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-rw-r--r--OpenSim/Region/ClientStack/ClientView.cs572
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs1
2 files changed, 302 insertions, 271 deletions
diff --git a/OpenSim/Region/ClientStack/ClientView.cs b/OpenSim/Region/ClientStack/ClientView.cs
index 724fccc..415b04e 100644
--- a/OpenSim/Region/ClientStack/ClientView.cs
+++ b/OpenSim/Region/ClientStack/ClientView.cs
@@ -91,62 +91,62 @@ namespace OpenSim.Region.ClientStack
91 protected AgentCircuitManager m_authenticateSessionsHandler; 91 protected AgentCircuitManager m_authenticateSessionsHandler;
92 private Encoding enc = Encoding.ASCII; 92 private Encoding enc = Encoding.ASCII;
93 // Dead client detection vars 93 // Dead client detection vars
94 private Timer clientPingTimer; 94 private Timer m_clientPingTimer;
95 private int packetsReceived = 0; 95 private int m_packetsReceived = 0;
96 private int probesWithNoIngressPackets = 0; 96 private int m_probesWithNoIngressPackets = 0;
97 private int lastPacketsReceived = 0; 97 private int m_lastPacketsReceived = 0;
98 98
99 // 1536000 99 // 1536000
100 private int throttleOutboundMax = 1536000; // Number of bytes allowed to go out per second. (256kbps per client) 100 private int m_throttleOutboundMax = 1536000; // Number of bytes allowed to go out per second. (256kbps per client)
101 // TODO: Make this variable. Lower throttle on un-ack. Raise over time? 101 // TODO: Make this variable. Lower throttle on un-ack. Raise over time?
102 private int bytesSent = 0; // Number of bytes sent this period 102 private int m_bytesSent = 0; // Number of bytes sent this period
103 103
104 private int throttleOutbound = 162144; // Number of bytes allowed to go out per second. (256kbps per client) 104 private int m_throttleOutbound = 162144; // Number of bytes allowed to go out per second. (256kbps per client)
105 // TODO: Make this variable. Lower throttle on un-ack. Raise over time 105 // TODO: Make this variable. Lower throttle on un-ack. Raise over time
106 106
107 // All throttle times and number of bytes are calculated by dividing by this value 107 // All throttle times and number of bytes are calculated by dividing by this value
108 // This value also determines how many times per throttletimems the timer will run 108 // This value also determines how many times per throttletimems the timer will run
109 // If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds 109 // If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
110 110
111 private int throttleTimeDivisor = 7; 111 private int m_throttleTimeDivisor = 7;
112 112
113 private int throttletimems = 1000; 113 private int m_throttletimems = 1000;
114 114
115 // Maximum -per type- throttle 115 // Maximum -per type- throttle
116 private int ResendthrottleMAX = 100000; 116 private int m_resendthrottleMAX = 100000;
117 private int LandthrottleMax = 100000; 117 private int m_landthrottleMax = 100000;
118 private int WindthrottleMax = 100000; 118 private int m_windthrottleMax = 100000;
119 private int CloudthrottleMax = 100000; 119 private int m_cloudthrottleMax = 100000;
120 private int TaskthrottleMax = 800000; 120 private int m_taskthrottleMax = 800000;
121 private int AssetthrottleMax = 800000; 121 private int m_assetthrottleMax = 800000;
122 private int TexturethrottleMax = 800000; 122 private int m_texturethrottleMax = 800000;
123 123
124 // Minimum -per type- throttle 124 // Minimum -per type- throttle
125 private int ResendthrottleMin = 5000; // setting resendmin to 0 results in mostly dropped packets 125 private int m_resendthrottleMin = 5000; // setting resendmin to 0 results in mostly dropped packets
126 private int LandthrottleMin = 1000; 126 private int m_landthrottleMin = 1000;
127 private int WindthrottleMin = 1000; 127 private int m_windthrottleMin = 1000;
128 private int CloudthrottleMin = 1000; 128 private int m_cloudthrottleMin = 1000;
129 private int TaskthrottleMin = 1000; 129 private int m_taskthrottleMin = 1000;
130 private int AssetthrottleMin = 1000; 130 private int m_assetthrottleMin = 1000;
131 private int TexturethrottleMin = 1000; 131 private int m_texturethrottleMin = 1000;
132 132
133 // Sim default per-client settings. 133 // Sim default per-client settings.
134 private int ResendthrottleOutbound = 50000; 134 private int m_resendthrottleOutbound = 50000;
135 private int ResendBytesSent = 0; 135 private int m_resendBytesSent = 0;
136 private int LandthrottleOutbound = 100000; 136 private int m_landthrottleOutbound = 100000;
137 private int LandBytesSent = 0; 137 private int m_landBytesSent = 0;
138 private int WindthrottleOutbound = 10000; 138 private int m_windthrottleOutbound = 10000;
139 private int WindBytesSent = 0; 139 private int m_windBytesSent = 0;
140 private int CloudthrottleOutbound = 5000; 140 private int m_cloudthrottleOutbound = 5000;
141 private int CloudBytesSent = 0; 141 private int m_cloudBytesSent = 0;
142 private int TaskthrottleOutbound = 100000; 142 private int m_taskthrottleOutbound = 100000;
143 private int TaskBytesSent = 0; 143 private int m_taskBytesSent = 0;
144 private int AssetthrottleOutbound = 80000; 144 private int m_assetthrottleOutbound = 80000;
145 private int AssetBytesSent = 0; 145 private int m_assetBytesSent = 0;
146 private int TexturethrottleOutbound = 100000; 146 private int m_texturethrottleOutbound = 100000;
147 private int TextureBytesSent = 0; 147 private int m_textureBytesSent = 0;
148 148
149 private Timer throttleTimer; 149 private Timer m_throttleTimer;
150 150
151 public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, ClientManager clientManager, 151 public ClientView(EndPoint remoteEP, UseCircuitCodePacket initialcirpack, ClientManager clientManager,
152 IScene scene, AssetCache assetCache, PacketServer packServer, 152 IScene scene, AssetCache assetCache, PacketServer packServer,
@@ -174,17 +174,17 @@ namespace OpenSim.Region.ClientStack
174 // in it to process. it's an on-purpose threadlock though because 174 // in it to process. it's an on-purpose threadlock though because
175 // without it, the clientloop will suck up all sim resources. 175 // without it, the clientloop will suck up all sim resources.
176 176
177 PacketQueue = new BlockingQueue<QueItem>(); 177 m_packetQueue = new BlockingQueue<QueItem>();
178 178
179 IncomingPacketQueue = new Queue<QueItem>(); 179 m_incomingPacketQueue = new Queue<QueItem>();
180 OutgoingPacketQueue = new Queue<QueItem>(); 180 m_outgoingPacketQueue = new Queue<QueItem>();
181 ResendOutgoingPacketQueue = new Queue<QueItem>(); 181 m_resendOutgoingPacketQueue = new Queue<QueItem>();
182 LandOutgoingPacketQueue = new Queue<QueItem>(); 182 m_landOutgoingPacketQueue = new Queue<QueItem>();
183 WindOutgoingPacketQueue = new Queue<QueItem>(); 183 m_windOutgoingPacketQueue = new Queue<QueItem>();
184 CloudOutgoingPacketQueue = new Queue<QueItem>(); 184 m_cloudOutgoingPacketQueue = new Queue<QueItem>();
185 TaskOutgoingPacketQueue = new Queue<QueItem>(); 185 m_taskOutgoingPacketQueue = new Queue<QueItem>();
186 TextureOutgoingPacketQueue = new Queue<QueItem>(); 186 m_textureOutgoingPacketQueue = new Queue<QueItem>();
187 AssetOutgoingPacketQueue = new Queue<QueItem>(); 187 m_assetOutgoingPacketQueue = new Queue<QueItem>();
188 188
189 189
190 //this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache); 190 //this.UploadAssets = new AgentAssetUpload(this, m_assetCache, m_inventoryCache);
@@ -192,9 +192,9 @@ namespace OpenSim.Region.ClientStack
192 AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed); 192 AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
193 AckTimer.Start(); 193 AckTimer.Start();
194 194
195 throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor)); 195 m_throttleTimer = new Timer((int)(m_throttletimems/m_throttleTimeDivisor));
196 throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed); 196 m_throttleTimer.Elapsed += throttleTimer_Elapsed;
197 throttleTimer.Start(); 197 m_throttleTimer.Start();
198 198
199 RegisterLocalPacketHandlers(); 199 RegisterLocalPacketHandlers();
200 200
@@ -205,14 +205,24 @@ namespace OpenSim.Region.ClientStack
205 205
206 void throttleTimer_Elapsed(object sender, ElapsedEventArgs e) 206 void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
207 { 207 {
208 bytesSent = 0; 208 // We need to stop the timer so that another timer event won't cause queue races.
209 ResendBytesSent = 0; 209 m_throttleTimer.Stop();
210 LandBytesSent = 0; 210
211 WindBytesSent = 0; 211 ProcessThrottleQueues();
212 CloudBytesSent = 0; 212
213 TaskBytesSent = 0; 213 m_throttleTimer.Start();
214 AssetBytesSent = 0; 214 }
215 TextureBytesSent = 0; 215
216 private void ProcessThrottleQueues()
217 {
218 m_bytesSent = 0;
219 m_resendBytesSent = 0;
220 m_landBytesSent = 0;
221 m_windBytesSent = 0;
222 m_cloudBytesSent = 0;
223 m_taskBytesSent = 0;
224 m_assetBytesSent = 0;
225 m_textureBytesSent = 0;
216 226
217 // I was considering this.. Will an event fire if the thread it's on is blocked? 227 // I was considering this.. Will an event fire if the thread it's on is blocked?
218 228
@@ -225,76 +235,96 @@ namespace OpenSim.Region.ClientStack
225 235
226 // We're going to dequeue all of the saved up packets until 236 // We're going to dequeue all of the saved up packets until
227 // we've hit the throttle limit or there's no more packets to send 237 // we've hit the throttle limit or there's no more packets to send
228 while ((bytesSent <= ((int)(throttleOutbound/throttleTimeDivisor)) && 238
229 (ResendOutgoingPacketQueue.Count > 0 || 239
230 LandOutgoingPacketQueue.Count > 0 || 240
231 WindOutgoingPacketQueue.Count > 0 || 241 while (TimeToDequeue( m_bytesSent, m_throttleOutbound ) &&
232 CloudOutgoingPacketQueue.Count > 0 || 242 (m_resendOutgoingPacketQueue.Count > 0 ||
233 TaskOutgoingPacketQueue.Count > 0 || 243 m_landOutgoingPacketQueue.Count > 0 ||
234 AssetOutgoingPacketQueue.Count > 0 || 244 m_windOutgoingPacketQueue.Count > 0 ||
235 TextureOutgoingPacketQueue.Count > 0)) && throttleLoops <= MaxThrottleLoops) 245 m_cloudOutgoingPacketQueue.Count > 0 ||
246 m_taskOutgoingPacketQueue.Count > 0 ||
247 m_assetOutgoingPacketQueue.Count > 0 ||
248 m_textureOutgoingPacketQueue.Count > 0) && ( throttleLoops <= MaxThrottleLoops))
236 { 249 {
237 throttleLoops++; 250 throttleLoops++;
238 //Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up. 251 //Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
239 if (ResendBytesSent <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0)
240 {
241 QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
242 252
243 PacketQueue.Enqueue(qpack); 253 if (TimeToDequeue(m_resendBytesSent, m_resendthrottleOutbound))
244 bytesSent += qpack.Packet.ToBytes().Length;
245 ResendBytesSent += qpack.Packet.ToBytes().Length;
246 }
247 if (LandBytesSent <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
248 { 254 {
249 QueItem qpack = LandOutgoingPacketQueue.Dequeue(); 255 m_resendBytesSent += ProcessQueue(m_resendOutgoingPacketQueue);
256 }
250 257
251 PacketQueue.Enqueue(qpack); 258 if (TimeToDequeue(m_landBytesSent, m_landthrottleOutbound))
252 bytesSent += qpack.Packet.ToBytes().Length; 259 {
253 LandBytesSent += qpack.Packet.ToBytes().Length; 260 m_landBytesSent += ProcessQueue(m_landOutgoingPacketQueue);
254 } 261 }
255 if (WindBytesSent <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0) 262
263 // -- TODO: Well, do the same for the rest of them
264
265 if (m_windBytesSent <= ((int)(m_windthrottleOutbound/m_throttleTimeDivisor)) && m_windOutgoingPacketQueue.Count > 0)
256 { 266 {
257 QueItem qpack = WindOutgoingPacketQueue.Dequeue(); 267 QueItem qpack = m_windOutgoingPacketQueue.Dequeue();
258 268
259 PacketQueue.Enqueue(qpack); 269 m_packetQueue.Enqueue(qpack);
260 bytesSent += qpack.Packet.ToBytes().Length; 270 m_bytesSent += qpack.Packet.ToBytes().Length;
261 WindBytesSent += qpack.Packet.ToBytes().Length; 271 m_windBytesSent += qpack.Packet.ToBytes().Length;
262 } 272 }
263 if (CloudBytesSent <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0) 273 if (m_cloudBytesSent <= ((int)(m_cloudthrottleOutbound/m_throttleTimeDivisor)) && m_cloudOutgoingPacketQueue.Count > 0)
264 { 274 {
265 QueItem qpack = CloudOutgoingPacketQueue.Dequeue(); 275 QueItem qpack = m_cloudOutgoingPacketQueue.Dequeue();
266 276
267 PacketQueue.Enqueue(qpack); 277 m_packetQueue.Enqueue(qpack);
268 bytesSent += qpack.Packet.ToBytes().Length; 278 m_bytesSent += qpack.Packet.ToBytes().Length;
269 CloudBytesSent += qpack.Packet.ToBytes().Length; 279 m_cloudBytesSent += qpack.Packet.ToBytes().Length;
270 } 280 }
271 if (TaskBytesSent <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0) 281 if (m_taskBytesSent <= ((int)(m_taskthrottleOutbound/m_throttleTimeDivisor)) && m_taskOutgoingPacketQueue.Count > 0)
272 { 282 {
273 QueItem qpack = TaskOutgoingPacketQueue.Dequeue(); 283 QueItem qpack = m_taskOutgoingPacketQueue.Dequeue();
274 284
275 PacketQueue.Enqueue(qpack); 285 m_packetQueue.Enqueue(qpack);
276 bytesSent += qpack.Packet.ToBytes().Length; 286 m_bytesSent += qpack.Packet.ToBytes().Length;
277 TaskBytesSent += qpack.Packet.ToBytes().Length; 287 m_taskBytesSent += qpack.Packet.ToBytes().Length;
278 } 288 }
279 if (TextureBytesSent <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0) 289 if (m_textureBytesSent <= ((int)(m_texturethrottleOutbound/m_throttleTimeDivisor)) && m_textureOutgoingPacketQueue.Count > 0)
280 { 290 {
281 QueItem qpack = TextureOutgoingPacketQueue.Dequeue(); 291 QueItem qpack = m_textureOutgoingPacketQueue.Dequeue();
282 292
283 PacketQueue.Enqueue(qpack); 293 m_packetQueue.Enqueue(qpack);
284 bytesSent += qpack.Packet.ToBytes().Length; 294 m_bytesSent += qpack.Packet.ToBytes().Length;
285 TextureBytesSent += qpack.Packet.ToBytes().Length; 295 m_textureBytesSent += qpack.Packet.ToBytes().Length;
286 } 296 }
287 if (AssetBytesSent <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0) 297 if (m_assetBytesSent <= ((int)(m_assetthrottleOutbound/m_throttleTimeDivisor)) && m_assetOutgoingPacketQueue.Count > 0)
288 { 298 {
289 QueItem qpack = AssetOutgoingPacketQueue.Dequeue(); 299 QueItem qpack = m_assetOutgoingPacketQueue.Dequeue();
290 300
291 PacketQueue.Enqueue(qpack); 301 m_packetQueue.Enqueue(qpack);
292 bytesSent += qpack.Packet.ToBytes().Length; 302 m_bytesSent += qpack.Packet.ToBytes().Length;
293 AssetBytesSent += qpack.Packet.ToBytes().Length; 303 m_assetBytesSent += qpack.Packet.ToBytes().Length;
294 } 304 }
295 305
296 } 306 }
307 }
308
309 private int ProcessQueue(Queue<QueItem> queue)
310 {
311 if (queue.Count > 0)
312 {
313 QueItem qpack = queue.Dequeue();
314
315 m_packetQueue.Enqueue(qpack);
316 int packLength = qpack.Packet.ToBytes().Length;
317
318 m_bytesSent += packLength;
319 return packLength;
320 }
297 321
322 return 0;
323 }
324
325 private bool TimeToDequeue(int bytesSent, int outboundThrottle)
326 {
327 return bytesSent <= ((int)(outboundThrottle / m_throttleTimeDivisor));
298 } 328 }
299 329
300 public LLUUID SessionId 330 public LLUUID SessionId
@@ -311,7 +341,7 @@ namespace OpenSim.Region.ClientStack
311 341
312 public void Close() 342 public void Close()
313 { 343 {
314 clientPingTimer.Stop(); 344 m_clientPingTimer.Stop();
315 345
316 m_scene.RemoveClient(AgentId); 346 m_scene.RemoveClient(AgentId);
317 347
@@ -333,7 +363,7 @@ namespace OpenSim.Region.ClientStack
333 } 363 }
334 public void Stop() 364 public void Stop()
335 { 365 {
336 clientPingTimer.Stop(); 366 m_clientPingTimer.Stop();
337 367
338 libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket(); 368 libsecondlife.Packets.DisableSimulatorPacket disable = new libsecondlife.Packets.DisableSimulatorPacket();
339 OutPacket(disable, ThrottleOutPacketType.Task); 369 OutPacket(disable, ThrottleOutPacketType.Task);
@@ -434,7 +464,7 @@ namespace OpenSim.Region.ClientStack
434 MainLog.Instance.Verbose("CLIENT", "Entered loop"); 464 MainLog.Instance.Verbose("CLIENT", "Entered loop");
435 while (true) 465 while (true)
436 { 466 {
437 QueItem nextPacket = PacketQueue.Dequeue(); 467 QueItem nextPacket = m_packetQueue.Dequeue();
438 if (nextPacket.Incoming) 468 if (nextPacket.Incoming)
439 { 469 {
440 queuedLast = false; 470 queuedLast = false;
@@ -442,7 +472,7 @@ namespace OpenSim.Region.ClientStack
442 //is a incoming packet 472 //is a incoming packet
443 if (nextPacket.Packet.Type != PacketType.AgentUpdate) 473 if (nextPacket.Packet.Type != PacketType.AgentUpdate)
444 { 474 {
445 packetsReceived++; 475 m_packetsReceived++;
446 } 476 }
447 DebugPacket("IN", nextPacket.Packet); 477 DebugPacket("IN", nextPacket.Packet);
448 ProcessInPacket(nextPacket.Packet); 478 ProcessInPacket(nextPacket.Packet);
@@ -450,9 +480,9 @@ namespace OpenSim.Region.ClientStack
450 else 480 else
451 { 481 {
452 // Throw it back on the queue if it's going to cause us to flood the client 482 // Throw it back on the queue if it's going to cause us to flood the client
453 if (bytesSent > throttleOutboundMax) 483 if (m_bytesSent > m_throttleOutboundMax)
454 { 484 {
455 PacketQueue.Enqueue(nextPacket); 485 m_packetQueue.Enqueue(nextPacket);
456 MainLog.Instance.Verbose("THROTTLE", "Client over throttle limit, requeuing packet"); 486 MainLog.Instance.Verbose("THROTTLE", "Client over throttle limit, requeuing packet");
457 487
458 if (queuedLast) 488 if (queuedLast)
@@ -471,7 +501,7 @@ namespace OpenSim.Region.ClientStack
471 501
472 //Don't throttle AvatarPickerReplies!, they return a null .ToBytes()! 502 //Don't throttle AvatarPickerReplies!, they return a null .ToBytes()!
473 if (nextPacket.Packet.Type != PacketType.AvatarPickerReply) 503 if (nextPacket.Packet.Type != PacketType.AvatarPickerReply)
474 bytesSent += nextPacket.Packet.ToBytes().Length; 504 m_bytesSent += nextPacket.Packet.ToBytes().Length;
475 505
476 506
477 //is a out going packet 507 //is a out going packet
@@ -487,10 +517,10 @@ namespace OpenSim.Region.ClientStack
487 517
488 protected void CheckClientConnectivity(object sender, ElapsedEventArgs e) 518 protected void CheckClientConnectivity(object sender, ElapsedEventArgs e)
489 { 519 {
490 if (packetsReceived == lastPacketsReceived) 520 if (m_packetsReceived == m_lastPacketsReceived)
491 { 521 {
492 probesWithNoIngressPackets++; 522 m_probesWithNoIngressPackets++;
493 if (probesWithNoIngressPackets > 30) 523 if (m_probesWithNoIngressPackets > 30)
494 { 524 {
495 if (OnConnectionClosed != null) 525 if (OnConnectionClosed != null)
496 { 526 {
@@ -506,8 +536,8 @@ namespace OpenSim.Region.ClientStack
506 else 536 else
507 { 537 {
508 // Something received in the meantime - we can reset the counters 538 // Something received in the meantime - we can reset the counters
509 probesWithNoIngressPackets = 0; 539 m_probesWithNoIngressPackets = 0;
510 lastPacketsReceived = packetsReceived; 540 m_lastPacketsReceived = m_packetsReceived;
511 } 541 }
512 } 542 }
513 543
@@ -515,9 +545,9 @@ namespace OpenSim.Region.ClientStack
515 545
516 protected virtual void InitNewClient() 546 protected virtual void InitNewClient()
517 { 547 {
518 clientPingTimer = new Timer(5000); 548 m_clientPingTimer = new Timer(5000);
519 clientPingTimer.Elapsed += new ElapsedEventHandler(CheckClientConnectivity); 549 m_clientPingTimer.Elapsed += new ElapsedEventHandler(CheckClientConnectivity);
520 clientPingTimer.Enabled = true; 550 m_clientPingTimer.Enabled = true;
521 551
522 MainLog.Instance.Verbose("CLIENT", "Adding viewer agent to scene"); 552 MainLog.Instance.Verbose("CLIENT", "Adding viewer agent to scene");
523 m_scene.AddNewClient(this, true); 553 m_scene.AddNewClient(this, true);
@@ -2203,20 +2233,20 @@ namespace OpenSim.Region.ClientStack
2203 } 2233 }
2204 2234
2205 // Previously ClientView.PacketQueue 2235 // Previously ClientView.PacketQueue
2206 protected BlockingQueue<QueItem> PacketQueue; 2236 protected BlockingQueue<QueItem> m_packetQueue;
2207 2237
2208 protected Queue<QueItem> IncomingPacketQueue; 2238 protected Queue<QueItem> m_incomingPacketQueue;
2209 protected Queue<QueItem> OutgoingPacketQueue; 2239 protected Queue<QueItem> m_outgoingPacketQueue;
2210 protected Queue<QueItem> ResendOutgoingPacketQueue; 2240 protected Queue<QueItem> m_resendOutgoingPacketQueue;
2211 protected Queue<QueItem> LandOutgoingPacketQueue; 2241 protected Queue<QueItem> m_landOutgoingPacketQueue;
2212 protected Queue<QueItem> WindOutgoingPacketQueue; 2242 protected Queue<QueItem> m_windOutgoingPacketQueue;
2213 protected Queue<QueItem> CloudOutgoingPacketQueue; 2243 protected Queue<QueItem> m_cloudOutgoingPacketQueue;
2214 protected Queue<QueItem> TaskOutgoingPacketQueue; 2244 protected Queue<QueItem> m_taskOutgoingPacketQueue;
2215 protected Queue<QueItem> TextureOutgoingPacketQueue; 2245 protected Queue<QueItem> m_textureOutgoingPacketQueue;
2216 protected Queue<QueItem> AssetOutgoingPacketQueue; 2246 protected Queue<QueItem> m_assetOutgoingPacketQueue;
2217 2247
2218 protected Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>(); 2248 protected Dictionary<uint, uint> m_pendingAcks = new Dictionary<uint, uint>();
2219 protected Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>(); 2249 protected Dictionary<uint, Packet> m_needAck = new Dictionary<uint, Packet>();
2220 2250
2221 protected Timer AckTimer; 2251 protected Timer AckTimer;
2222 protected uint Sequence = 0; 2252 protected uint Sequence = 0;
@@ -2258,13 +2288,13 @@ namespace OpenSim.Region.ClientStack
2258 2288
2259 protected void AddAck(Packet Pack) 2289 protected void AddAck(Packet Pack)
2260 { 2290 {
2261 lock (NeedAck) 2291 lock (m_needAck)
2262 { 2292 {
2263 if (!NeedAck.ContainsKey(Pack.Header.Sequence)) 2293 if (!m_needAck.ContainsKey(Pack.Header.Sequence))
2264 { 2294 {
2265 try 2295 try
2266 { 2296 {
2267 NeedAck.Add(Pack.Header.Sequence, Pack); 2297 m_needAck.Add(Pack.Header.Sequence, Pack);
2268 } 2298 }
2269 catch (Exception e) // HACKY 2299 catch (Exception e) // HACKY
2270 { 2300 {
@@ -2278,7 +2308,7 @@ namespace OpenSim.Region.ClientStack
2278 else 2308 else
2279 { 2309 {
2280 // Client.Log("Attempted to add a duplicate sequence number (" + 2310 // Client.Log("Attempted to add a duplicate sequence number (" +
2281 // packet.Header.Sequence + ") to the NeedAck dictionary for packet type " + 2311 // packet.Header.Sequence + ") to the m_needAck dictionary for packet type " +
2282 // packet.Type.ToString(), Helpers.LogLevel.Warning); 2312 // packet.Type.ToString(), Helpers.LogLevel.Warning);
2283 } 2313 }
2284 } 2314 }
@@ -2287,21 +2317,21 @@ namespace OpenSim.Region.ClientStack
2287 protected virtual void SetPendingAcks(ref Packet Pack) 2317 protected virtual void SetPendingAcks(ref Packet Pack)
2288 { 2318 {
2289 // Append any ACKs that need to be sent out to this packet 2319 // Append any ACKs that need to be sent out to this packet
2290 lock (PendingAcks) 2320 lock (m_pendingAcks)
2291 { 2321 {
2292 // TODO: If we are over MAX_APPENDED_ACKS we should drain off some of these 2322 // TODO: If we are over MAX_APPENDED_ACKS we should drain off some of these
2293 if (PendingAcks.Count > 0 && PendingAcks.Count < MAX_APPENDED_ACKS) 2323 if (m_pendingAcks.Count > 0 && m_pendingAcks.Count < MAX_APPENDED_ACKS)
2294 { 2324 {
2295 Pack.Header.AckList = new uint[PendingAcks.Count]; 2325 Pack.Header.AckList = new uint[m_pendingAcks.Count];
2296 int i = 0; 2326 int i = 0;
2297 2327
2298 foreach (uint ack in PendingAcks.Values) 2328 foreach (uint ack in m_pendingAcks.Values)
2299 { 2329 {
2300 Pack.Header.AckList[i] = ack; 2330 Pack.Header.AckList[i] = ack;
2301 i++; 2331 i++;
2302 } 2332 }
2303 2333
2304 PendingAcks.Clear(); 2334 m_pendingAcks.Clear();
2305 Pack.Header.AppendedAcks = true; 2335 Pack.Header.AppendedAcks = true;
2306 } 2336 }
2307 } 2337 }
@@ -2357,11 +2387,11 @@ namespace OpenSim.Region.ClientStack
2357 // Handle appended ACKs 2387 // Handle appended ACKs
2358 if (NewPack.Header.AppendedAcks) 2388 if (NewPack.Header.AppendedAcks)
2359 { 2389 {
2360 lock (NeedAck) 2390 lock (m_needAck)
2361 { 2391 {
2362 foreach (uint ack in NewPack.Header.AckList) 2392 foreach (uint ack in NewPack.Header.AckList)
2363 { 2393 {
2364 NeedAck.Remove(ack); 2394 m_needAck.Remove(ack);
2365 } 2395 }
2366 } 2396 }
2367 } 2397 }
@@ -2371,11 +2401,11 @@ namespace OpenSim.Region.ClientStack
2371 { 2401 {
2372 PacketAckPacket ackPacket = (PacketAckPacket) NewPack; 2402 PacketAckPacket ackPacket = (PacketAckPacket) NewPack;
2373 2403
2374 lock (NeedAck) 2404 lock (m_needAck)
2375 { 2405 {
2376 foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets) 2406 foreach (PacketAckPacket.PacketsBlock block in ackPacket.Packets)
2377 { 2407 {
2378 NeedAck.Remove(block.ID); 2408 m_needAck.Remove(block.ID);
2379 } 2409 }
2380 } 2410 }
2381 } 2411 }
@@ -2392,7 +2422,7 @@ namespace OpenSim.Region.ClientStack
2392 QueItem item = new QueItem(); 2422 QueItem item = new QueItem();
2393 item.Packet = NewPack; 2423 item.Packet = NewPack;
2394 item.Incoming = true; 2424 item.Incoming = true;
2395 PacketQueue.Enqueue(item); 2425 m_packetQueue.Enqueue(item);
2396 } 2426 }
2397 } 2427 }
2398 2428
@@ -2404,11 +2434,11 @@ namespace OpenSim.Region.ClientStack
2404 // wait for the timer to fire to put things into the 2434 // wait for the timer to fire to put things into the
2405 // output queue 2435 // output queue
2406 2436
2407 if((q.Count == 0) && (TypeBytesSent <= ((int)(Throttle / throttleTimeDivisor)))) 2437 if((q.Count == 0) && (TypeBytesSent <= ((int)(Throttle / m_throttleTimeDivisor))))
2408 { 2438 {
2409 bytesSent += item.Packet.ToBytes().Length; 2439 m_bytesSent += item.Packet.ToBytes().Length;
2410 TypeBytesSent += item.Packet.ToBytes().Length; 2440 TypeBytesSent += item.Packet.ToBytes().Length;
2411 PacketQueue.Enqueue(item); 2441 m_packetQueue.Enqueue(item);
2412 } 2442 }
2413 else 2443 else
2414 { 2444 {
@@ -2428,34 +2458,34 @@ namespace OpenSim.Region.ClientStack
2428 switch (throttlePacketType) 2458 switch (throttlePacketType)
2429 { 2459 {
2430 case ThrottleOutPacketType.Resend: 2460 case ThrottleOutPacketType.Resend:
2431 ThrottleCheck(ref ResendBytesSent, ResendthrottleOutbound, ref ResendOutgoingPacketQueue, item); 2461 ThrottleCheck(ref m_resendBytesSent, m_resendthrottleOutbound, ref m_resendOutgoingPacketQueue, item);
2432 break; 2462 break;
2433 case ThrottleOutPacketType.Texture: 2463 case ThrottleOutPacketType.Texture:
2434 ThrottleCheck(ref TextureBytesSent, TexturethrottleOutbound, ref TextureOutgoingPacketQueue, item); 2464 ThrottleCheck(ref m_textureBytesSent, m_texturethrottleOutbound, ref m_textureOutgoingPacketQueue, item);
2435 break; 2465 break;
2436 case ThrottleOutPacketType.Task: 2466 case ThrottleOutPacketType.Task:
2437 ThrottleCheck(ref TaskBytesSent, TaskthrottleOutbound, ref TaskOutgoingPacketQueue, item); 2467 ThrottleCheck(ref m_taskBytesSent, m_taskthrottleOutbound, ref m_taskOutgoingPacketQueue, item);
2438 break; 2468 break;
2439 case ThrottleOutPacketType.Land: 2469 case ThrottleOutPacketType.Land:
2440 ThrottleCheck(ref LandBytesSent, LandthrottleOutbound, ref LandOutgoingPacketQueue, item); 2470 ThrottleCheck(ref m_landBytesSent, m_landthrottleOutbound, ref m_landOutgoingPacketQueue, item);
2441 break; 2471 break;
2442 case ThrottleOutPacketType.Asset: 2472 case ThrottleOutPacketType.Asset:
2443 ThrottleCheck(ref AssetBytesSent, AssetthrottleOutbound, ref AssetOutgoingPacketQueue, item); 2473 ThrottleCheck(ref m_assetBytesSent, m_assetthrottleOutbound, ref m_assetOutgoingPacketQueue, item);
2444 break; 2474 break;
2445 case ThrottleOutPacketType.Cloud: 2475 case ThrottleOutPacketType.Cloud:
2446 ThrottleCheck(ref CloudBytesSent, CloudthrottleOutbound, ref CloudOutgoingPacketQueue, item); 2476 ThrottleCheck(ref m_cloudBytesSent, m_cloudthrottleOutbound, ref m_cloudOutgoingPacketQueue, item);
2447 break; 2477 break;
2448 case ThrottleOutPacketType.Wind: 2478 case ThrottleOutPacketType.Wind:
2449 ThrottleCheck(ref WindBytesSent, WindthrottleOutbound, ref WindOutgoingPacketQueue, item); 2479 ThrottleCheck(ref m_windBytesSent, m_windthrottleOutbound, ref m_windOutgoingPacketQueue, item);
2450 break; 2480 break;
2451 2481
2452 default: 2482 default:
2453 // Acknowledgements and other such stuff should go directly to the blocking Queue 2483 // Acknowledgements and other such stuff should go directly to the blocking Queue
2454 // Throttling them may and likely 'will' be problematic 2484 // Throttling them may and likely 'will' be problematic
2455 PacketQueue.Enqueue(item); 2485 m_packetQueue.Enqueue(item);
2456 break; 2486 break;
2457 } 2487 }
2458 //OutgoingPacketQueue.Enqueue(item); 2488 //m_outgoingPacketQueue.Enqueue(item);
2459 } 2489 }
2460 2490
2461 # region Low Level Packet Methods 2491 # region Low Level Packet Methods
@@ -2475,10 +2505,10 @@ namespace OpenSim.Region.ClientStack
2475 /* 2505 /*
2476 if (Pack.Header.Reliable) 2506 if (Pack.Header.Reliable)
2477 { 2507 {
2478 lock (PendingAcks) 2508 lock (m_pendingAcks)
2479 { 2509 {
2480 uint sequence = (uint)Pack.Header.Sequence; 2510 uint sequence = (uint)Pack.Header.Sequence;
2481 if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; } 2511 if (!m_pendingAcks.ContainsKey(sequence)) { m_pendingAcks[sequence] = sequence; }
2482 } 2512 }
2483 }*/ 2513 }*/
2484 } 2514 }
@@ -2487,9 +2517,9 @@ namespace OpenSim.Region.ClientStack
2487 { 2517 {
2488 int now = System.Environment.TickCount; 2518 int now = System.Environment.TickCount;
2489 2519
2490 lock (NeedAck) 2520 lock (m_needAck)
2491 { 2521 {
2492 foreach (Packet packet in NeedAck.Values) 2522 foreach (Packet packet in m_needAck.Values)
2493 { 2523 {
2494 if ((now - packet.TickCount > RESEND_TIMEOUT) && (!packet.Header.Resent)) 2524 if ((now - packet.TickCount > RESEND_TIMEOUT) && (!packet.Header.Resent))
2495 { 2525 {
@@ -2505,11 +2535,11 @@ namespace OpenSim.Region.ClientStack
2505 2535
2506 protected void SendAcks() 2536 protected void SendAcks()
2507 { 2537 {
2508 lock (PendingAcks) 2538 lock (m_pendingAcks)
2509 { 2539 {
2510 if (PendingAcks.Count > 0) 2540 if (m_pendingAcks.Count > 0)
2511 { 2541 {
2512 if (PendingAcks.Count > 250) 2542 if (m_pendingAcks.Count > 250)
2513 { 2543 {
2514 // FIXME: Handle the odd case where we have too many pending ACKs queued up 2544 // FIXME: Handle the odd case where we have too many pending ACKs queued up
2515 MainLog.Instance.Verbose("NETWORK", "Too many ACKs queued up!"); 2545 MainLog.Instance.Verbose("NETWORK", "Too many ACKs queued up!");
@@ -2520,9 +2550,9 @@ namespace OpenSim.Region.ClientStack
2520 2550
2521 int i = 0; 2551 int i = 0;
2522 PacketAckPacket acks = new PacketAckPacket(); 2552 PacketAckPacket acks = new PacketAckPacket();
2523 acks.Packets = new PacketAckPacket.PacketsBlock[PendingAcks.Count]; 2553 acks.Packets = new PacketAckPacket.PacketsBlock[m_pendingAcks.Count];
2524 2554
2525 foreach (uint ack in PendingAcks.Values) 2555 foreach (uint ack in m_pendingAcks.Values)
2526 { 2556 {
2527 acks.Packets[i] = new PacketAckPacket.PacketsBlock(); 2557 acks.Packets[i] = new PacketAckPacket.PacketsBlock();
2528 acks.Packets[i].ID = ack; 2558 acks.Packets[i].ID = ack;
@@ -2532,7 +2562,7 @@ namespace OpenSim.Region.ClientStack
2532 acks.Header.Reliable = false; 2562 acks.Header.Reliable = false;
2533 OutPacket(acks, ThrottleOutPacketType.Unknown); 2563 OutPacket(acks, ThrottleOutPacketType.Unknown);
2534 2564
2535 PendingAcks.Clear(); 2565 m_pendingAcks.Clear();
2536 } 2566 }
2537 } 2567 }
2538 } 2568 }
@@ -3388,7 +3418,7 @@ namespace OpenSim.Region.ClientStack
3388 // If the client didn't send acceptable values.... 3418 // If the client didn't send acceptable values....
3389 // Scale the clients values down until they are acceptable. 3419 // Scale the clients values down until they are acceptable.
3390 3420
3391 if (tall <= throttleOutboundMax) 3421 if (tall <= m_throttleOutboundMax)
3392 { 3422 {
3393 // Sanity 3423 // Sanity
3394 // Making sure the client sends sane values 3424 // Making sure the client sends sane values
@@ -3397,61 +3427,61 @@ namespace OpenSim.Region.ClientStack
3397 // Then Check Min of type 3427 // Then Check Min of type
3398 3428
3399 // Resend throttle 3429 // Resend throttle
3400 if (tResend <= ResendthrottleMAX) 3430 if (tResend <= m_resendthrottleMAX)
3401 ResendthrottleOutbound = tResend; 3431 m_resendthrottleOutbound = tResend;
3402 3432
3403 if (tResend < ResendthrottleMin) 3433 if (tResend < m_resendthrottleMin)
3404 ResendthrottleOutbound = ResendthrottleMin; 3434 m_resendthrottleOutbound = m_resendthrottleMin;
3405 3435
3406 // Land throttle 3436 // Land throttle
3407 if (tLand <= LandthrottleMax) 3437 if (tLand <= m_landthrottleMax)
3408 LandthrottleOutbound = tLand; 3438 m_landthrottleOutbound = tLand;
3409 3439
3410 if (tLand < LandthrottleMin) 3440 if (tLand < m_landthrottleMin)
3411 LandthrottleOutbound = LandthrottleMin; 3441 m_landthrottleOutbound = m_landthrottleMin;
3412 3442
3413 // Wind throttle 3443 // Wind throttle
3414 if (tWind <= WindthrottleMax) 3444 if (tWind <= m_windthrottleMax)
3415 WindthrottleOutbound = tWind; 3445 m_windthrottleOutbound = tWind;
3416 3446
3417 if (tWind < WindthrottleMin) 3447 if (tWind < m_windthrottleMin)
3418 WindthrottleOutbound = WindthrottleMin; 3448 m_windthrottleOutbound = m_windthrottleMin;
3419 3449
3420 // Cloud throttle 3450 // Cloud throttle
3421 if (tCloud <= CloudthrottleMax) 3451 if (tCloud <= m_cloudthrottleMax)
3422 CloudthrottleOutbound = tCloud; 3452 m_cloudthrottleOutbound = tCloud;
3423 3453
3424 if (tCloud < CloudthrottleMin) 3454 if (tCloud < m_cloudthrottleMin)
3425 CloudthrottleOutbound = CloudthrottleMin; 3455 m_cloudthrottleOutbound = m_cloudthrottleMin;
3426 3456
3427 // Task throttle 3457 // Task throttle
3428 if (tTask <= TaskthrottleMax) 3458 if (tTask <= m_taskthrottleMax)
3429 TaskthrottleOutbound = tTask; 3459 m_taskthrottleOutbound = tTask;
3430 3460
3431 if (tTask < TaskthrottleMin) 3461 if (tTask < m_taskthrottleMin)
3432 TaskthrottleOutbound = TaskthrottleMin; 3462 m_taskthrottleOutbound = m_taskthrottleMin;
3433 3463
3434 // Texture throttle 3464 // Texture throttle
3435 if (tTexture <= TexturethrottleMax) 3465 if (tTexture <= m_texturethrottleMax)
3436 TexturethrottleOutbound = tTexture; 3466 m_texturethrottleOutbound = tTexture;
3437 3467
3438 if (tTexture < TexturethrottleMin) 3468 if (tTexture < m_texturethrottleMin)
3439 TexturethrottleOutbound = TexturethrottleMin; 3469 m_texturethrottleOutbound = m_texturethrottleMin;
3440 3470
3441 //Asset throttle 3471 //Asset throttle
3442 if (tAsset <= AssetthrottleMax) 3472 if (tAsset <= m_assetthrottleMax)
3443 AssetthrottleOutbound = tAsset; 3473 m_assetthrottleOutbound = tAsset;
3444 3474
3445 if (tAsset < AssetthrottleMin) 3475 if (tAsset < m_assetthrottleMin)
3446 AssetthrottleOutbound = AssetthrottleMin; 3476 m_assetthrottleOutbound = m_assetthrottleMin;
3447 3477
3448 /* MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound + 3478 /* MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + m_resendthrottleOutbound +
3449 " landbytes=" + LandthrottleOutbound + 3479 " landbytes=" + m_landthrottleOutbound +
3450 " windbytes=" + WindthrottleOutbound + 3480 " windbytes=" + m_windthrottleOutbound +
3451 " cloudbytes=" + CloudthrottleOutbound + 3481 " cloudbytes=" + m_cloudthrottleOutbound +
3452 " taskbytes=" + TaskthrottleOutbound + 3482 " taskbytes=" + m_taskthrottleOutbound +
3453 " texturebytes=" + TexturethrottleOutbound + 3483 " texturebytes=" + m_texturethrottleOutbound +
3454 " Assetbytes=" + AssetthrottleOutbound + 3484 " Assetbytes=" + m_assetthrottleOutbound +
3455 " Allbytes=" + tall); 3485 " Allbytes=" + tall);
3456 */ 3486 */
3457 } 3487 }
@@ -3471,23 +3501,23 @@ namespace OpenSim.Region.ClientStack
3471 // it's client recommended level (won't scale it down) 3501 // it's client recommended level (won't scale it down)
3472 // unless it's beyond sane values itself. 3502 // unless it's beyond sane values itself.
3473 3503
3474 if (tResend <= ResendthrottleMAX) 3504 if (tResend <= m_resendthrottleMAX)
3475 { 3505 {
3476 // This is nexted because we only want to re-set the values 3506 // This is nexted because we only want to re-set the values
3477 // the packet throttler uses once. 3507 // the packet throttler uses once.
3478 3508
3479 if (tResend >= ResendthrottleMin) 3509 if (tResend >= m_resendthrottleMin)
3480 { 3510 {
3481 ResendthrottleOutbound = tResend; 3511 m_resendthrottleOutbound = tResend;
3482 } 3512 }
3483 else 3513 else
3484 { 3514 {
3485 ResendthrottleOutbound = ResendthrottleMin; 3515 m_resendthrottleOutbound = m_resendthrottleMin;
3486 } 3516 }
3487 } 3517 }
3488 else 3518 else
3489 { 3519 {
3490 ResendthrottleOutbound = ResendthrottleMAX; 3520 m_resendthrottleOutbound = m_resendthrottleMAX;
3491 } 3521 }
3492 3522
3493 3523
@@ -3502,12 +3532,12 @@ namespace OpenSim.Region.ClientStack
3502 // Okay.. now we've got the percentages of total communication. 3532 // Okay.. now we've got the percentages of total communication.
3503 // Apply them to a new max total 3533 // Apply them to a new max total
3504 3534
3505 int tLandResult = (int)(LandPercent * throttleOutboundMax); 3535 int tLandResult = (int)(LandPercent * m_throttleOutboundMax);
3506 int tWindResult = (int)(WindPercent * throttleOutboundMax); 3536 int tWindResult = (int)(WindPercent * m_throttleOutboundMax);
3507 int tCloudResult = (int)(CloudPercent * throttleOutboundMax); 3537 int tCloudResult = (int)(CloudPercent * m_throttleOutboundMax);
3508 int tTaskResult = (int)(TaskPercent * throttleOutboundMax); 3538 int tTaskResult = (int)(TaskPercent * m_throttleOutboundMax);
3509 int tTextureResult = (int)(TexturePercent * throttleOutboundMax); 3539 int tTextureResult = (int)(TexturePercent * m_throttleOutboundMax);
3510 int tAssetResult = (int)(AssetPercent * throttleOutboundMax); 3540 int tAssetResult = (int)(AssetPercent * m_throttleOutboundMax);
3511 3541
3512 // Now we have to check our scaled values for sanity 3542 // Now we have to check our scaled values for sanity
3513 3543
@@ -3515,54 +3545,54 @@ namespace OpenSim.Region.ClientStack
3515 // Then Check Min of type 3545 // Then Check Min of type
3516 3546
3517 // Land throttle 3547 // Land throttle
3518 if (tLandResult <= LandthrottleMax) 3548 if (tLandResult <= m_landthrottleMax)
3519 LandthrottleOutbound = tLandResult; 3549 m_landthrottleOutbound = tLandResult;
3520 3550
3521 if (tLandResult < LandthrottleMin) 3551 if (tLandResult < m_landthrottleMin)
3522 LandthrottleOutbound = LandthrottleMin; 3552 m_landthrottleOutbound = m_landthrottleMin;
3523 3553
3524 // Wind throttle 3554 // Wind throttle
3525 if (tWindResult <= WindthrottleMax) 3555 if (tWindResult <= m_windthrottleMax)
3526 WindthrottleOutbound = tWindResult; 3556 m_windthrottleOutbound = tWindResult;
3527 3557
3528 if (tWindResult < WindthrottleMin) 3558 if (tWindResult < m_windthrottleMin)
3529 WindthrottleOutbound = WindthrottleMin; 3559 m_windthrottleOutbound = m_windthrottleMin;
3530 3560
3531 // Cloud throttle 3561 // Cloud throttle
3532 if (tCloudResult <= CloudthrottleMax) 3562 if (tCloudResult <= m_cloudthrottleMax)
3533 CloudthrottleOutbound = tCloudResult; 3563 m_cloudthrottleOutbound = tCloudResult;
3534 3564
3535 if (tCloudResult < CloudthrottleMin) 3565 if (tCloudResult < m_cloudthrottleMin)
3536 CloudthrottleOutbound = CloudthrottleMin; 3566 m_cloudthrottleOutbound = m_cloudthrottleMin;
3537 3567
3538 // Task throttle 3568 // Task throttle
3539 if (tTaskResult <= TaskthrottleMax) 3569 if (tTaskResult <= m_taskthrottleMax)
3540 TaskthrottleOutbound = tTaskResult; 3570 m_taskthrottleOutbound = tTaskResult;
3541 3571
3542 if (tTaskResult < TaskthrottleMin) 3572 if (tTaskResult < m_taskthrottleMin)
3543 TaskthrottleOutbound = TaskthrottleMin; 3573 m_taskthrottleOutbound = m_taskthrottleMin;
3544 3574
3545 // Texture throttle 3575 // Texture throttle
3546 if (tTextureResult <= TexturethrottleMax) 3576 if (tTextureResult <= m_texturethrottleMax)
3547 TexturethrottleOutbound = tTextureResult; 3577 m_texturethrottleOutbound = tTextureResult;
3548 3578
3549 if (tTextureResult < TexturethrottleMin) 3579 if (tTextureResult < m_texturethrottleMin)
3550 TexturethrottleOutbound = TexturethrottleMin; 3580 m_texturethrottleOutbound = m_texturethrottleMin;
3551 3581
3552 //Asset throttle 3582 //Asset throttle
3553 if (tAssetResult <= AssetthrottleMax) 3583 if (tAssetResult <= m_assetthrottleMax)
3554 AssetthrottleOutbound = tAssetResult; 3584 m_assetthrottleOutbound = tAssetResult;
3555 3585
3556 if (tAssetResult < AssetthrottleMin) 3586 if (tAssetResult < m_assetthrottleMin)
3557 AssetthrottleOutbound = AssetthrottleMin; 3587 m_assetthrottleOutbound = m_assetthrottleMin;
3558 3588
3559 /* MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound + 3589 /* MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + m_resendthrottleOutbound +
3560 " landbytes=" + LandthrottleOutbound + 3590 " landbytes=" + m_landthrottleOutbound +
3561 " windbytes=" + WindthrottleOutbound + 3591 " windbytes=" + m_windthrottleOutbound +
3562 " cloudbytes=" + CloudthrottleOutbound + 3592 " cloudbytes=" + m_cloudthrottleOutbound +
3563 " taskbytes=" + TaskthrottleOutbound + 3593 " taskbytes=" + m_taskthrottleOutbound +
3564 " texturebytes=" + TexturethrottleOutbound + 3594 " texturebytes=" + m_texturethrottleOutbound +
3565 " Assetbytes=" + AssetthrottleOutbound + 3595 " Assetbytes=" + m_assetthrottleOutbound +
3566 " Allbytes=" + tall); 3596 " Allbytes=" + tall);
3567 */ 3597 */
3568 } 3598 }
@@ -3570,20 +3600,20 @@ namespace OpenSim.Region.ClientStack
3570 { 3600 {
3571 // The client sent a stupid value.. 3601 // The client sent a stupid value..
3572 // We're going to set the throttles to the minimum possible 3602 // We're going to set the throttles to the minimum possible
3573 ResendthrottleOutbound = ResendthrottleMin; 3603 m_resendthrottleOutbound = m_resendthrottleMin;
3574 LandthrottleOutbound = LandthrottleMin; 3604 m_landthrottleOutbound = m_landthrottleMin;
3575 WindthrottleOutbound = WindthrottleMin; 3605 m_windthrottleOutbound = m_windthrottleMin;
3576 CloudthrottleOutbound = CloudthrottleMin; 3606 m_cloudthrottleOutbound = m_cloudthrottleMin;
3577 TaskthrottleOutbound = TaskthrottleMin; 3607 m_taskthrottleOutbound = m_taskthrottleMin;
3578 TexturethrottleOutbound = TexturethrottleMin; 3608 m_texturethrottleOutbound = m_texturethrottleMin;
3579 AssetthrottleOutbound = AssetthrottleMin; 3609 m_assetthrottleOutbound = m_assetthrottleMin;
3580 MainLog.Instance.Verbose("THROTTLE", "ClientSentBadThrottle Using:resendbytes=" + ResendthrottleOutbound + 3610 MainLog.Instance.Verbose("THROTTLE", "ClientSentBadThrottle Using:resendbytes=" + m_resendthrottleOutbound +
3581 " landbytes=" + LandthrottleOutbound + 3611 " landbytes=" + m_landthrottleOutbound +
3582 " windbytes=" + WindthrottleOutbound + 3612 " windbytes=" + m_windthrottleOutbound +
3583 " cloudbytes=" + CloudthrottleOutbound + 3613 " cloudbytes=" + m_cloudthrottleOutbound +
3584 " taskbytes=" + TaskthrottleOutbound + 3614 " taskbytes=" + m_taskthrottleOutbound +
3585 " texturebytes=" + TexturethrottleOutbound + 3615 " texturebytes=" + m_texturethrottleOutbound +
3586 " Assetbytes=" + AssetthrottleOutbound + 3616 " Assetbytes=" + m_assetthrottleOutbound +
3587 " Allbytes=" + tall); 3617 " Allbytes=" + tall);
3588 } 3618 }
3589 } 3619 }
@@ -3591,13 +3621,13 @@ namespace OpenSim.Region.ClientStack
3591 // This has the effect of 'wiggling the slider 3621 // This has the effect of 'wiggling the slider
3592 // causes prim and stuck textures that didn't download to download 3622 // causes prim and stuck textures that didn't download to download
3593 3623
3594 ResendBytesSent = 0; 3624 m_resendBytesSent = 0;
3595 LandBytesSent = 0; 3625 m_landBytesSent = 0;
3596 WindBytesSent = 0; 3626 m_windBytesSent = 0;
3597 CloudBytesSent = 0; 3627 m_cloudBytesSent = 0;
3598 TaskBytesSent = 0; 3628 m_taskBytesSent = 0;
3599 AssetBytesSent = 0; 3629 m_assetBytesSent = 0;
3600 TextureBytesSent = 0; 3630 m_textureBytesSent = 0;
3601 3631
3602 //Yay, we've finally handled the agent Throttle packet! 3632 //Yay, we've finally handled the agent Throttle packet!
3603 break; 3633 break;
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 40de870..29a8219 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -396,6 +396,7 @@ namespace OpenSim.Region.Environment.Scenes
396 module.Close(); 396 module.Close();
397 } 397 }
398 } 398 }
399
399 Modules.Clear(); 400 Modules.Clear();
400 401
401 base.Close(); 402 base.Close();