From f3895c1e01cca5dcbb308b7c49ede78db8d7cfbd Mon Sep 17 00:00:00 2001 From: Sean Dague Date: Tue, 27 Nov 2007 21:27:32 +0000 Subject: build ThrottleCheck function to clear up bits of the throttle code. Fix typo on throttling Task packets incorrectly --- .../Region/ClientStack/ClientView.PacketQueue.cs | 98 ++++++---------------- 1 file changed, 27 insertions(+), 71 deletions(-) (limited to 'OpenSim/Region/ClientStack/ClientView.PacketQueue.cs') diff --git a/OpenSim/Region/ClientStack/ClientView.PacketQueue.cs b/OpenSim/Region/ClientStack/ClientView.PacketQueue.cs index 02639bf..d7b86e8 100644 --- a/OpenSim/Region/ClientStack/ClientView.PacketQueue.cs +++ b/OpenSim/Region/ClientStack/ClientView.PacketQueue.cs @@ -220,6 +220,26 @@ namespace OpenSim.Region.ClientStack } } + private void ThrottleCheck(ref int TypeBytesSent, int Throttle, Queue q, QueItem item) + { + // The idea.. is if the packet throttle queues are empty + // and the client is under throttle for the type. Queue + // it up directly. This basically short cuts having to + // wait for the timer to fire to put things into the + // output queue + + if(q.Count == 0 && TypeBytesSent <= ((int)(Throttle / throttleTimeDivisor))) + { + bytesSent += item.Packet.ToBytes().Length; + TypeBytesSent += item.Packet.ToBytes().Length; + PacketQueue.Enqueue(item); + } + else + { + q.Enqueue(item); + } + } + public virtual void OutPacket(Packet NewPack, ThrottleOutPacketType throttlePacketType) { QueItem item = new QueItem(); @@ -232,92 +252,28 @@ namespace OpenSim.Region.ClientStack switch (throttlePacketType) { case ThrottleOutPacketType.Resend: - if (ResendBytesSent <= ((int)(ResendthrottleOutbound / throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count == 0) - { - bytesSent += item.Packet.ToBytes().Length; - ResendBytesSent += item.Packet.ToBytes().Length; - PacketQueue.Enqueue(item); - } - else - { - ResendOutgoingPacketQueue.Enqueue(item); - } + ThrottleCheck(ref ResendBytesSent, ResendthrottleOutbound, ResendOutgoingPacketQueue, item); break; case ThrottleOutPacketType.Texture: - if (TextureBytesSent <= ((int)(TexturethrottleOutbound / throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count == 0) - { - bytesSent += item.Packet.ToBytes().Length; - TextureBytesSent += item.Packet.ToBytes().Length; - PacketQueue.Enqueue(item); - } - else - { - TextureOutgoingPacketQueue.Enqueue(item); - } + ThrottleCheck(ref TextureBytesSent, TexturethrottleOutbound, TextureOutgoingPacketQueue, item); break; case ThrottleOutPacketType.Task: - if (TaskBytesSent <= ((int)(TexturethrottleOutbound / throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count == 0) - { - bytesSent += item.Packet.ToBytes().Length; - TaskBytesSent += item.Packet.ToBytes().Length; - PacketQueue.Enqueue(item); - } - else - { - TaskOutgoingPacketQueue.Enqueue(item); - } + ThrottleCheck(ref TaskBytesSent, TaskthrottleOutbound, TaskOutgoingPacketQueue, item); break; case ThrottleOutPacketType.Land: - if (LandBytesSent <= ((int)(LandthrottleOutbound / throttleTimeDivisor)) && LandOutgoingPacketQueue.Count == 0) - { - bytesSent += item.Packet.ToBytes().Length; - LandBytesSent += item.Packet.ToBytes().Length; - PacketQueue.Enqueue(item); - } - else - { - LandOutgoingPacketQueue.Enqueue(item); - } + ThrottleCheck(ref LandBytesSent, LandthrottleOutbound, LandOutgoingPacketQueue, item); break; case ThrottleOutPacketType.Asset: - if (AssetBytesSent <= ((int)(AssetthrottleOutbound / throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count == 0) - { - bytesSent += item.Packet.ToBytes().Length; - AssetBytesSent += item.Packet.ToBytes().Length; - PacketQueue.Enqueue(item); - } - else - { - AssetOutgoingPacketQueue.Enqueue(item); - } + ThrottleCheck(ref AssetBytesSent, AssetthrottleOutbound, AssetOutgoingPacketQueue, item); break; case ThrottleOutPacketType.Cloud: - if (CloudBytesSent <= ((int)(CloudthrottleOutbound / throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count == 0) - { - bytesSent += item.Packet.ToBytes().Length; - CloudBytesSent += item.Packet.ToBytes().Length; - PacketQueue.Enqueue(item); - } - else - { - CloudOutgoingPacketQueue.Enqueue(item); - } + ThrottleCheck(ref CloudBytesSent, CloudthrottleOutbound, CloudOutgoingPacketQueue, item); break; case ThrottleOutPacketType.Wind: - if (WindBytesSent <= ((int)(WindthrottleOutbound / throttleTimeDivisor)) && WindOutgoingPacketQueue.Count == 0) - { - bytesSent += item.Packet.ToBytes().Length; - WindBytesSent += item.Packet.ToBytes().Length; - PacketQueue.Enqueue(item); - } - else - { - WindOutgoingPacketQueue.Enqueue(item); - } + ThrottleCheck(ref WindBytesSent, WindthrottleOutbound, WindOutgoingPacketQueue, item); break; default: - // Acknowledgements and other such stuff should go directly to the blocking Queue // Throttling them may and likely 'will' be problematic PacketQueue.Enqueue(item); -- cgit v1.1