This is controlled via the console command "debug lludp client set process-unacked-sends true [<avatar-first-name> <avatar-last-name>]"
For debug purposes to see if this process for very bad connections is causing general outbound udp processing delays.
Relates to http://opensimulator.org/mantis/view.php?id=7393
throttles. Setting adaptive_throttle_min_bps will change the
minimum rate that the adapative throttles will drop to in case
of network packet loss. The current rate default rate is 256kbps.
The viewer can throttle rates under that amount, but the dynamic
adaptation will not.
This was because specifying a max client throttle would always request the max from the parent server throttle, no matter the actual total requests on the client throttle.
This would lead to a lower server multiplier than expected.
This change also adds a 'target' column to the "show throttles" output that shows the target rate (as set by client) if adaptive throttles is active.
This commit also re-adds the functionality lost in recent 5c1a1458 to set a max client throttle when adaptive is active.
This commit also adds TestClientThrottlePerClientAndRegionLimited and TestClientThrottleAdaptiveNoLimit regression tests
This only had one child, which is the 'adaptive' token bucket.
So from testing and currently analysis, we can use that bucket directly which simplifies the code.
This is the total of queued outgoing packets across all connections, as also seen in the "show queues" command.
Gives some early indication of whether the simulator can't send all outgoing packets fast enough.
Though then one would want to check that this isn't due to a few bad client connections.
Unlike "debug lludp packet" which logs at the point where OpenSim first asks the clientstack to send a certain outgoing packet, this logs immediately before the actual send.
For low-level debugging purposes.
Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running.
When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests.
However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues.
This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead.
Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time.
Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.