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authorSean Dague2007-11-30 21:51:13 +0000
committerSean Dague2007-11-30 21:51:13 +0000
commite36ddb0e8c02dae4506e98711f6a680719b480b5 (patch)
tree1f639f0b5c54e06df4e0195e4a9f47af1b3e7663 /OpenSim/Region/ClientStack/PacketQueue.cs
parentthe packet throttle stuff is duped enough that a (diff)
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mod packetqueue to use the throttle class container
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/PacketQueue.cs127
1 files changed, 52 insertions, 75 deletions
diff --git a/OpenSim/Region/ClientStack/PacketQueue.cs b/OpenSim/Region/ClientStack/PacketQueue.cs
index b17249b..3d284e8 100644
--- a/OpenSim/Region/ClientStack/PacketQueue.cs
+++ b/OpenSim/Region/ClientStack/PacketQueue.cs
@@ -59,14 +59,6 @@ namespace OpenSim.Region.ClientStack
59 private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>(); 59 private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
60 private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>(); 60 private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
61 61
62 // 1536000
63 private int throttleOutboundMax = 1536000; // Number of bytes allowed to go out per second. (256kbps per client)
64 // TODO: Make this variable. Lower throttle on un-ack. Raise over time?
65 private int bytesSent = 0; // Number of bytes sent this period
66
67 private int throttleOutbound = 162144; // Number of bytes allowed to go out per second. (256kbps per client)
68 // TODO: Make this variable. Lower throttle on un-ack. Raise over time
69
70 // All throttle times and number of bytes are calculated by dividing by this value 62 // All throttle times and number of bytes are calculated by dividing by this value
71 // This value also determines how many times per throttletimems the timer will run 63 // This value also determines how many times per throttletimems the timer will run
72 // If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds 64 // If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
@@ -75,43 +67,17 @@ namespace OpenSim.Region.ClientStack
75 67
76 private int throttletimems = 1000; 68 private int throttletimems = 1000;
77 69
78 // Maximum -per type- throttle 70 private PacketThrottle ResendThrottle;
79 private int ResendthrottleMAX = 100000; 71 private PacketThrottle LandThrottle;
80 private int LandthrottleMax = 100000; 72 private PacketThrottle WindThrottle;
81 private int WindthrottleMax = 100000; 73 private PacketThrottle CloudThrottle;
82 private int CloudthrottleMax = 100000; 74 private PacketThrottle TaskThrottle;
83 private int TaskthrottleMax = 800000; 75 private PacketThrottle AssetThrottle;
84 private int AssetthrottleMax = 800000; 76 private PacketThrottle TextureThrottle;
85 private int TexturethrottleMax = 800000; 77 private PacketThrottle TotalThrottle;
86
87 // Minimum -per type- throttle
88 private int ResendthrottleMin = 5000; // setting resendmin to 0 results in mostly dropped packets
89 private int LandthrottleMin = 1000;
90 private int WindthrottleMin = 1000;
91 private int CloudthrottleMin = 1000;
92 private int TaskthrottleMin = 1000;
93 private int AssetthrottleMin = 1000;
94 private int TexturethrottleMin = 1000;
95
96 // Sim default per-client settings.
97 private int ResendthrottleOutbound = 50000;
98 private int ResendBytesSent = 0;
99 private int LandthrottleOutbound = 100000;
100 private int LandBytesSent = 0;
101 private int WindthrottleOutbound = 10000;
102 private int WindBytesSent = 0;
103 private int CloudthrottleOutbound = 5000;
104 private int CloudBytesSent = 0;
105 private int TaskthrottleOutbound = 100000;
106 private int TaskBytesSent = 0;
107 private int AssetthrottleOutbound = 80000;
108 private int AssetBytesSent = 0;
109 private int TexturethrottleOutbound = 100000;
110 private int TextureBytesSent = 0;
111 78
112 private Timer throttleTimer; 79 private Timer throttleTimer;
113 80
114
115 public PacketQueue() 81 public PacketQueue()
116 { 82 {
117 // While working on this, the BlockingQueue had me fooled for a bit. 83 // While working on this, the BlockingQueue had me fooled for a bit.
@@ -131,9 +97,20 @@ namespace OpenSim.Region.ClientStack
131 TextureOutgoingPacketQueue = new Queue<QueItem>(); 97 TextureOutgoingPacketQueue = new Queue<QueItem>();
132 AssetOutgoingPacketQueue = new Queue<QueItem>(); 98 AssetOutgoingPacketQueue = new Queue<QueItem>();
133 99
134 // TIMERS needed for this 100
135 ResetCounters(); 101 // Set up the throttle classes (min, max, current) in bytes
102 ResendThrottle = new PacketThrottle(5000, 100000, 50000);
103 LandThrottle = new PacketThrottle(1000, 100000, 100000);
104 WindThrottle = new PacketThrottle(1000, 100000, 10000);
105 CloudThrottle = new PacketThrottle(1000, 100000, 50000);
106 TaskThrottle = new PacketThrottle(1000, 800000, 100000);
107 AssetThrottle = new PacketThrottle(1000, 800000, 80000);
108 TextureThrottle = new PacketThrottle(1000, 800000, 100000);
109 // Total Throttle trumps all
110 // Number of bytes allowed to go out per second. (256kbps per client)
111 TotalThrottle = new PacketThrottle(0, 162144, 1536000);
136 112
113 // TIMERS needed for this
137 throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor)); 114 throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
138 throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed); 115 throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
139 throttleTimer.Start(); 116 throttleTimer.Start();
@@ -141,14 +118,14 @@ namespace OpenSim.Region.ClientStack
141 118
142 private void ResetCounters() 119 private void ResetCounters()
143 { 120 {
144 bytesSent = 0; 121 ResendThrottle.Reset();
145 ResendBytesSent = 0; 122 LandThrottle.Reset();
146 LandBytesSent = 0; 123 WindThrottle.Reset();
147 WindBytesSent = 0; 124 CloudThrottle.Reset();
148 CloudBytesSent = 0; 125 TaskThrottle.Reset();
149 TaskBytesSent = 0; 126 AssetThrottle.Reset();
150 AssetBytesSent = 0; 127 TextureThrottle.Reset();
151 TextureBytesSent = 0; 128 TotalThrottle.Reset();
152 } 129 }
153 130
154 private bool PacketsWaiting() 131 private bool PacketsWaiting()
@@ -178,66 +155,66 @@ namespace OpenSim.Region.ClientStack
178 155
179 // We're going to dequeue all of the saved up packets until 156 // We're going to dequeue all of the saved up packets until
180 // we've hit the throttle limit or there's no more packets to send 157 // we've hit the throttle limit or there's no more packets to send
181 while ((bytesSent <= (int)(throttleOutbound/throttleTimeDivisor)) && 158 while (TotalThrottle.UnderLimit() && PacketsWaiting() &&
182 PacketsWaiting() && (throttleLoops <= MaxThrottleLoops)) 159 (throttleLoops <= MaxThrottleLoops))
183 { 160 {
184 throttleLoops++; 161 throttleLoops++;
185 //Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up. 162 //Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
186 if (ResendBytesSent <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0) 163 if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0)
187 { 164 {
188 QueItem qpack = ResendOutgoingPacketQueue.Dequeue(); 165 QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
189 166
190 SendQueue.Enqueue(qpack); 167 SendQueue.Enqueue(qpack);
191 bytesSent += qpack.Packet.ToBytes().Length; 168 TotalThrottle.Add(qpack.Packet.ToBytes().Length);
192 ResendBytesSent += qpack.Packet.ToBytes().Length; 169 ResendThrottle.Add(qpack.Packet.ToBytes().Length);
193 } 170 }
194 if (LandBytesSent <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0) 171 if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0)
195 { 172 {
196 QueItem qpack = LandOutgoingPacketQueue.Dequeue(); 173 QueItem qpack = LandOutgoingPacketQueue.Dequeue();
197 174
198 SendQueue.Enqueue(qpack); 175 SendQueue.Enqueue(qpack);
199 bytesSent += qpack.Packet.ToBytes().Length; 176 TotalThrottle.Add(qpack.Packet.ToBytes().Length);
200 LandBytesSent += qpack.Packet.ToBytes().Length; 177 LandThrottle.Add(qpack.Packet.ToBytes().Length);
201 } 178 }
202 if (WindBytesSent <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0) 179 if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0)
203 { 180 {
204 QueItem qpack = WindOutgoingPacketQueue.Dequeue(); 181 QueItem qpack = WindOutgoingPacketQueue.Dequeue();
205 182
206 SendQueue.Enqueue(qpack); 183 SendQueue.Enqueue(qpack);
207 bytesSent += qpack.Packet.ToBytes().Length; 184 TotalThrottle.Add(qpack.Packet.ToBytes().Length);
208 WindBytesSent += qpack.Packet.ToBytes().Length; 185 WindThrottle.Add(qpack.Packet.ToBytes().Length);
209 } 186 }
210 if (CloudBytesSent <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0) 187 if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0)
211 { 188 {
212 QueItem qpack = CloudOutgoingPacketQueue.Dequeue(); 189 QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
213 190
214 SendQueue.Enqueue(qpack); 191 SendQueue.Enqueue(qpack);
215 bytesSent += qpack.Packet.ToBytes().Length; 192 TotalThrottle.Add(qpack.Packet.ToBytes().Length);
216 CloudBytesSent += qpack.Packet.ToBytes().Length; 193 CloudThrottle.Add(qpack.Packet.ToBytes().Length);
217 } 194 }
218 if (TaskBytesSent <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0) 195 if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0)
219 { 196 {
220 QueItem qpack = TaskOutgoingPacketQueue.Dequeue(); 197 QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
221 198
222 SendQueue.Enqueue(qpack); 199 SendQueue.Enqueue(qpack);
223 bytesSent += qpack.Packet.ToBytes().Length; 200 TotalThrottle.Add(qpack.Packet.ToBytes().Length);
224 TaskBytesSent += qpack.Packet.ToBytes().Length; 201 TaskThrottle.Add(qpack.Packet.ToBytes().Length);
225 } 202 }
226 if (TextureBytesSent <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0) 203 if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0)
227 { 204 {
228 QueItem qpack = TextureOutgoingPacketQueue.Dequeue(); 205 QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
229 206
230 SendQueue.Enqueue(qpack); 207 SendQueue.Enqueue(qpack);
231 bytesSent += qpack.Packet.ToBytes().Length; 208 TotalThrottle.Add(qpack.Packet.ToBytes().Length);
232 TextureBytesSent += qpack.Packet.ToBytes().Length; 209 TextureThrottle.Add(qpack.Packet.ToBytes().Length);
233 } 210 }
234 if (AssetBytesSent <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0) 211 if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0)
235 { 212 {
236 QueItem qpack = AssetOutgoingPacketQueue.Dequeue(); 213 QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
237 214
238 SendQueue.Enqueue(qpack); 215 SendQueue.Enqueue(qpack);
239 bytesSent += qpack.Packet.ToBytes().Length; 216 TotalThrottle.Add(qpack.Packet.ToBytes().Length);
240 AssetBytesSent += qpack.Packet.ToBytes().Length; 217 AssetThrottle.Add(qpack.Packet.ToBytes().Length);
241 } 218 }
242 219
243 } 220 }