some variable renames to help me read the throttle code

afrisby
Sean Dague 2007-11-27 20:37:17 +00:00
parent b916d5b112
commit cebdd069f4
3 changed files with 68 additions and 68 deletions

View File

@ -232,10 +232,10 @@ namespace OpenSim.Region.ClientStack
switch (throttlePacketType)
{
case ThrottleOutPacketType.Resend:
if (ResendthrottleSentPeriod <= ((int)(ResendthrottleOutbound / throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count == 0)
if (ResendBytesSent <= ((int)(ResendthrottleOutbound / throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count == 0)
{
throttleSentPeriod += item.Packet.ToBytes().Length;
ResendthrottleSentPeriod += item.Packet.ToBytes().Length;
bytesSent += item.Packet.ToBytes().Length;
ResendBytesSent += item.Packet.ToBytes().Length;
PacketQueue.Enqueue(item);
}
else
@ -244,10 +244,10 @@ namespace OpenSim.Region.ClientStack
}
break;
case ThrottleOutPacketType.Texture:
if (TexturethrottleSentPeriod <= ((int)(TexturethrottleOutbound / throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count == 0)
if (TextureBytesSent <= ((int)(TexturethrottleOutbound / throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count == 0)
{
throttleSentPeriod += item.Packet.ToBytes().Length;
TexturethrottleSentPeriod += item.Packet.ToBytes().Length;
bytesSent += item.Packet.ToBytes().Length;
TextureBytesSent += item.Packet.ToBytes().Length;
PacketQueue.Enqueue(item);
}
else
@ -256,10 +256,10 @@ namespace OpenSim.Region.ClientStack
}
break;
case ThrottleOutPacketType.Task:
if (TaskthrottleSentPeriod <= ((int)(TexturethrottleOutbound / throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count == 0)
if (TaskBytesSent <= ((int)(TexturethrottleOutbound / throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count == 0)
{
throttleSentPeriod += item.Packet.ToBytes().Length;
TaskthrottleSentPeriod += item.Packet.ToBytes().Length;
bytesSent += item.Packet.ToBytes().Length;
TaskBytesSent += item.Packet.ToBytes().Length;
PacketQueue.Enqueue(item);
}
else
@ -268,10 +268,10 @@ namespace OpenSim.Region.ClientStack
}
break;
case ThrottleOutPacketType.Land:
if (LandthrottleSentPeriod <= ((int)(LandthrottleOutbound / throttleTimeDivisor)) && LandOutgoingPacketQueue.Count == 0)
if (LandBytesSent <= ((int)(LandthrottleOutbound / throttleTimeDivisor)) && LandOutgoingPacketQueue.Count == 0)
{
throttleSentPeriod += item.Packet.ToBytes().Length;
LandthrottleSentPeriod += item.Packet.ToBytes().Length;
bytesSent += item.Packet.ToBytes().Length;
LandBytesSent += item.Packet.ToBytes().Length;
PacketQueue.Enqueue(item);
}
else
@ -280,10 +280,10 @@ namespace OpenSim.Region.ClientStack
}
break;
case ThrottleOutPacketType.Asset:
if (AssetthrottleSentPeriod <= ((int)(AssetthrottleOutbound / throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count == 0)
if (AssetBytesSent <= ((int)(AssetthrottleOutbound / throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count == 0)
{
throttleSentPeriod += item.Packet.ToBytes().Length;
AssetthrottleSentPeriod += item.Packet.ToBytes().Length;
bytesSent += item.Packet.ToBytes().Length;
AssetBytesSent += item.Packet.ToBytes().Length;
PacketQueue.Enqueue(item);
}
else
@ -292,10 +292,10 @@ namespace OpenSim.Region.ClientStack
}
break;
case ThrottleOutPacketType.Cloud:
if (CloudthrottleSentPeriod <= ((int)(CloudthrottleOutbound / throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count == 0)
if (CloudBytesSent <= ((int)(CloudthrottleOutbound / throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count == 0)
{
throttleSentPeriod += item.Packet.ToBytes().Length;
CloudthrottleSentPeriod += item.Packet.ToBytes().Length;
bytesSent += item.Packet.ToBytes().Length;
CloudBytesSent += item.Packet.ToBytes().Length;
PacketQueue.Enqueue(item);
}
else
@ -304,10 +304,10 @@ namespace OpenSim.Region.ClientStack
}
break;
case ThrottleOutPacketType.Wind:
if (WindthrottleSentPeriod <= ((int)(WindthrottleOutbound / throttleTimeDivisor)) && WindOutgoingPacketQueue.Count == 0)
if (WindBytesSent <= ((int)(WindthrottleOutbound / throttleTimeDivisor)) && WindOutgoingPacketQueue.Count == 0)
{
throttleSentPeriod += item.Packet.ToBytes().Length;
WindthrottleSentPeriod += item.Packet.ToBytes().Length;
bytesSent += item.Packet.ToBytes().Length;
WindBytesSent += item.Packet.ToBytes().Length;
PacketQueue.Enqueue(item);
}
else

View File

@ -1048,13 +1048,13 @@ namespace OpenSim.Region.ClientStack
// This has the effect of 'wiggling the slider
// causes prim and stuck textures that didn't download to download
ResendthrottleSentPeriod = 0;
LandthrottleSentPeriod = 0;
WindthrottleSentPeriod = 0;
CloudthrottleSentPeriod = 0;
TaskthrottleSentPeriod = 0;
AssetthrottleSentPeriod = 0;
TexturethrottleSentPeriod = 0;
ResendBytesSent = 0;
LandBytesSent = 0;
WindBytesSent = 0;
CloudBytesSent = 0;
TaskBytesSent = 0;
AssetBytesSent = 0;
TextureBytesSent = 0;
//Yay, we've finally handled the agent Throttle packet!

View File

@ -90,7 +90,7 @@ namespace OpenSim.Region.ClientStack
// 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 throttleSentPeriod = 0; // Number of bytes sent this period
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
@ -123,19 +123,19 @@ namespace OpenSim.Region.ClientStack
// Sim default per-client settings.
private int ResendthrottleOutbound = 50000;
private int ResendthrottleSentPeriod = 0;
private int ResendBytesSent = 0;
private int LandthrottleOutbound = 100000;
private int LandthrottleSentPeriod = 0;
private int LandBytesSent = 0;
private int WindthrottleOutbound = 10000;
private int WindthrottleSentPeriod = 0;
private int WindBytesSent = 0;
private int CloudthrottleOutbound = 5000;
private int CloudthrottleSentPeriod = 0;
private int CloudBytesSent = 0;
private int TaskthrottleOutbound = 100000;
private int TaskthrottleSentPeriod = 0;
private int TaskBytesSent = 0;
private int AssetthrottleOutbound = 80000;
private int AssetthrottleSentPeriod = 0;
private int AssetBytesSent = 0;
private int TexturethrottleOutbound = 100000;
private int TexturethrottleSentPeriod = 0;
private int TextureBytesSent = 0;
private Timer throttleTimer;
@ -196,14 +196,14 @@ 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;
bytesSent = 0;
ResendBytesSent = 0;
LandBytesSent = 0;
WindBytesSent = 0;
CloudBytesSent = 0;
TaskBytesSent = 0;
AssetBytesSent = 0;
TextureBytesSent = 0;
// I was considering this.. Will an event fire if the thread it's on is blocked?
@ -216,7 +216,7 @@ namespace OpenSim.Region.ClientStack
// 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)) &&
while ((bytesSent <= ((int)(throttleOutbound/throttleTimeDivisor)) &&
(ResendOutgoingPacketQueue.Count > 0 ||
LandOutgoingPacketQueue.Count > 0 ||
WindOutgoingPacketQueue.Count > 0 ||
@ -227,61 +227,61 @@ namespace OpenSim.Region.ClientStack
{
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)
if (ResendBytesSent <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0)
{
QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
PacketQueue.Enqueue(qpack);
throttleSentPeriod += qpack.Packet.ToBytes().Length;
ResendthrottleSentPeriod += qpack.Packet.ToBytes().Length;
bytesSent += qpack.Packet.ToBytes().Length;
ResendBytesSent += qpack.Packet.ToBytes().Length;
}
if (LandthrottleSentPeriod <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
if (LandBytesSent <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
{
QueItem qpack = LandOutgoingPacketQueue.Dequeue();
PacketQueue.Enqueue(qpack);
throttleSentPeriod += qpack.Packet.ToBytes().Length;
LandthrottleSentPeriod += qpack.Packet.ToBytes().Length;
bytesSent += qpack.Packet.ToBytes().Length;
LandBytesSent += qpack.Packet.ToBytes().Length;
}
if (WindthrottleSentPeriod <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
if (WindBytesSent <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
{
QueItem qpack = WindOutgoingPacketQueue.Dequeue();
PacketQueue.Enqueue(qpack);
throttleSentPeriod += qpack.Packet.ToBytes().Length;
WindthrottleSentPeriod += qpack.Packet.ToBytes().Length;
bytesSent += qpack.Packet.ToBytes().Length;
WindBytesSent += qpack.Packet.ToBytes().Length;
}
if (CloudthrottleSentPeriod <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
if (CloudBytesSent <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
{
QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
PacketQueue.Enqueue(qpack);
throttleSentPeriod += qpack.Packet.ToBytes().Length;
CloudthrottleSentPeriod += qpack.Packet.ToBytes().Length;
bytesSent += qpack.Packet.ToBytes().Length;
CloudBytesSent += qpack.Packet.ToBytes().Length;
}
if (TaskthrottleSentPeriod <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
if (TaskBytesSent <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
{
QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
PacketQueue.Enqueue(qpack);
throttleSentPeriod += qpack.Packet.ToBytes().Length;
TaskthrottleSentPeriod += qpack.Packet.ToBytes().Length;
bytesSent += qpack.Packet.ToBytes().Length;
TaskBytesSent += qpack.Packet.ToBytes().Length;
}
if (TexturethrottleSentPeriod <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
if (TextureBytesSent <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
{
QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
PacketQueue.Enqueue(qpack);
throttleSentPeriod += qpack.Packet.ToBytes().Length;
TexturethrottleSentPeriod += qpack.Packet.ToBytes().Length;
bytesSent += qpack.Packet.ToBytes().Length;
TextureBytesSent += qpack.Packet.ToBytes().Length;
}
if (AssetthrottleSentPeriod <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
if (AssetBytesSent <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
{
QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
PacketQueue.Enqueue(qpack);
throttleSentPeriod += qpack.Packet.ToBytes().Length;
AssetthrottleSentPeriod += qpack.Packet.ToBytes().Length;
bytesSent += qpack.Packet.ToBytes().Length;
AssetBytesSent += qpack.Packet.ToBytes().Length;
}
}
@ -441,7 +441,7 @@ namespace OpenSim.Region.ClientStack
else
{
// Throw it back on the queue if it's going to cause us to flood the client
if (throttleSentPeriod > throttleOutboundMax)
if (bytesSent > throttleOutboundMax)
{
PacketQueue.Enqueue(nextPacket);
MainLog.Instance.Verbose("Client over throttle limit, requeuing packet");
@ -462,7 +462,7 @@ namespace OpenSim.Region.ClientStack
//Don't throttle AvatarPickerReplies!, they return a null .ToBytes()!
if (nextPacket.Packet.Type != PacketType.AvatarPickerReply)
throttleSentPeriod += nextPacket.Packet.ToBytes().Length;
bytesSent += nextPacket.Packet.ToBytes().Length;
//is a out going packet