* Set default client throttle multiplier to 2 (old value was effectively 8). See OpenSim.ini.example for details as to what this means

* Really this should be 1, but I think that this would be too slow compared to a Second Life server until we improve our ability to send textures of variable quality
* This may improve one aspect of sim performance where there are many avatars.  However, there are still other performance problems that are unrelated to this change
* Value may be further tuned
* Removed temporary decals since the multipler setting will stick around now
0.6.0-stable
Justin Clarke Casey 2008-11-05 19:23:59 +00:00
parent 204ef95843
commit fc36d7fdf2
4 changed files with 26 additions and 11 deletions

View File

@ -127,7 +127,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
TotalThrottle
= new LLPacketThrottle(
totalThrottleSettings.Min, totalThrottleSettings.Max, totalThrottleSettings.Current, userSettings.ClientThrottleMultipler);
totalThrottleSettings.Min, totalThrottleSettings.Max, totalThrottleSettings.Current,
userSettings.ClientThrottleMultipler);
throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor));
throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed);

View File

@ -36,7 +36,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_currentBitsSent;
/// <value>
/// Temporary field
/// Value with which to multiply all the throttle fields
/// </value>
private float m_throttleMultiplier;
@ -47,8 +47,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <param name="max"></param>
/// <param name="throttle"></param>
/// <param name="throttleMultiplier">
/// A temporary parameter that's ends up multiplying all throttle settings. This only exists as a path to
/// using real throttle values instead of the *8 multipler that we had been using (bytes instead of btis)
/// A parameter that's ends up multiplying all throttle settings. An alternative solution would have been
/// to multiply all the parameters by this before giving them to the constructor. But doing it this way
/// represents the fact that the multiplier is a hack that pumps data to clients much faster than the actual
/// settings that we are given.
/// </param>
public LLPacketThrottle(int min, int max, int throttle, float throttleMultiplier)
{
@ -81,7 +83,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return m_currentBitsSent;
}
// Properties
public int Max
{
get { return m_maxAllowableThrottle; }

View File

@ -149,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
AssetCache assetCache, AgentCircuitManager circuitManager)
{
ClientStackUserSettings userSettings = new ClientStackUserSettings();
userSettings.ClientThrottleMultipler = 8;
userSettings.ClientThrottleMultipler = 2; // default. TODO: Should be a constant somewhere
IConfig config = configSource.Configs["ClientStack.LindenUDP"];

View File

@ -205,11 +205,24 @@ inventory_server_url = "http://127.0.0.1:8004"
messaging_server_url = "http://127.0.0.1:8006"
[ClientStack.LindenUDP]
; Adjust the multiplier applied to all client throttles
; This setting only exists because we're probably over throttling by a factor of 8. Setting this to
; 1 uses the real throttle values, but this may be revealing other bugs, so is currently included as test setting
; You probably don't want to change this.
client_throttle_multiplier = 8;
; This is the multiplier applied to all client throttles for outgoing UDP network data
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
; will actually push down data at a maximum rate of 750 kilobits per second).
;
; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
; higher network bandwidth settings directly, though this isn't always possible.
;
; Currently this setting is 2 by default because we currently send much more texture data than is strictly
; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
; of textures at different levels of quality is improved.
;
; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
; unexpected difficulties
client_throttle_multiplier = 2;
[Chat]
whisper_distance = 10