 +457,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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// A packet was pulled off the queue. See if we have
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// enough tokens in the bucket to send it out
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if (bucket.RemoveTokens(packet.Buffer.DataLength))
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dataLength = packet.Buffer.DataLength;
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if (bucket.RemoveTokens(dataLength))
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{
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// Send the packet
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m_udpServer.SendPacketFinal(packet);
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packetSent = true;
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minTimeout = 0;
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}
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else
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{
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// Save the dequeued packet for the next iteration
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m_nextPackets[i] = packet;
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if (minTimeout != 0)
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{
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// Check the minimum amount of time we would have to wait before this packet can be sent out
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minTimeout = Math.Min(minTimeout, ((dataLength - bucket.Content) / bucket.DripPerMS) + 1);
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}
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}
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// If the queue is empty after this dequeue, fire the queue
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@ -473,7 +492,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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//m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
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return packetSent;
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return minTimeout;
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}
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/// <summary>
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@ -504,7 +523,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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// Always round retransmission timeout up to two seconds
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RTO = Math.Max(2000, (int)(SRTT + Math.Max(G, K * RTTVAR)));
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RTO = Math.Max(2000, (int)(SRTT + Math.Max(m_udpServer.TickCountResolution, K * RTTVAR)));
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//m_log.Debug("[LLUDPCLIENT]: Setting agent " + this.Agent.FullName + "'s RTO to " + RTO + "ms with an RTTVAR of " +
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// RTTVAR + " based on new RTT of " + r + "ms");
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}
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@ -96,6 +96,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public readonly float TickCountResolution;
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/// <summary>Handlers for incoming packets</summary>
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//PacketEventDictionary packetEvents = new PacketEventDictionary();
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/// <summary>Incoming packets that are awaiting handling</summary>
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@ -112,20 +115,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private Scene m_scene;
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/// <summary>The X/Y coordinates of the scene this UDP server is attached to</summary>
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private Location m_location;
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/// <summary>The measured resolution of Environment.TickCount</summary>
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private float m_tickCountResolution;
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/// <summary>The size of the receive buffer for the UDP socket. This value
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/// is passed up to the operating system and used in the system networking
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/// stack. Use zero to leave this value as the default</summary>
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private int m_recvBufferSize;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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/// <summary>Track whether or not a packet was sent in the
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/// <summary>Track the minimum amount of time needed to send the next packet in the
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/// OutgoingPacketHandler loop so we know when to sleep</summary>
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private bool m_packetSentLastLoop;
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private int m_minTimeout = Int32.MaxValue;
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/// <summary>EventWaitHandle to signify the outgoing packet handler thread that
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/// there is more work to do</summary>
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private EventWaitHandle m_outgoingWaitHandle;
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public float TickCountResolution { get { return m_tickCountResolution; } }
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public Socket Server { get { return null; } }
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public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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@ -134,16 +136,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#region Environment.TickCount Measurement
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// Measure the resolution of Environment.TickCount
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m_tickCountResolution = 0f;
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TickCountResolution = 0f;
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for (int i = 0; i < 5; i++)
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{
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int start = Environment.TickCount;
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int now = start;
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while (now == start)
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now = Environment.TickCount;
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m_tickCountResolution += (float)(now - start) * 0.2f;
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TickCountResolution += (float)(now - start) * 0.2f;
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}
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m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
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TickCountResolution = (float)Math.Ceiling(TickCountResolution);
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#endregion Environment.TickCount Measurement
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@ -171,6 +174,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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base.Start(m_recvBufferSize, m_asyncPacketHandling);
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m_outgoingWaitHandle = new EventWaitHandle(false, EventResetMode.AutoReset);
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// Start the incoming packet processing thread
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Thread incomingThread = new Thread(IncomingPacketHandler);
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incomingThread.Name = "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")";
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@ -185,6 +190,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName);
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base.Stop();
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m_outgoingWaitHandle.Close();
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}
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public void AddScene(IScene scene)
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@ -768,6 +775,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packetInbox.Clear();
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}
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public bool SignalOutgoingPacketHandler()
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{
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return m_outgoingWaitHandle.Set();
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}
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private void OutgoingPacketHandler()
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{
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// Set this culture for the thread that outgoing packets are sent
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@ -778,14 +790,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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try
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{
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m_packetSentLastLoop = false;
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m_minTimeout = Int32.MaxValue;
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// Handle outgoing packets, resends, acknowledgements, and pings for each
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// client. m_minTimeout will be set to 0 if more packets are waiting in the
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// queues with bandwidth to spare, or the number of milliseconds we need to
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// wait before at least one packet can be sent to a client
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m_scene.ClientManager.ForEachSync(ClientOutgoingPacketHandler);
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// If no packets at all were sent, sleep to avoid chewing up CPU cycles
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// when there is nothing to do
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if (!m_packetSentLastLoop)
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Thread.Sleep(20);
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// Can't wait for a negative amount of time, and put a 100ms ceiling on our
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// maximum wait time
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m_minTimeout = Utils.Clamp(m_minTimeout, 0, 100);
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if (m_minTimeout > 0)
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{
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// Don't bother waiting for a shorter interval than our TickCountResolution
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// since the token buckets wouldn't update anyways
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m_minTimeout = Math.Max(m_minTimeout, (int)TickCountResolution);
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// Wait for someone to signal that packets are ready to be sent, or for our
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// sleep interval to expire
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m_outgoingWaitHandle.WaitOne(m_minTimeout);
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}
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}
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catch (Exception ex)
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{
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@ -802,32 +828,48 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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LLUDPClient udpClient = ((LLClientView)client).UDPClient;
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// Update ElapsedMSOutgoingPacketHandler
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int thisTick = Environment.TickCount & Int32.MaxValue;
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int elapsedMS = thisTick - udpClient.TickLastOutgoingPacketHandler;
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if (udpClient.TickLastOutgoingPacketHandler > thisTick)
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udpClient.ElapsedMSOutgoingPacketHandler += ((Int32.MaxValue - udpClient.TickLastOutgoingPacketHandler) + thisTick);
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else
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udpClient.ElapsedMSOutgoingPacketHandler += (thisTick - udpClient.TickLastOutgoingPacketHandler);
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if (udpClient.IsConnected)
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{
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// Check for pending outgoing resends every 100ms
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if (elapsedMS >= 100)
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if (udpClient.ElapsedMSOutgoingPacketHandler >= 100)
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{
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ResendUnacked(udpClient);
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udpClient.ElapsedMSOutgoingPacketHandler -= 100;
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udpClient.Elapsed100MSOutgoingPacketHandler += 1;
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}
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// Check for pending outgoing ACKs every 500ms
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if (elapsedMS >= 500)
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{
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SendAcks(udpClient);
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// Check for pending outgoing ACKs every 500ms
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if (udpClient.Elapsed100MSOutgoingPacketHandler >= 5)
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{
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SendAcks(udpClient);
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udpClient.Elapsed100MSOutgoingPacketHandler -= 5;
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udpClient.Elapsed500MSOutgoingPacketHandler += 1;
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}
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// Send pings to clients every 5000ms
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if (elapsedMS >= 5000)
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{
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SendPing(udpClient);
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}
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}
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// Send pings to clients every 5000ms
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if (udpClient.Elapsed500MSOutgoingPacketHandler >= 10)
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{
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SendPing(udpClient);
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udpClient.Elapsed500MSOutgoingPacketHandler -= 10;
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}
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// Dequeue any outgoing packets that are within the throttle limits
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if (udpClient.DequeueOutgoing())
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m_packetSentLastLoop = true;
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// and get the minimum time we would have to sleep before this client
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// could send a packet out
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int minTimeoutThisLoop = udpClient.DequeueOutgoing();
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// Although this is not thread safe, it is cheaper than locking and the
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// worst that will happen is we sleep for slightly longer than the
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// minimum necessary interval
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if (minTimeoutThisLoop < m_minTimeout)
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m_minTimeout = minTimeoutThisLoop;
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}
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udpClient.TickLastOutgoingPacketHandler = thisTick;
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}
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}
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/// <summary>
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/// The speed limit of this bucket in bytes per millisecond
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/// </summary>
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public int DripPerMS
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{
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get { return tokensPerMS; }
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}
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/// <summary>
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/// The number of bytes that can be sent at this moment. This is the
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/// current number of tokens in the bucket
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/// </summary>
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public int Content
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{
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get
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{
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Drip();
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return content;
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}
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get { return content; }
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}
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#endregion Properties
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/// call to Drip
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/// </summary>
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/// <returns>True if tokens were added to the bucket, otherwise false</returns>
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private bool Drip()
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public bool Drip()
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{
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if (tokensPerMS == 0)
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{
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