diff options
author | Adam Frisby | 2008-05-02 16:41:08 +0000 |
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committer | Adam Frisby | 2008-05-02 16:41:08 +0000 |
commit | 29b8c84ceaaeca80bfa9c0bfc8c31e421e39ef71 (patch) | |
tree | 848ce119d9b87bc186c20b08cc604de50a872b31 /OpenSim/Region/ClientStack/PacketQueue.cs | |
parent | * Refactored ClientView into LLClientView. Removed all direct references to U... (diff) | |
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* Commit 2/3 - Please dont attempt to update to this revision until all 3 are in.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs (renamed from OpenSim/Region/ClientStack/PacketQueue.cs) | 1064 |
1 files changed, 532 insertions, 532 deletions
diff --git a/OpenSim/Region/ClientStack/PacketQueue.cs b/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs index 7101b4c..5dd1da6 100644 --- a/OpenSim/Region/ClientStack/PacketQueue.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs | |||
@@ -1,532 +1,532 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyright | 9 | * * Redistributions in binary form must reproduce the above copyright |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSim Project nor the | 12 | * * Neither the name of the OpenSim Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | 22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Threading; | 30 | using System.Threading; |
31 | using System.Timers; | 31 | using System.Timers; |
32 | using libsecondlife; | 32 | using libsecondlife; |
33 | using libsecondlife.Packets; | 33 | using libsecondlife.Packets; |
34 | using OpenSim.Framework; | 34 | using OpenSim.Framework; |
35 | using OpenSim.Framework.Statistics; | 35 | using OpenSim.Framework.Statistics; |
36 | using OpenSim.Framework.Statistics.Interfaces; | 36 | using OpenSim.Framework.Statistics.Interfaces; |
37 | using Timer=System.Timers.Timer; | 37 | using Timer=System.Timers.Timer; |
38 | 38 | ||
39 | namespace OpenSim.Region.ClientStack | 39 | namespace OpenSim.Region.ClientStack.LindenUDP |
40 | { | 40 | { |
41 | public class PacketQueue : IPullStatsProvider | 41 | public class LLPacketQueue : IPullStatsProvider |
42 | { | 42 | { |
43 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 43 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
44 | 44 | ||
45 | private bool m_enabled = true; | 45 | private bool m_enabled = true; |
46 | 46 | ||
47 | private BlockingQueue<QueItem> SendQueue; | 47 | private BlockingQueue<LLQueItem> SendQueue; |
48 | 48 | ||
49 | private Queue<QueItem> IncomingPacketQueue; | 49 | private Queue<LLQueItem> IncomingPacketQueue; |
50 | private Queue<QueItem> OutgoingPacketQueue; | 50 | private Queue<LLQueItem> OutgoingPacketQueue; |
51 | private Queue<QueItem> ResendOutgoingPacketQueue; | 51 | private Queue<LLQueItem> ResendOutgoingPacketQueue; |
52 | private Queue<QueItem> LandOutgoingPacketQueue; | 52 | private Queue<LLQueItem> LandOutgoingPacketQueue; |
53 | private Queue<QueItem> WindOutgoingPacketQueue; | 53 | private Queue<LLQueItem> WindOutgoingPacketQueue; |
54 | private Queue<QueItem> CloudOutgoingPacketQueue; | 54 | private Queue<LLQueItem> CloudOutgoingPacketQueue; |
55 | private Queue<QueItem> TaskOutgoingPacketQueue; | 55 | private Queue<LLQueItem> TaskOutgoingPacketQueue; |
56 | private Queue<QueItem> TextureOutgoingPacketQueue; | 56 | private Queue<LLQueItem> TextureOutgoingPacketQueue; |
57 | private Queue<QueItem> AssetOutgoingPacketQueue; | 57 | private Queue<LLQueItem> AssetOutgoingPacketQueue; |
58 | 58 | ||
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 | // 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 |
63 | // 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 |
64 | // 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 |
65 | 65 | ||
66 | private int throttleTimeDivisor = 7; | 66 | private int throttleTimeDivisor = 7; |
67 | 67 | ||
68 | private int throttletimems = 1000; | 68 | private int throttletimems = 1000; |
69 | 69 | ||
70 | private PacketThrottle ResendThrottle; | 70 | private LLPacketThrottle ResendThrottle; |
71 | private PacketThrottle LandThrottle; | 71 | private LLPacketThrottle LandThrottle; |
72 | private PacketThrottle WindThrottle; | 72 | private LLPacketThrottle WindThrottle; |
73 | private PacketThrottle CloudThrottle; | 73 | private LLPacketThrottle CloudThrottle; |
74 | private PacketThrottle TaskThrottle; | 74 | private LLPacketThrottle TaskThrottle; |
75 | private PacketThrottle AssetThrottle; | 75 | private LLPacketThrottle AssetThrottle; |
76 | private PacketThrottle TextureThrottle; | 76 | private LLPacketThrottle TextureThrottle; |
77 | private PacketThrottle TotalThrottle; | 77 | private LLPacketThrottle TotalThrottle; |
78 | 78 | ||
79 | // private long LastThrottle; | 79 | // private long LastThrottle; |
80 | // private long ThrottleInterval; | 80 | // private long ThrottleInterval; |
81 | private Timer throttleTimer; | 81 | private Timer throttleTimer; |
82 | 82 | ||
83 | private LLUUID m_agentId; | 83 | private LLUUID m_agentId; |
84 | 84 | ||
85 | public PacketQueue(LLUUID agentId) | 85 | public LLPacketQueue(LLUUID agentId) |
86 | { | 86 | { |
87 | // While working on this, the BlockingQueue had me fooled for a bit. | 87 | // While working on this, the BlockingQueue had me fooled for a bit. |
88 | // The Blocking queue causes the thread to stop until there's something | 88 | // The Blocking queue causes the thread to stop until there's something |
89 | // in it to process. it's an on-purpose threadlock though because | 89 | // in it to process. it's an on-purpose threadlock though because |
90 | // without it, the clientloop will suck up all sim resources. | 90 | // without it, the clientloop will suck up all sim resources. |
91 | 91 | ||
92 | SendQueue = new BlockingQueue<QueItem>(); | 92 | SendQueue = new BlockingQueue<LLQueItem>(); |
93 | 93 | ||
94 | IncomingPacketQueue = new Queue<QueItem>(); | 94 | IncomingPacketQueue = new Queue<LLQueItem>(); |
95 | OutgoingPacketQueue = new Queue<QueItem>(); | 95 | OutgoingPacketQueue = new Queue<LLQueItem>(); |
96 | ResendOutgoingPacketQueue = new Queue<QueItem>(); | 96 | ResendOutgoingPacketQueue = new Queue<LLQueItem>(); |
97 | LandOutgoingPacketQueue = new Queue<QueItem>(); | 97 | LandOutgoingPacketQueue = new Queue<LLQueItem>(); |
98 | WindOutgoingPacketQueue = new Queue<QueItem>(); | 98 | WindOutgoingPacketQueue = new Queue<LLQueItem>(); |
99 | CloudOutgoingPacketQueue = new Queue<QueItem>(); | 99 | CloudOutgoingPacketQueue = new Queue<LLQueItem>(); |
100 | TaskOutgoingPacketQueue = new Queue<QueItem>(); | 100 | TaskOutgoingPacketQueue = new Queue<LLQueItem>(); |
101 | TextureOutgoingPacketQueue = new Queue<QueItem>(); | 101 | TextureOutgoingPacketQueue = new Queue<LLQueItem>(); |
102 | AssetOutgoingPacketQueue = new Queue<QueItem>(); | 102 | AssetOutgoingPacketQueue = new Queue<LLQueItem>(); |
103 | 103 | ||
104 | 104 | ||
105 | // Set up the throttle classes (min, max, current) in bytes | 105 | // Set up the throttle classes (min, max, current) in bytes |
106 | ResendThrottle = new PacketThrottle(5000, 100000, 16000); | 106 | ResendThrottle = new LLPacketThrottle(5000, 100000, 16000); |
107 | LandThrottle = new PacketThrottle(1000, 100000, 2000); | 107 | LandThrottle = new LLPacketThrottle(1000, 100000, 2000); |
108 | WindThrottle = new PacketThrottle(1000, 100000, 1000); | 108 | WindThrottle = new LLPacketThrottle(1000, 100000, 1000); |
109 | CloudThrottle = new PacketThrottle(1000, 100000, 1000); | 109 | CloudThrottle = new LLPacketThrottle(1000, 100000, 1000); |
110 | TaskThrottle = new PacketThrottle(1000, 800000, 3000); | 110 | TaskThrottle = new LLPacketThrottle(1000, 800000, 3000); |
111 | AssetThrottle = new PacketThrottle(1000, 800000, 1000); | 111 | AssetThrottle = new LLPacketThrottle(1000, 800000, 1000); |
112 | TextureThrottle = new PacketThrottle(1000, 800000, 4000); | 112 | TextureThrottle = new LLPacketThrottle(1000, 800000, 4000); |
113 | // Total Throttle trumps all | 113 | // Total Throttle trumps all |
114 | // Number of bytes allowed to go out per second. (256kbps per client) | 114 | // Number of bytes allowed to go out per second. (256kbps per client) |
115 | TotalThrottle = new PacketThrottle(0, 1500000, 28000); | 115 | TotalThrottle = new LLPacketThrottle(0, 1500000, 28000); |
116 | 116 | ||
117 | throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor)); | 117 | throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor)); |
118 | throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed); | 118 | throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed); |
119 | throttleTimer.Start(); | 119 | throttleTimer.Start(); |
120 | 120 | ||
121 | // TIMERS needed for this | 121 | // TIMERS needed for this |
122 | // LastThrottle = DateTime.Now.Ticks; | 122 | // LastThrottle = DateTime.Now.Ticks; |
123 | // ThrottleInterval = (long)(throttletimems/throttleTimeDivisor); | 123 | // ThrottleInterval = (long)(throttletimems/throttleTimeDivisor); |
124 | 124 | ||
125 | m_agentId = agentId; | 125 | m_agentId = agentId; |
126 | 126 | ||
127 | if (StatsManager.SimExtraStats != null) | 127 | if (StatsManager.SimExtraStats != null) |
128 | { | 128 | { |
129 | StatsManager.SimExtraStats.RegisterPacketQueueStatsProvider(m_agentId, this); | 129 | StatsManager.SimExtraStats.RegisterPacketQueueStatsProvider(m_agentId, this); |
130 | } | 130 | } |
131 | } | 131 | } |
132 | 132 | ||
133 | /* STANDARD QUEUE MANIPULATION INTERFACES */ | 133 | /* STANDARD QUEUE MANIPULATION INTERFACES */ |
134 | 134 | ||
135 | 135 | ||
136 | public void Enqueue(QueItem item) | 136 | public void Enqueue(LLQueItem item) |
137 | { | 137 | { |
138 | if (!m_enabled) | 138 | if (!m_enabled) |
139 | { | 139 | { |
140 | return; | 140 | return; |
141 | } | 141 | } |
142 | // We could micro lock, but that will tend to actually | 142 | // We could micro lock, but that will tend to actually |
143 | // probably be worse than just synchronizing on SendQueue | 143 | // probably be worse than just synchronizing on SendQueue |
144 | 144 | ||
145 | if (item == null) | 145 | if (item == null) |
146 | { | 146 | { |
147 | SendQueue.Enqueue(item); | 147 | SendQueue.Enqueue(item); |
148 | return; | 148 | return; |
149 | } | 149 | } |
150 | 150 | ||
151 | lock (this) { | 151 | lock (this) { |
152 | switch (item.throttleType) | 152 | switch (item.throttleType) |
153 | { | 153 | { |
154 | case ThrottleOutPacketType.Resend: | 154 | case ThrottleOutPacketType.Resend: |
155 | ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item); | 155 | ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item); |
156 | break; | 156 | break; |
157 | case ThrottleOutPacketType.Texture: | 157 | case ThrottleOutPacketType.Texture: |
158 | ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item); | 158 | ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item); |
159 | break; | 159 | break; |
160 | case ThrottleOutPacketType.Task: | 160 | case ThrottleOutPacketType.Task: |
161 | ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item); | 161 | ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item); |
162 | break; | 162 | break; |
163 | case ThrottleOutPacketType.Land: | 163 | case ThrottleOutPacketType.Land: |
164 | ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item); | 164 | ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item); |
165 | break; | 165 | break; |
166 | case ThrottleOutPacketType.Asset: | 166 | case ThrottleOutPacketType.Asset: |
167 | ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item); | 167 | ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item); |
168 | break; | 168 | break; |
169 | case ThrottleOutPacketType.Cloud: | 169 | case ThrottleOutPacketType.Cloud: |
170 | ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item); | 170 | ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item); |
171 | break; | 171 | break; |
172 | case ThrottleOutPacketType.Wind: | 172 | case ThrottleOutPacketType.Wind: |
173 | ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item); | 173 | ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item); |
174 | break; | 174 | break; |
175 | 175 | ||
176 | default: | 176 | default: |
177 | // Acknowledgements and other such stuff should go directly to the blocking Queue | 177 | // Acknowledgements and other such stuff should go directly to the blocking Queue |
178 | // Throttling them may and likely 'will' be problematic | 178 | // Throttling them may and likely 'will' be problematic |
179 | SendQueue.Enqueue(item); | 179 | SendQueue.Enqueue(item); |
180 | break; | 180 | break; |
181 | } | 181 | } |
182 | } | 182 | } |
183 | } | 183 | } |
184 | 184 | ||
185 | public QueItem Dequeue() | 185 | public LLQueItem Dequeue() |
186 | { | 186 | { |
187 | return SendQueue.Dequeue(); | 187 | return SendQueue.Dequeue(); |
188 | } | 188 | } |
189 | 189 | ||
190 | public void Flush() | 190 | public void Flush() |
191 | { | 191 | { |
192 | lock (this) | 192 | lock (this) |
193 | { | 193 | { |
194 | while (PacketsWaiting()) | 194 | while (PacketsWaiting()) |
195 | { | 195 | { |
196 | //Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up. | 196 | //Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up. |
197 | if (ResendOutgoingPacketQueue.Count > 0) | 197 | if (ResendOutgoingPacketQueue.Count > 0) |
198 | { | 198 | { |
199 | SendQueue.Enqueue(ResendOutgoingPacketQueue.Dequeue()); | 199 | SendQueue.Enqueue(ResendOutgoingPacketQueue.Dequeue()); |
200 | } | 200 | } |
201 | if (LandOutgoingPacketQueue.Count > 0) | 201 | if (LandOutgoingPacketQueue.Count > 0) |
202 | { | 202 | { |
203 | SendQueue.Enqueue(LandOutgoingPacketQueue.Dequeue()); | 203 | SendQueue.Enqueue(LandOutgoingPacketQueue.Dequeue()); |
204 | } | 204 | } |
205 | if (WindOutgoingPacketQueue.Count > 0) | 205 | if (WindOutgoingPacketQueue.Count > 0) |
206 | { | 206 | { |
207 | SendQueue.Enqueue(WindOutgoingPacketQueue.Dequeue()); | 207 | SendQueue.Enqueue(WindOutgoingPacketQueue.Dequeue()); |
208 | } | 208 | } |
209 | if (CloudOutgoingPacketQueue.Count > 0) | 209 | if (CloudOutgoingPacketQueue.Count > 0) |
210 | { | 210 | { |
211 | SendQueue.Enqueue(CloudOutgoingPacketQueue.Dequeue()); | 211 | SendQueue.Enqueue(CloudOutgoingPacketQueue.Dequeue()); |
212 | } | 212 | } |
213 | if (TaskOutgoingPacketQueue.Count > 0) | 213 | if (TaskOutgoingPacketQueue.Count > 0) |
214 | { | 214 | { |
215 | SendQueue.Enqueue(TaskOutgoingPacketQueue.Dequeue()); | 215 | SendQueue.Enqueue(TaskOutgoingPacketQueue.Dequeue()); |
216 | } | 216 | } |
217 | if (TextureOutgoingPacketQueue.Count > 0) | 217 | if (TextureOutgoingPacketQueue.Count > 0) |
218 | { | 218 | { |
219 | SendQueue.Enqueue(TextureOutgoingPacketQueue.Dequeue()); | 219 | SendQueue.Enqueue(TextureOutgoingPacketQueue.Dequeue()); |
220 | } | 220 | } |
221 | if (AssetOutgoingPacketQueue.Count > 0) | 221 | if (AssetOutgoingPacketQueue.Count > 0) |
222 | { | 222 | { |
223 | SendQueue.Enqueue(AssetOutgoingPacketQueue.Dequeue()); | 223 | SendQueue.Enqueue(AssetOutgoingPacketQueue.Dequeue()); |
224 | } | 224 | } |
225 | } | 225 | } |
226 | // m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets"); | 226 | // m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets"); |
227 | } | 227 | } |
228 | } | 228 | } |
229 | 229 | ||
230 | public void Close() | 230 | public void Close() |
231 | { | 231 | { |
232 | Flush(); | 232 | Flush(); |
233 | 233 | ||
234 | m_enabled = false; | 234 | m_enabled = false; |
235 | throttleTimer.Stop(); | 235 | throttleTimer.Stop(); |
236 | 236 | ||
237 | if (StatsManager.SimExtraStats != null) | 237 | if (StatsManager.SimExtraStats != null) |
238 | { | 238 | { |
239 | StatsManager.SimExtraStats.DeregisterPacketQueueStatsProvider(m_agentId); | 239 | StatsManager.SimExtraStats.DeregisterPacketQueueStatsProvider(m_agentId); |
240 | } | 240 | } |
241 | } | 241 | } |
242 | 242 | ||
243 | private void ResetCounters() | 243 | private void ResetCounters() |
244 | { | 244 | { |
245 | ResendThrottle.Reset(); | 245 | ResendThrottle.Reset(); |
246 | LandThrottle.Reset(); | 246 | LandThrottle.Reset(); |
247 | WindThrottle.Reset(); | 247 | WindThrottle.Reset(); |
248 | CloudThrottle.Reset(); | 248 | CloudThrottle.Reset(); |
249 | TaskThrottle.Reset(); | 249 | TaskThrottle.Reset(); |
250 | AssetThrottle.Reset(); | 250 | AssetThrottle.Reset(); |
251 | TextureThrottle.Reset(); | 251 | TextureThrottle.Reset(); |
252 | TotalThrottle.Reset(); | 252 | TotalThrottle.Reset(); |
253 | } | 253 | } |
254 | 254 | ||
255 | private bool PacketsWaiting() | 255 | private bool PacketsWaiting() |
256 | { | 256 | { |
257 | return (ResendOutgoingPacketQueue.Count > 0 || | 257 | return (ResendOutgoingPacketQueue.Count > 0 || |
258 | LandOutgoingPacketQueue.Count > 0 || | 258 | LandOutgoingPacketQueue.Count > 0 || |
259 | WindOutgoingPacketQueue.Count > 0 || | 259 | WindOutgoingPacketQueue.Count > 0 || |
260 | CloudOutgoingPacketQueue.Count > 0 || | 260 | CloudOutgoingPacketQueue.Count > 0 || |
261 | TaskOutgoingPacketQueue.Count > 0 || | 261 | TaskOutgoingPacketQueue.Count > 0 || |
262 | AssetOutgoingPacketQueue.Count > 0 || | 262 | AssetOutgoingPacketQueue.Count > 0 || |
263 | TextureOutgoingPacketQueue.Count > 0); | 263 | TextureOutgoingPacketQueue.Count > 0); |
264 | } | 264 | } |
265 | 265 | ||
266 | public void ProcessThrottle() | 266 | public void ProcessThrottle() |
267 | { | 267 | { |
268 | // I was considering this.. Will an event fire if the thread it's on is blocked? | 268 | // I was considering this.. Will an event fire if the thread it's on is blocked? |
269 | 269 | ||
270 | // Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long | 270 | // Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long |
271 | // The General overhead of the UDP protocol gets sent to the queue un-throttled by this | 271 | // The General overhead of the UDP protocol gets sent to the queue un-throttled by this |
272 | // so This'll pick up about around the right time. | 272 | // so This'll pick up about around the right time. |
273 | 273 | ||
274 | int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once. | 274 | int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once. |
275 | int throttleLoops = 0; | 275 | int throttleLoops = 0; |
276 | 276 | ||
277 | // We're going to dequeue all of the saved up packets until | 277 | // We're going to dequeue all of the saved up packets until |
278 | // we've hit the throttle limit or there's no more packets to send | 278 | // we've hit the throttle limit or there's no more packets to send |
279 | lock (this) | 279 | lock (this) |
280 | { | 280 | { |
281 | ResetCounters(); | 281 | ResetCounters(); |
282 | // m_log.Info("[THROTTLE]: Entering Throttle"); | 282 | // m_log.Info("[THROTTLE]: Entering Throttle"); |
283 | while (TotalThrottle.UnderLimit() && PacketsWaiting() && | 283 | while (TotalThrottle.UnderLimit() && PacketsWaiting() && |
284 | (throttleLoops <= MaxThrottleLoops)) | 284 | (throttleLoops <= MaxThrottleLoops)) |
285 | { | 285 | { |
286 | throttleLoops++; | 286 | throttleLoops++; |
287 | //Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up. | 287 | //Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up. |
288 | if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0) | 288 | if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0) |
289 | { | 289 | { |
290 | QueItem qpack = ResendOutgoingPacketQueue.Dequeue(); | 290 | LLQueItem qpack = ResendOutgoingPacketQueue.Dequeue(); |
291 | 291 | ||
292 | SendQueue.Enqueue(qpack); | 292 | SendQueue.Enqueue(qpack); |
293 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | 293 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); |
294 | ResendThrottle.Add(qpack.Packet.ToBytes().Length); | 294 | ResendThrottle.Add(qpack.Packet.ToBytes().Length); |
295 | } | 295 | } |
296 | if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0) | 296 | if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0) |
297 | { | 297 | { |
298 | QueItem qpack = LandOutgoingPacketQueue.Dequeue(); | 298 | LLQueItem qpack = LandOutgoingPacketQueue.Dequeue(); |
299 | 299 | ||
300 | SendQueue.Enqueue(qpack); | 300 | SendQueue.Enqueue(qpack); |
301 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | 301 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); |
302 | LandThrottle.Add(qpack.Packet.ToBytes().Length); | 302 | LandThrottle.Add(qpack.Packet.ToBytes().Length); |
303 | } | 303 | } |
304 | if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0) | 304 | if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0) |
305 | { | 305 | { |
306 | QueItem qpack = WindOutgoingPacketQueue.Dequeue(); | 306 | LLQueItem qpack = WindOutgoingPacketQueue.Dequeue(); |
307 | 307 | ||
308 | SendQueue.Enqueue(qpack); | 308 | SendQueue.Enqueue(qpack); |
309 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | 309 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); |
310 | WindThrottle.Add(qpack.Packet.ToBytes().Length); | 310 | WindThrottle.Add(qpack.Packet.ToBytes().Length); |
311 | } | 311 | } |
312 | if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0) | 312 | if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0) |
313 | { | 313 | { |
314 | QueItem qpack = CloudOutgoingPacketQueue.Dequeue(); | 314 | LLQueItem qpack = CloudOutgoingPacketQueue.Dequeue(); |
315 | 315 | ||
316 | SendQueue.Enqueue(qpack); | 316 | SendQueue.Enqueue(qpack); |
317 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | 317 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); |
318 | CloudThrottle.Add(qpack.Packet.ToBytes().Length); | 318 | CloudThrottle.Add(qpack.Packet.ToBytes().Length); |
319 | } | 319 | } |
320 | if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0) | 320 | if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0) |
321 | { | 321 | { |
322 | QueItem qpack = TaskOutgoingPacketQueue.Dequeue(); | 322 | LLQueItem qpack = TaskOutgoingPacketQueue.Dequeue(); |
323 | 323 | ||
324 | SendQueue.Enqueue(qpack); | 324 | SendQueue.Enqueue(qpack); |
325 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | 325 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); |
326 | TaskThrottle.Add(qpack.Packet.ToBytes().Length); | 326 | TaskThrottle.Add(qpack.Packet.ToBytes().Length); |
327 | } | 327 | } |
328 | if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0) | 328 | if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0) |
329 | { | 329 | { |
330 | QueItem qpack = TextureOutgoingPacketQueue.Dequeue(); | 330 | LLQueItem qpack = TextureOutgoingPacketQueue.Dequeue(); |
331 | 331 | ||
332 | SendQueue.Enqueue(qpack); | 332 | SendQueue.Enqueue(qpack); |
333 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | 333 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); |
334 | TextureThrottle.Add(qpack.Packet.ToBytes().Length); | 334 | TextureThrottle.Add(qpack.Packet.ToBytes().Length); |
335 | } | 335 | } |
336 | if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0) | 336 | if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0) |
337 | { | 337 | { |
338 | QueItem qpack = AssetOutgoingPacketQueue.Dequeue(); | 338 | LLQueItem qpack = AssetOutgoingPacketQueue.Dequeue(); |
339 | 339 | ||
340 | SendQueue.Enqueue(qpack); | 340 | SendQueue.Enqueue(qpack); |
341 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | 341 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); |
342 | AssetThrottle.Add(qpack.Packet.ToBytes().Length); | 342 | AssetThrottle.Add(qpack.Packet.ToBytes().Length); |
343 | } | 343 | } |
344 | } | 344 | } |
345 | // m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets"); | 345 | // m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets"); |
346 | } | 346 | } |
347 | } | 347 | } |
348 | 348 | ||
349 | private void ThrottleTimerElapsed(object sender, ElapsedEventArgs e) | 349 | private void ThrottleTimerElapsed(object sender, ElapsedEventArgs e) |
350 | { | 350 | { |
351 | // just to change the signature, and that ProcessThrottle | 351 | // just to change the signature, and that ProcessThrottle |
352 | // will be used elsewhere possibly | 352 | // will be used elsewhere possibly |
353 | ProcessThrottle(); | 353 | ProcessThrottle(); |
354 | } | 354 | } |
355 | 355 | ||
356 | private void ThrottleCheck(ref PacketThrottle throttle, ref Queue<QueItem> q, QueItem item) | 356 | private void ThrottleCheck(ref LLPacketThrottle throttle, ref Queue<LLQueItem> q, LLQueItem item) |
357 | { | 357 | { |
358 | // The idea.. is if the packet throttle queues are empty | 358 | // The idea.. is if the packet throttle queues are empty |
359 | // and the client is under throttle for the type. Queue | 359 | // and the client is under throttle for the type. Queue |
360 | // it up directly. This basically short cuts having to | 360 | // it up directly. This basically short cuts having to |
361 | // wait for the timer to fire to put things into the | 361 | // wait for the timer to fire to put things into the |
362 | // output queue | 362 | // output queue |
363 | 363 | ||
364 | if ((q.Count == 0) && (throttle.UnderLimit())) | 364 | if ((q.Count == 0) && (throttle.UnderLimit())) |
365 | { | 365 | { |
366 | Monitor.Enter(this); | 366 | Monitor.Enter(this); |
367 | throttle.Add(item.Packet.ToBytes().Length); | 367 | throttle.Add(item.Packet.ToBytes().Length); |
368 | TotalThrottle.Add(item.Packet.ToBytes().Length); | 368 | TotalThrottle.Add(item.Packet.ToBytes().Length); |
369 | SendQueue.Enqueue(item); | 369 | SendQueue.Enqueue(item); |
370 | Monitor.Pulse(this); | 370 | Monitor.Pulse(this); |
371 | Monitor.Exit(this); | 371 | Monitor.Exit(this); |
372 | } | 372 | } |
373 | else | 373 | else |
374 | { | 374 | { |
375 | q.Enqueue(item); | 375 | q.Enqueue(item); |
376 | } | 376 | } |
377 | } | 377 | } |
378 | 378 | ||
379 | 379 | ||
380 | private static int ScaleThrottle(int value, int curmax, int newmax) | 380 | private static int ScaleThrottle(int value, int curmax, int newmax) |
381 | { | 381 | { |
382 | return (value / curmax) * newmax; | 382 | return (value / curmax) * newmax; |
383 | } | 383 | } |
384 | 384 | ||
385 | public byte[] GetThrottlesPacked(float multiplier) | 385 | public byte[] GetThrottlesPacked(float multiplier) |
386 | { | 386 | { |
387 | int singlefloat = 4; | 387 | int singlefloat = 4; |
388 | float tResend = ResendThrottle.Throttle*multiplier; | 388 | float tResend = ResendThrottle.Throttle*multiplier; |
389 | float tLand = LandThrottle.Throttle*multiplier; | 389 | float tLand = LandThrottle.Throttle*multiplier; |
390 | float tWind = WindThrottle.Throttle*multiplier; | 390 | float tWind = WindThrottle.Throttle*multiplier; |
391 | float tCloud = CloudThrottle.Throttle*multiplier; | 391 | float tCloud = CloudThrottle.Throttle*multiplier; |
392 | float tTask = TaskThrottle.Throttle*multiplier; | 392 | float tTask = TaskThrottle.Throttle*multiplier; |
393 | float tTexture = TextureThrottle.Throttle*multiplier; | 393 | float tTexture = TextureThrottle.Throttle*multiplier; |
394 | float tAsset = AssetThrottle.Throttle*multiplier; | 394 | float tAsset = AssetThrottle.Throttle*multiplier; |
395 | 395 | ||
396 | byte[] throttles = new byte[singlefloat*7]; | 396 | byte[] throttles = new byte[singlefloat*7]; |
397 | int i = 0; | 397 | int i = 0; |
398 | Buffer.BlockCopy(BitConverter.GetBytes(tResend), 0, throttles, singlefloat*i, singlefloat); | 398 | Buffer.BlockCopy(BitConverter.GetBytes(tResend), 0, throttles, singlefloat*i, singlefloat); |
399 | i++; | 399 | i++; |
400 | Buffer.BlockCopy(BitConverter.GetBytes(tLand), 0, throttles, singlefloat*i, singlefloat); | 400 | Buffer.BlockCopy(BitConverter.GetBytes(tLand), 0, throttles, singlefloat*i, singlefloat); |
401 | i++; | 401 | i++; |
402 | Buffer.BlockCopy(BitConverter.GetBytes(tWind), 0, throttles, singlefloat*i, singlefloat); | 402 | Buffer.BlockCopy(BitConverter.GetBytes(tWind), 0, throttles, singlefloat*i, singlefloat); |
403 | i++; | 403 | i++; |
404 | Buffer.BlockCopy(BitConverter.GetBytes(tCloud), 0, throttles, singlefloat*i, singlefloat); | 404 | Buffer.BlockCopy(BitConverter.GetBytes(tCloud), 0, throttles, singlefloat*i, singlefloat); |
405 | i++; | 405 | i++; |
406 | Buffer.BlockCopy(BitConverter.GetBytes(tTask), 0, throttles, singlefloat*i, singlefloat); | 406 | Buffer.BlockCopy(BitConverter.GetBytes(tTask), 0, throttles, singlefloat*i, singlefloat); |
407 | i++; | 407 | i++; |
408 | Buffer.BlockCopy(BitConverter.GetBytes(tTexture), 0, throttles, singlefloat*i, singlefloat); | 408 | Buffer.BlockCopy(BitConverter.GetBytes(tTexture), 0, throttles, singlefloat*i, singlefloat); |
409 | i++; | 409 | i++; |
410 | Buffer.BlockCopy(BitConverter.GetBytes(tAsset), 0, throttles, singlefloat*i, singlefloat); | 410 | Buffer.BlockCopy(BitConverter.GetBytes(tAsset), 0, throttles, singlefloat*i, singlefloat); |
411 | 411 | ||
412 | return throttles; | 412 | return throttles; |
413 | } | 413 | } |
414 | 414 | ||
415 | public void SetThrottleFromClient(byte[] throttle) | 415 | public void SetThrottleFromClient(byte[] throttle) |
416 | { | 416 | { |
417 | int tResend = -1; | 417 | int tResend = -1; |
418 | int tLand = -1; | 418 | int tLand = -1; |
419 | int tWind = -1; | 419 | int tWind = -1; |
420 | int tCloud = -1; | 420 | int tCloud = -1; |
421 | int tTask = -1; | 421 | int tTask = -1; |
422 | int tTexture = -1; | 422 | int tTexture = -1; |
423 | int tAsset = -1; | 423 | int tAsset = -1; |
424 | int tall = -1; | 424 | int tall = -1; |
425 | int singlefloat = 4; | 425 | int singlefloat = 4; |
426 | 426 | ||
427 | //Agent Throttle Block contains 7 single floatingpoint values. | 427 | //Agent Throttle Block contains 7 single floatingpoint values. |
428 | int j = 0; | 428 | int j = 0; |
429 | 429 | ||
430 | // Some Systems may be big endian... | 430 | // Some Systems may be big endian... |
431 | // it might be smart to do this check more often... | 431 | // it might be smart to do this check more often... |
432 | if (!BitConverter.IsLittleEndian) | 432 | if (!BitConverter.IsLittleEndian) |
433 | for (int i = 0; i < 7; i++) | 433 | for (int i = 0; i < 7; i++) |
434 | Array.Reverse(throttle, j + i*singlefloat, singlefloat); | 434 | Array.Reverse(throttle, j + i*singlefloat, singlefloat); |
435 | 435 | ||
436 | // values gotten from libsecondlife.org/wiki/Throttle. Thanks MW_ | 436 | // values gotten from libsecondlife.org/wiki/Throttle. Thanks MW_ |
437 | // bytes | 437 | // bytes |
438 | // Convert to integer, since.. the full fp space isn't used. | 438 | // Convert to integer, since.. the full fp space isn't used. |
439 | tResend = (int) BitConverter.ToSingle(throttle, j); | 439 | tResend = (int) BitConverter.ToSingle(throttle, j); |
440 | j += singlefloat; | 440 | j += singlefloat; |
441 | tLand = (int) BitConverter.ToSingle(throttle, j); | 441 | tLand = (int) BitConverter.ToSingle(throttle, j); |
442 | j += singlefloat; | 442 | j += singlefloat; |
443 | tWind = (int) BitConverter.ToSingle(throttle, j); | 443 | tWind = (int) BitConverter.ToSingle(throttle, j); |
444 | j += singlefloat; | 444 | j += singlefloat; |
445 | tCloud = (int) BitConverter.ToSingle(throttle, j); | 445 | tCloud = (int) BitConverter.ToSingle(throttle, j); |
446 | j += singlefloat; | 446 | j += singlefloat; |
447 | tTask = (int) BitConverter.ToSingle(throttle, j); | 447 | tTask = (int) BitConverter.ToSingle(throttle, j); |
448 | j += singlefloat; | 448 | j += singlefloat; |
449 | tTexture = (int) BitConverter.ToSingle(throttle, j); | 449 | tTexture = (int) BitConverter.ToSingle(throttle, j); |
450 | j += singlefloat; | 450 | j += singlefloat; |
451 | tAsset = (int) BitConverter.ToSingle(throttle, j); | 451 | tAsset = (int) BitConverter.ToSingle(throttle, j); |
452 | 452 | ||
453 | tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset; | 453 | tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset; |
454 | /* | 454 | /* |
455 | m_log.Info("[CLIENT]: Client AgentThrottle - Got throttle:resendbytes=" + tResend + | 455 | m_log.Info("[CLIENT]: Client AgentThrottle - Got throttle:resendbytes=" + tResend + |
456 | " landbytes=" + tLand + | 456 | " landbytes=" + tLand + |
457 | " windbytes=" + tWind + | 457 | " windbytes=" + tWind + |
458 | " cloudbytes=" + tCloud + | 458 | " cloudbytes=" + tCloud + |
459 | " taskbytes=" + tTask + | 459 | " taskbytes=" + tTask + |
460 | " texturebytes=" + tTexture + | 460 | " texturebytes=" + tTexture + |
461 | " Assetbytes=" + tAsset + | 461 | " Assetbytes=" + tAsset + |
462 | " Allbytes=" + tall); | 462 | " Allbytes=" + tall); |
463 | */ | 463 | */ |
464 | 464 | ||
465 | // Total Sanity | 465 | // Total Sanity |
466 | // Make sure that the client sent sane total values. | 466 | // Make sure that the client sent sane total values. |
467 | 467 | ||
468 | // If the client didn't send acceptable values.... | 468 | // If the client didn't send acceptable values.... |
469 | // Scale the clients values down until they are acceptable. | 469 | // Scale the clients values down until they are acceptable. |
470 | 470 | ||
471 | if (tall <= TotalThrottle.Max) | 471 | if (tall <= TotalThrottle.Max) |
472 | { | 472 | { |
473 | ResendThrottle.Throttle = tResend; | 473 | ResendThrottle.Throttle = tResend; |
474 | LandThrottle.Throttle = tLand; | 474 | LandThrottle.Throttle = tLand; |
475 | WindThrottle.Throttle = tWind; | 475 | WindThrottle.Throttle = tWind; |
476 | CloudThrottle.Throttle = tCloud; | 476 | CloudThrottle.Throttle = tCloud; |
477 | TaskThrottle.Throttle = tTask; | 477 | TaskThrottle.Throttle = tTask; |
478 | TextureThrottle.Throttle = tTexture; | 478 | TextureThrottle.Throttle = tTexture; |
479 | AssetThrottle.Throttle = tAsset; | 479 | AssetThrottle.Throttle = tAsset; |
480 | TotalThrottle.Throttle = tall; | 480 | TotalThrottle.Throttle = tall; |
481 | } | 481 | } |
482 | else if (tall < 1) | 482 | else if (tall < 1) |
483 | { | 483 | { |
484 | // client is stupid, penalize him by minning everything | 484 | // client is stupid, penalize him by minning everything |
485 | ResendThrottle.Throttle = ResendThrottle.Min; | 485 | ResendThrottle.Throttle = ResendThrottle.Min; |
486 | LandThrottle.Throttle = LandThrottle.Min; | 486 | LandThrottle.Throttle = LandThrottle.Min; |
487 | WindThrottle.Throttle = WindThrottle.Min; | 487 | WindThrottle.Throttle = WindThrottle.Min; |
488 | CloudThrottle.Throttle = CloudThrottle.Min; | 488 | CloudThrottle.Throttle = CloudThrottle.Min; |
489 | TaskThrottle.Throttle = TaskThrottle.Min; | 489 | TaskThrottle.Throttle = TaskThrottle.Min; |
490 | TextureThrottle.Throttle = TextureThrottle.Min; | 490 | TextureThrottle.Throttle = TextureThrottle.Min; |
491 | AssetThrottle.Throttle = AssetThrottle.Min; | 491 | AssetThrottle.Throttle = AssetThrottle.Min; |
492 | TotalThrottle.Throttle = TotalThrottle.Min; | 492 | TotalThrottle.Throttle = TotalThrottle.Min; |
493 | } | 493 | } |
494 | else | 494 | else |
495 | { | 495 | { |
496 | // we're over so figure out percentages and use those | 496 | // we're over so figure out percentages and use those |
497 | ResendThrottle.Throttle = tResend; | 497 | ResendThrottle.Throttle = tResend; |
498 | 498 | ||
499 | LandThrottle.Throttle = ScaleThrottle(tLand, tall, TotalThrottle.Max); | 499 | LandThrottle.Throttle = ScaleThrottle(tLand, tall, TotalThrottle.Max); |
500 | WindThrottle.Throttle = ScaleThrottle(tWind, tall, TotalThrottle.Max); | 500 | WindThrottle.Throttle = ScaleThrottle(tWind, tall, TotalThrottle.Max); |
501 | CloudThrottle.Throttle = ScaleThrottle(tCloud, tall, TotalThrottle.Max); | 501 | CloudThrottle.Throttle = ScaleThrottle(tCloud, tall, TotalThrottle.Max); |
502 | TaskThrottle.Throttle = ScaleThrottle(tTask, tall, TotalThrottle.Max); | 502 | TaskThrottle.Throttle = ScaleThrottle(tTask, tall, TotalThrottle.Max); |
503 | TextureThrottle.Throttle = ScaleThrottle(tTexture, tall, TotalThrottle.Max); | 503 | TextureThrottle.Throttle = ScaleThrottle(tTexture, tall, TotalThrottle.Max); |
504 | AssetThrottle.Throttle = ScaleThrottle(tAsset, tall, TotalThrottle.Max); | 504 | AssetThrottle.Throttle = ScaleThrottle(tAsset, tall, TotalThrottle.Max); |
505 | TotalThrottle.Throttle = TotalThrottle.Max; | 505 | TotalThrottle.Throttle = TotalThrottle.Max; |
506 | } | 506 | } |
507 | // effectively wiggling the slider causes things reset | 507 | // effectively wiggling the slider causes things reset |
508 | ResetCounters(); | 508 | ResetCounters(); |
509 | } | 509 | } |
510 | 510 | ||
511 | // See IPullStatsProvider | 511 | // See IPullStatsProvider |
512 | public string GetStats() | 512 | public string GetStats() |
513 | { | 513 | { |
514 | return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}", | 514 | return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}", |
515 | SendQueue.Count(), | 515 | SendQueue.Count(), |
516 | IncomingPacketQueue.Count, | 516 | IncomingPacketQueue.Count, |
517 | OutgoingPacketQueue.Count, | 517 | OutgoingPacketQueue.Count, |
518 | ResendOutgoingPacketQueue.Count, | 518 | ResendOutgoingPacketQueue.Count, |
519 | LandOutgoingPacketQueue.Count, | 519 | LandOutgoingPacketQueue.Count, |
520 | WindOutgoingPacketQueue.Count, | 520 | WindOutgoingPacketQueue.Count, |
521 | CloudOutgoingPacketQueue.Count, | 521 | CloudOutgoingPacketQueue.Count, |
522 | TaskOutgoingPacketQueue.Count, | 522 | TaskOutgoingPacketQueue.Count, |
523 | TextureOutgoingPacketQueue.Count, | 523 | TextureOutgoingPacketQueue.Count, |
524 | AssetOutgoingPacketQueue.Count); | 524 | AssetOutgoingPacketQueue.Count); |
525 | } | 525 | } |
526 | 526 | ||
527 | public QueItem[] GetQueueArray() | 527 | public LLQueItem[] GetQueueArray() |
528 | { | 528 | { |
529 | return SendQueue.GetQueueArray(); | 529 | return SendQueue.GetQueueArray(); |
530 | } | 530 | } |
531 | } | 531 | } |
532 | } | 532 | } \ No newline at end of file |