mod packetqueue to use the throttle class container

afrisby
Sean Dague 2007-11-30 21:51:13 +00:00
parent 174a3d2ca1
commit e36ddb0e8c
1 changed files with 52 additions and 75 deletions

View File

@ -59,14 +59,6 @@ namespace OpenSim.Region.ClientStack
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
@ -75,43 +67,17 @@ namespace OpenSim.Region.ClientStack
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 PacketThrottle ResendThrottle;
private PacketThrottle LandThrottle;
private PacketThrottle WindThrottle;
private PacketThrottle CloudThrottle;
private PacketThrottle TaskThrottle;
private PacketThrottle AssetThrottle;
private PacketThrottle TextureThrottle;
private PacketThrottle TotalThrottle;
private Timer throttleTimer;
public PacketQueue()
{
// While working on this, the BlockingQueue had me fooled for a bit.
@ -131,9 +97,20 @@ namespace OpenSim.Region.ClientStack
TextureOutgoingPacketQueue = new Queue<QueItem>();
AssetOutgoingPacketQueue = new Queue<QueItem>();
// TIMERS needed for this
ResetCounters();
// Set up the throttle classes (min, max, current) in bytes
ResendThrottle = new PacketThrottle(5000, 100000, 50000);
LandThrottle = new PacketThrottle(1000, 100000, 100000);
WindThrottle = new PacketThrottle(1000, 100000, 10000);
CloudThrottle = new PacketThrottle(1000, 100000, 50000);
TaskThrottle = new PacketThrottle(1000, 800000, 100000);
AssetThrottle = new PacketThrottle(1000, 800000, 80000);
TextureThrottle = new PacketThrottle(1000, 800000, 100000);
// Total Throttle trumps all
// Number of bytes allowed to go out per second. (256kbps per client)
TotalThrottle = new PacketThrottle(0, 162144, 1536000);
// TIMERS needed for this
throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
throttleTimer.Start();
@ -141,14 +118,14 @@ namespace OpenSim.Region.ClientStack
private void ResetCounters()
{
bytesSent = 0;
ResendBytesSent = 0;
LandBytesSent = 0;
WindBytesSent = 0;
CloudBytesSent = 0;
TaskBytesSent = 0;
AssetBytesSent = 0;
TextureBytesSent = 0;
ResendThrottle.Reset();
LandThrottle.Reset();
WindThrottle.Reset();
CloudThrottle.Reset();
TaskThrottle.Reset();
AssetThrottle.Reset();
TextureThrottle.Reset();
TotalThrottle.Reset();
}
private bool PacketsWaiting()
@ -178,66 +155,66 @@ 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 ((bytesSent <= (int)(throttleOutbound/throttleTimeDivisor)) &&
PacketsWaiting() && (throttleLoops <= MaxThrottleLoops))
while (TotalThrottle.UnderLimit() && 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)
if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0)
{
QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
ResendBytesSent += qpack.Packet.ToBytes().Length;
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
ResendThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (LandBytesSent <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0)
{
QueItem qpack = LandOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
LandBytesSent += qpack.Packet.ToBytes().Length;
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
LandThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (WindBytesSent <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0)
{
QueItem qpack = WindOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
WindBytesSent += qpack.Packet.ToBytes().Length;
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
WindThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (CloudBytesSent <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0)
{
QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
CloudBytesSent += qpack.Packet.ToBytes().Length;
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
CloudThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (TaskBytesSent <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0)
{
QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
TaskBytesSent += qpack.Packet.ToBytes().Length;
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
TaskThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (TextureBytesSent <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0)
{
QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
TextureBytesSent += qpack.Packet.ToBytes().Length;
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
TextureThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (AssetBytesSent <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0)
{
QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
bytesSent += qpack.Packet.ToBytes().Length;
AssetBytesSent += qpack.Packet.ToBytes().Length;
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
AssetThrottle.Add(qpack.Packet.ToBytes().Length);
}
}