diff options
Diffstat (limited to 'OpenSim/Region/ClientStack/FunSLUDP/LLPacketQueue.cs')
-rw-r--r-- | OpenSim/Region/ClientStack/FunSLUDP/LLPacketQueue.cs | 567 |
1 files changed, 0 insertions, 567 deletions
diff --git a/OpenSim/Region/ClientStack/FunSLUDP/LLPacketQueue.cs b/OpenSim/Region/ClientStack/FunSLUDP/LLPacketQueue.cs deleted file mode 100644 index c3d33e6..0000000 --- a/OpenSim/Region/ClientStack/FunSLUDP/LLPacketQueue.cs +++ /dev/null | |||
@@ -1,567 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSim Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
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 | ||
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 | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Threading; | ||
31 | using System.Timers; | ||
32 | using libsecondlife; | ||
33 | using libsecondlife.Packets; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Framework.Statistics; | ||
36 | using OpenSim.Framework.Statistics.Interfaces; | ||
37 | using Timer=System.Timers.Timer; | ||
38 | |||
39 | namespace OpenSim.Region.ClientStack.FunSLUDP | ||
40 | { | ||
41 | public class LLPacketQueue : IPullStatsProvider | ||
42 | { | ||
43 | private static readonly log4net.ILog m_log | ||
44 | = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
45 | |||
46 | private bool m_enabled = true; | ||
47 | |||
48 | private BlockingQueue<LLQueItem> SendQueue; | ||
49 | |||
50 | private Queue<LLQueItem> IncomingPacketQueue; | ||
51 | private Queue<LLQueItem> OutgoingPacketQueue; | ||
52 | private Queue<LLQueItem> ResendOutgoingPacketQueue; | ||
53 | private Queue<LLQueItem> LandOutgoingPacketQueue; | ||
54 | private Queue<LLQueItem> WindOutgoingPacketQueue; | ||
55 | private Queue<LLQueItem> CloudOutgoingPacketQueue; | ||
56 | private Queue<LLQueItem> TaskOutgoingPacketQueue; | ||
57 | private Queue<LLQueItem> TaskLowpriorityPacketQueue; | ||
58 | private Queue<LLQueItem> TextureOutgoingPacketQueue; | ||
59 | private Queue<LLQueItem> AssetOutgoingPacketQueue; | ||
60 | |||
61 | // private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>(); | ||
62 | // private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>(); | ||
63 | |||
64 | // All throttle times and number of bytes are calculated by dividing by this value | ||
65 | // This value also determines how many times per throttletimems the timer will run | ||
66 | // If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds | ||
67 | |||
68 | private int throttleTimeDivisor = 7; | ||
69 | |||
70 | private int throttletimems = 1000; | ||
71 | |||
72 | private LLPacketThrottle ResendThrottle; | ||
73 | private LLPacketThrottle LandThrottle; | ||
74 | private LLPacketThrottle WindThrottle; | ||
75 | private LLPacketThrottle CloudThrottle; | ||
76 | private LLPacketThrottle TaskThrottle; | ||
77 | private LLPacketThrottle AssetThrottle; | ||
78 | private LLPacketThrottle TextureThrottle; | ||
79 | private LLPacketThrottle TotalThrottle; | ||
80 | |||
81 | // private long LastThrottle; | ||
82 | // private long ThrottleInterval; | ||
83 | private Timer throttleTimer; | ||
84 | |||
85 | private LLUUID m_agentId; | ||
86 | |||
87 | public LLPacketQueue(LLUUID agentId) | ||
88 | { | ||
89 | // While working on this, the BlockingQueue had me fooled for a bit. | ||
90 | // The Blocking queue causes the thread to stop until there's something | ||
91 | // in it to process. it's an on-purpose threadlock though because | ||
92 | // without it, the clientloop will suck up all sim resources. | ||
93 | |||
94 | SendQueue = new BlockingQueue<LLQueItem>(); | ||
95 | |||
96 | IncomingPacketQueue = new Queue<LLQueItem>(); | ||
97 | OutgoingPacketQueue = new Queue<LLQueItem>(); | ||
98 | ResendOutgoingPacketQueue = new Queue<LLQueItem>(); | ||
99 | LandOutgoingPacketQueue = new Queue<LLQueItem>(); | ||
100 | WindOutgoingPacketQueue = new Queue<LLQueItem>(); | ||
101 | CloudOutgoingPacketQueue = new Queue<LLQueItem>(); | ||
102 | TaskOutgoingPacketQueue = new Queue<LLQueItem>(); | ||
103 | TaskLowpriorityPacketQueue = new Queue<LLQueItem>(); | ||
104 | TextureOutgoingPacketQueue = new Queue<LLQueItem>(); | ||
105 | AssetOutgoingPacketQueue = new Queue<LLQueItem>(); | ||
106 | |||
107 | |||
108 | // Set up the throttle classes (min, max, current) in bytes | ||
109 | ResendThrottle = new LLPacketThrottle(5000, 100000, 16000); | ||
110 | LandThrottle = new LLPacketThrottle(1000, 100000, 2000); | ||
111 | WindThrottle = new LLPacketThrottle(0, 100000, 0); | ||
112 | CloudThrottle = new LLPacketThrottle(0, 100000, 0); | ||
113 | TaskThrottle = new LLPacketThrottle(1000, 800000, 3000); | ||
114 | AssetThrottle = new LLPacketThrottle(1000, 800000, 1000); | ||
115 | TextureThrottle = new LLPacketThrottle(1000, 800000, 4000); | ||
116 | // Total Throttle trumps all | ||
117 | // Number of bytes allowed to go out per second. (256kbps per client) | ||
118 | TotalThrottle = new LLPacketThrottle(0, 1500000, 28000); | ||
119 | |||
120 | throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor)); | ||
121 | throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed); | ||
122 | throttleTimer.Start(); | ||
123 | |||
124 | // TIMERS needed for this | ||
125 | // LastThrottle = DateTime.Now.Ticks; | ||
126 | // ThrottleInterval = (long)(throttletimems/throttleTimeDivisor); | ||
127 | |||
128 | m_agentId = agentId; | ||
129 | |||
130 | if (StatsManager.SimExtraStats != null) | ||
131 | { | ||
132 | StatsManager.SimExtraStats.RegisterPacketQueueStatsProvider(m_agentId, this); | ||
133 | } | ||
134 | } | ||
135 | |||
136 | /* STANDARD QUEUE MANIPULATION INTERFACES */ | ||
137 | |||
138 | |||
139 | public void Enqueue(LLQueItem item) | ||
140 | { | ||
141 | if (!m_enabled) | ||
142 | { | ||
143 | return; | ||
144 | } | ||
145 | // We could micro lock, but that will tend to actually | ||
146 | // probably be worse than just synchronizing on SendQueue | ||
147 | |||
148 | if (item == null) | ||
149 | { | ||
150 | SendQueue.Enqueue(item); | ||
151 | return; | ||
152 | } | ||
153 | |||
154 | if (item.Incoming) | ||
155 | { | ||
156 | SendQueue.PriorityEnqueue(item); | ||
157 | return; | ||
158 | } | ||
159 | |||
160 | lock (this) | ||
161 | { | ||
162 | switch (item.throttleType) | ||
163 | { | ||
164 | case ThrottleOutPacketType.Resend: | ||
165 | ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item); | ||
166 | break; | ||
167 | case ThrottleOutPacketType.Texture: | ||
168 | ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item); | ||
169 | break; | ||
170 | case ThrottleOutPacketType.Task: | ||
171 | ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item); | ||
172 | break; | ||
173 | case ThrottleOutPacketType.LowpriorityTask: | ||
174 | ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item); | ||
175 | break; | ||
176 | case ThrottleOutPacketType.Land: | ||
177 | ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item); | ||
178 | break; | ||
179 | case ThrottleOutPacketType.Asset: | ||
180 | ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item); | ||
181 | break; | ||
182 | case ThrottleOutPacketType.Cloud: | ||
183 | ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item); | ||
184 | break; | ||
185 | case ThrottleOutPacketType.Wind: | ||
186 | ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item); | ||
187 | break; | ||
188 | |||
189 | default: | ||
190 | // Acknowledgements and other such stuff should go directly to the blocking Queue | ||
191 | // Throttling them may and likely 'will' be problematic | ||
192 | SendQueue.PriorityEnqueue(item); | ||
193 | break; | ||
194 | } | ||
195 | } | ||
196 | } | ||
197 | |||
198 | public LLQueItem Dequeue() | ||
199 | { | ||
200 | return SendQueue.Dequeue(); | ||
201 | } | ||
202 | |||
203 | public void Flush() | ||
204 | { | ||
205 | lock (this) | ||
206 | { | ||
207 | while (PacketsWaiting()) | ||
208 | { | ||
209 | //Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up. | ||
210 | if (ResendOutgoingPacketQueue.Count > 0) | ||
211 | { | ||
212 | SendQueue.Enqueue(ResendOutgoingPacketQueue.Dequeue()); | ||
213 | } | ||
214 | if (LandOutgoingPacketQueue.Count > 0) | ||
215 | { | ||
216 | SendQueue.Enqueue(LandOutgoingPacketQueue.Dequeue()); | ||
217 | } | ||
218 | if (WindOutgoingPacketQueue.Count > 0) | ||
219 | { | ||
220 | SendQueue.Enqueue(WindOutgoingPacketQueue.Dequeue()); | ||
221 | } | ||
222 | if (CloudOutgoingPacketQueue.Count > 0) | ||
223 | { | ||
224 | SendQueue.Enqueue(CloudOutgoingPacketQueue.Dequeue()); | ||
225 | } | ||
226 | if (TaskOutgoingPacketQueue.Count > 0) | ||
227 | { | ||
228 | SendQueue.PriorityEnqueue(TaskOutgoingPacketQueue.Dequeue()); | ||
229 | } | ||
230 | if (TaskLowpriorityPacketQueue.Count > 0) | ||
231 | { | ||
232 | SendQueue.Enqueue(TaskLowpriorityPacketQueue.Dequeue()); | ||
233 | } | ||
234 | if (TextureOutgoingPacketQueue.Count > 0) | ||
235 | { | ||
236 | SendQueue.Enqueue(TextureOutgoingPacketQueue.Dequeue()); | ||
237 | } | ||
238 | if (AssetOutgoingPacketQueue.Count > 0) | ||
239 | { | ||
240 | SendQueue.Enqueue(AssetOutgoingPacketQueue.Dequeue()); | ||
241 | } | ||
242 | } | ||
243 | // m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets"); | ||
244 | } | ||
245 | } | ||
246 | |||
247 | public void Close() | ||
248 | { | ||
249 | Flush(); | ||
250 | |||
251 | m_enabled = false; | ||
252 | throttleTimer.Stop(); | ||
253 | |||
254 | if (StatsManager.SimExtraStats != null) | ||
255 | { | ||
256 | StatsManager.SimExtraStats.DeregisterPacketQueueStatsProvider(m_agentId); | ||
257 | } | ||
258 | } | ||
259 | |||
260 | private void ResetCounters() | ||
261 | { | ||
262 | ResendThrottle.Reset(); | ||
263 | LandThrottle.Reset(); | ||
264 | WindThrottle.Reset(); | ||
265 | CloudThrottle.Reset(); | ||
266 | TaskThrottle.Reset(); | ||
267 | AssetThrottle.Reset(); | ||
268 | TextureThrottle.Reset(); | ||
269 | TotalThrottle.Reset(); | ||
270 | } | ||
271 | |||
272 | private bool PacketsWaiting() | ||
273 | { | ||
274 | return (ResendOutgoingPacketQueue.Count > 0 || | ||
275 | LandOutgoingPacketQueue.Count > 0 || | ||
276 | WindOutgoingPacketQueue.Count > 0 || | ||
277 | CloudOutgoingPacketQueue.Count > 0 || | ||
278 | TaskOutgoingPacketQueue.Count > 0 || | ||
279 | TaskLowpriorityPacketQueue.Count > 0 || | ||
280 | AssetOutgoingPacketQueue.Count > 0 || | ||
281 | TextureOutgoingPacketQueue.Count > 0); | ||
282 | } | ||
283 | |||
284 | public void ProcessThrottle() | ||
285 | { | ||
286 | // I was considering this.. Will an event fire if the thread it's on is blocked? | ||
287 | |||
288 | // Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long | ||
289 | // The General overhead of the UDP protocol gets sent to the queue un-throttled by this | ||
290 | // so This'll pick up about around the right time. | ||
291 | |||
292 | int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once. | ||
293 | int throttleLoops = 0; | ||
294 | |||
295 | // We're going to dequeue all of the saved up packets until | ||
296 | // we've hit the throttle limit or there's no more packets to send | ||
297 | lock (this) | ||
298 | { | ||
299 | ResetCounters(); | ||
300 | // m_log.Info("[THROTTLE]: Entering Throttle"); | ||
301 | while (TotalThrottle.UnderLimit() && PacketsWaiting() && | ||
302 | (throttleLoops <= MaxThrottleLoops)) | ||
303 | { | ||
304 | throttleLoops++; | ||
305 | //Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up. | ||
306 | if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0) | ||
307 | { | ||
308 | LLQueItem qpack = ResendOutgoingPacketQueue.Dequeue(); | ||
309 | |||
310 | SendQueue.Enqueue(qpack); | ||
311 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | ||
312 | ResendThrottle.Add(qpack.Packet.ToBytes().Length); | ||
313 | } | ||
314 | if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0) | ||
315 | { | ||
316 | LLQueItem qpack = LandOutgoingPacketQueue.Dequeue(); | ||
317 | |||
318 | SendQueue.Enqueue(qpack); | ||
319 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | ||
320 | LandThrottle.Add(qpack.Packet.ToBytes().Length); | ||
321 | } | ||
322 | if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0) | ||
323 | { | ||
324 | LLQueItem qpack = WindOutgoingPacketQueue.Dequeue(); | ||
325 | |||
326 | SendQueue.Enqueue(qpack); | ||
327 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | ||
328 | WindThrottle.Add(qpack.Packet.ToBytes().Length); | ||
329 | } | ||
330 | if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0) | ||
331 | { | ||
332 | LLQueItem qpack = CloudOutgoingPacketQueue.Dequeue(); | ||
333 | |||
334 | SendQueue.Enqueue(qpack); | ||
335 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | ||
336 | CloudThrottle.Add(qpack.Packet.ToBytes().Length); | ||
337 | } | ||
338 | if (TaskThrottle.UnderLimit() && (TaskOutgoingPacketQueue.Count > 0 || TaskLowpriorityPacketQueue.Count > 0)) | ||
339 | { | ||
340 | LLQueItem qpack; | ||
341 | if (TaskOutgoingPacketQueue.Count > 0) | ||
342 | { | ||
343 | qpack = TaskOutgoingPacketQueue.Dequeue(); | ||
344 | SendQueue.PriorityEnqueue(qpack); | ||
345 | } | ||
346 | else | ||
347 | { | ||
348 | qpack = TaskLowpriorityPacketQueue.Dequeue(); | ||
349 | SendQueue.Enqueue(qpack); | ||
350 | } | ||
351 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | ||
352 | TaskThrottle.Add(qpack.Packet.ToBytes().Length); | ||
353 | } | ||
354 | if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0) | ||
355 | { | ||
356 | LLQueItem qpack = TextureOutgoingPacketQueue.Dequeue(); | ||
357 | |||
358 | SendQueue.Enqueue(qpack); | ||
359 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | ||
360 | TextureThrottle.Add(qpack.Packet.ToBytes().Length); | ||
361 | } | ||
362 | if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0) | ||
363 | { | ||
364 | LLQueItem qpack = AssetOutgoingPacketQueue.Dequeue(); | ||
365 | |||
366 | SendQueue.Enqueue(qpack); | ||
367 | TotalThrottle.Add(qpack.Packet.ToBytes().Length); | ||
368 | AssetThrottle.Add(qpack.Packet.ToBytes().Length); | ||
369 | } | ||
370 | } | ||
371 | // m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets"); | ||
372 | } | ||
373 | } | ||
374 | |||
375 | private void ThrottleTimerElapsed(object sender, ElapsedEventArgs e) | ||
376 | { | ||
377 | // just to change the signature, and that ProcessThrottle | ||
378 | // will be used elsewhere possibly | ||
379 | ProcessThrottle(); | ||
380 | } | ||
381 | |||
382 | private void ThrottleCheck(ref LLPacketThrottle throttle, ref Queue<LLQueItem> q, LLQueItem item) | ||
383 | { | ||
384 | // The idea.. is if the packet throttle queues are empty | ||
385 | // and the client is under throttle for the type. Queue | ||
386 | // it up directly. This basically short cuts having to | ||
387 | // wait for the timer to fire to put things into the | ||
388 | // output queue | ||
389 | |||
390 | if ((q.Count == 0) && (throttle.UnderLimit())) | ||
391 | { | ||
392 | Monitor.Enter(this); | ||
393 | throttle.Add(item.Packet.ToBytes().Length); | ||
394 | TotalThrottle.Add(item.Packet.ToBytes().Length); | ||
395 | SendQueue.Enqueue(item); | ||
396 | Monitor.Pulse(this); | ||
397 | Monitor.Exit(this); | ||
398 | } | ||
399 | else | ||
400 | { | ||
401 | q.Enqueue(item); | ||
402 | } | ||
403 | } | ||
404 | |||
405 | |||
406 | private static int ScaleThrottle(int value, int curmax, int newmax) | ||
407 | { | ||
408 | return (value / curmax) * newmax; | ||
409 | } | ||
410 | |||
411 | public byte[] GetThrottlesPacked(float multiplier) | ||
412 | { | ||
413 | int singlefloat = 4; | ||
414 | float tResend = ResendThrottle.Throttle*multiplier; | ||
415 | float tLand = LandThrottle.Throttle*multiplier; | ||
416 | float tWind = WindThrottle.Throttle*multiplier; | ||
417 | float tCloud = CloudThrottle.Throttle*multiplier; | ||
418 | float tTask = TaskThrottle.Throttle*multiplier; | ||
419 | float tTexture = TextureThrottle.Throttle*multiplier; | ||
420 | float tAsset = AssetThrottle.Throttle*multiplier; | ||
421 | |||
422 | byte[] throttles = new byte[singlefloat*7]; | ||
423 | int i = 0; | ||
424 | Buffer.BlockCopy(BitConverter.GetBytes(tResend), 0, throttles, singlefloat*i, singlefloat); | ||
425 | i++; | ||
426 | Buffer.BlockCopy(BitConverter.GetBytes(tLand), 0, throttles, singlefloat*i, singlefloat); | ||
427 | i++; | ||
428 | Buffer.BlockCopy(BitConverter.GetBytes(tWind), 0, throttles, singlefloat*i, singlefloat); | ||
429 | i++; | ||
430 | Buffer.BlockCopy(BitConverter.GetBytes(tCloud), 0, throttles, singlefloat*i, singlefloat); | ||
431 | i++; | ||
432 | Buffer.BlockCopy(BitConverter.GetBytes(tTask), 0, throttles, singlefloat*i, singlefloat); | ||
433 | i++; | ||
434 | Buffer.BlockCopy(BitConverter.GetBytes(tTexture), 0, throttles, singlefloat*i, singlefloat); | ||
435 | i++; | ||
436 | Buffer.BlockCopy(BitConverter.GetBytes(tAsset), 0, throttles, singlefloat*i, singlefloat); | ||
437 | |||
438 | return throttles; | ||
439 | } | ||
440 | |||
441 | public void SetThrottleFromClient(byte[] throttle) | ||
442 | { | ||
443 | // From mantis http://opensimulator.org/mantis/view.php?id=1374 | ||
444 | // it appears that sometimes we are receiving empty throttle byte arrays. | ||
445 | // TODO: Investigate this behaviour | ||
446 | if (throttle.Length == 0) | ||
447 | { | ||
448 | m_log.Warn("[PACKET QUEUE]: SetThrottleFromClient unexpectedly received a throttle byte array containing no elements!"); | ||
449 | return; | ||
450 | } | ||
451 | |||
452 | int tResend = -1; | ||
453 | int tLand = -1; | ||
454 | int tWind = -1; | ||
455 | int tCloud = -1; | ||
456 | int tTask = -1; | ||
457 | int tTexture = -1; | ||
458 | int tAsset = -1; | ||
459 | int tall = -1; | ||
460 | int singlefloat = 4; | ||
461 | |||
462 | //Agent Throttle Block contains 7 single floatingpoint values. | ||
463 | int j = 0; | ||
464 | |||
465 | // Some Systems may be big endian... | ||
466 | // it might be smart to do this check more often... | ||
467 | if (!BitConverter.IsLittleEndian) | ||
468 | for (int i = 0; i < 7; i++) | ||
469 | Array.Reverse(throttle, j + i*singlefloat, singlefloat); | ||
470 | |||
471 | // values gotten from libsecondlife.org/wiki/Throttle. Thanks MW_ | ||
472 | // bytes | ||
473 | // Convert to integer, since.. the full fp space isn't used. | ||
474 | tResend = (int) BitConverter.ToSingle(throttle, j); | ||
475 | j += singlefloat; | ||
476 | tLand = (int) BitConverter.ToSingle(throttle, j); | ||
477 | j += singlefloat; | ||
478 | tWind = (int) BitConverter.ToSingle(throttle, j); | ||
479 | j += singlefloat; | ||
480 | tCloud = (int) BitConverter.ToSingle(throttle, j); | ||
481 | j += singlefloat; | ||
482 | tTask = (int) BitConverter.ToSingle(throttle, j); | ||
483 | j += singlefloat; | ||
484 | tTexture = (int) BitConverter.ToSingle(throttle, j); | ||
485 | j += singlefloat; | ||
486 | tAsset = (int) BitConverter.ToSingle(throttle, j); | ||
487 | |||
488 | tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset; | ||
489 | /* | ||
490 | m_log.Info("[CLIENT]: Client AgentThrottle - Got throttle:resendbytes=" + tResend + | ||
491 | " landbytes=" + tLand + | ||
492 | " windbytes=" + tWind + | ||
493 | " cloudbytes=" + tCloud + | ||
494 | " taskbytes=" + tTask + | ||
495 | " texturebytes=" + tTexture + | ||
496 | " Assetbytes=" + tAsset + | ||
497 | " Allbytes=" + tall); | ||
498 | */ | ||
499 | |||
500 | // Total Sanity | ||
501 | // Make sure that the client sent sane total values. | ||
502 | |||
503 | // If the client didn't send acceptable values.... | ||
504 | // Scale the clients values down until they are acceptable. | ||
505 | |||
506 | if (tall <= TotalThrottle.Max) | ||
507 | { | ||
508 | ResendThrottle.Throttle = tResend; | ||
509 | LandThrottle.Throttle = tLand; | ||
510 | WindThrottle.Throttle = tWind; | ||
511 | CloudThrottle.Throttle = tCloud; | ||
512 | TaskThrottle.Throttle = tTask; | ||
513 | TextureThrottle.Throttle = tTexture; | ||
514 | AssetThrottle.Throttle = tAsset; | ||
515 | TotalThrottle.Throttle = tall; | ||
516 | } | ||
517 | // else if (tall < 1) | ||
518 | // { | ||
519 | // // client is stupid, penalize him by minning everything | ||
520 | // ResendThrottle.Throttle = ResendThrottle.Min; | ||
521 | // LandThrottle.Throttle = LandThrottle.Min; | ||
522 | // WindThrottle.Throttle = WindThrottle.Min; | ||
523 | // CloudThrottle.Throttle = CloudThrottle.Min; | ||
524 | // TaskThrottle.Throttle = TaskThrottle.Min; | ||
525 | // TextureThrottle.Throttle = TextureThrottle.Min; | ||
526 | // AssetThrottle.Throttle = AssetThrottle.Min; | ||
527 | // TotalThrottle.Throttle = TotalThrottle.Min; | ||
528 | // } | ||
529 | else | ||
530 | { | ||
531 | // we're over so figure out percentages and use those | ||
532 | ResendThrottle.Throttle = tResend; | ||
533 | |||
534 | LandThrottle.Throttle = ScaleThrottle(tLand, tall, TotalThrottle.Max); | ||
535 | WindThrottle.Throttle = ScaleThrottle(tWind, tall, TotalThrottle.Max); | ||
536 | CloudThrottle.Throttle = ScaleThrottle(tCloud, tall, TotalThrottle.Max); | ||
537 | TaskThrottle.Throttle = ScaleThrottle(tTask, tall, TotalThrottle.Max); | ||
538 | TextureThrottle.Throttle = ScaleThrottle(tTexture, tall, TotalThrottle.Max); | ||
539 | AssetThrottle.Throttle = ScaleThrottle(tAsset, tall, TotalThrottle.Max); | ||
540 | TotalThrottle.Throttle = TotalThrottle.Max; | ||
541 | } | ||
542 | // effectively wiggling the slider causes things reset | ||
543 | // ResetCounters(); // DO NOT reset, better to send less for one period than more | ||
544 | } | ||
545 | |||
546 | // See IPullStatsProvider | ||
547 | public string GetStats() | ||
548 | { | ||
549 | return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}", | ||
550 | SendQueue.Count(), | ||
551 | IncomingPacketQueue.Count, | ||
552 | OutgoingPacketQueue.Count, | ||
553 | ResendOutgoingPacketQueue.Count, | ||
554 | LandOutgoingPacketQueue.Count, | ||
555 | WindOutgoingPacketQueue.Count, | ||
556 | CloudOutgoingPacketQueue.Count, | ||
557 | TaskOutgoingPacketQueue.Count, | ||
558 | TextureOutgoingPacketQueue.Count, | ||
559 | AssetOutgoingPacketQueue.Count); | ||
560 | } | ||
561 | |||
562 | public LLQueItem[] GetQueueArray() | ||
563 | { | ||
564 | return SendQueue.GetQueueArray(); | ||
565 | } | ||
566 | } | ||
567 | } | ||