From cde47c2b3d7089be556252246eb03365c1f39b54 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Wed, 21 Oct 2009 00:18:35 -0700 Subject: Committing Jim's optimization to replace the 20ms sleep in outgoing packet handling with an interruptible wait handle --- .../Region/ClientStack/LindenUDP/LLUDPServer.cs | 98 +++++++++++++++------- 1 file changed, 70 insertions(+), 28 deletions(-) (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs') diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 952d147..7d5c11e 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs @@ -96,6 +96,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + /// The measured resolution of Environment.TickCount + public readonly float TickCountResolution; + /// Handlers for incoming packets //PacketEventDictionary packetEvents = new PacketEventDictionary(); /// Incoming packets that are awaiting handling @@ -112,20 +115,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP private Scene m_scene; /// The X/Y coordinates of the scene this UDP server is attached to private Location m_location; - /// The measured resolution of Environment.TickCount - private float m_tickCountResolution; /// The size of the receive buffer for the UDP socket. This value /// is passed up to the operating system and used in the system networking /// stack. Use zero to leave this value as the default private int m_recvBufferSize; /// Flag to process packets asynchronously or synchronously private bool m_asyncPacketHandling; - /// Track whether or not a packet was sent in the + /// Track the minimum amount of time needed to send the next packet in the /// OutgoingPacketHandler loop so we know when to sleep - private bool m_packetSentLastLoop; + private int m_minTimeout = Int32.MaxValue; + /// EventWaitHandle to signify the outgoing packet handler thread that + /// there is more work to do + private EventWaitHandle m_outgoingWaitHandle; - /// The measured resolution of Environment.TickCount - public float TickCountResolution { get { return m_tickCountResolution; } } public Socket Server { get { return null; } } public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager) @@ -134,16 +136,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP #region Environment.TickCount Measurement // Measure the resolution of Environment.TickCount - m_tickCountResolution = 0f; + TickCountResolution = 0f; for (int i = 0; i < 5; i++) { int start = Environment.TickCount; int now = start; while (now == start) now = Environment.TickCount; - m_tickCountResolution += (float)(now - start) * 0.2f; + TickCountResolution += (float)(now - start) * 0.2f; } m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms"); + TickCountResolution = (float)Math.Ceiling(TickCountResolution); #endregion Environment.TickCount Measurement @@ -171,6 +174,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP base.Start(m_recvBufferSize, m_asyncPacketHandling); + m_outgoingWaitHandle = new EventWaitHandle(false, EventResetMode.AutoReset); + // Start the incoming packet processing thread Thread incomingThread = new Thread(IncomingPacketHandler); incomingThread.Name = "Incoming Packets (" + m_scene.RegionInfo.RegionName + ")"; @@ -185,6 +190,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP { m_log.Info("[LLUDPSERVER]: Shutting down the LLUDP server for " + m_scene.RegionInfo.RegionName); base.Stop(); + + m_outgoingWaitHandle.Close(); } public void AddScene(IScene scene) @@ -768,6 +775,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP packetInbox.Clear(); } + public bool SignalOutgoingPacketHandler() + { + return m_outgoingWaitHandle.Set(); + } + private void OutgoingPacketHandler() { // Set this culture for the thread that outgoing packets are sent @@ -778,14 +790,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP { try { - m_packetSentLastLoop = false; + m_minTimeout = Int32.MaxValue; + // Handle outgoing packets, resends, acknowledgements, and pings for each + // client. m_minTimeout will be set to 0 if more packets are waiting in the + // queues with bandwidth to spare, or the number of milliseconds we need to + // wait before at least one packet can be sent to a client m_scene.ClientManager.ForEachSync(ClientOutgoingPacketHandler); - // If no packets at all were sent, sleep to avoid chewing up CPU cycles - // when there is nothing to do - if (!m_packetSentLastLoop) - Thread.Sleep(20); + // Can't wait for a negative amount of time, and put a 100ms ceiling on our + // maximum wait time + m_minTimeout = Utils.Clamp(m_minTimeout, 0, 100); + + if (m_minTimeout > 0) + { + // Don't bother waiting for a shorter interval than our TickCountResolution + // since the token buckets wouldn't update anyways + m_minTimeout = Math.Max(m_minTimeout, (int)TickCountResolution); + + // Wait for someone to signal that packets are ready to be sent, or for our + // sleep interval to expire + m_outgoingWaitHandle.WaitOne(m_minTimeout); + } } catch (Exception ex) { @@ -802,32 +828,48 @@ namespace OpenSim.Region.ClientStack.LindenUDP { LLUDPClient udpClient = ((LLClientView)client).UDPClient; + // Update ElapsedMSOutgoingPacketHandler int thisTick = Environment.TickCount & Int32.MaxValue; - int elapsedMS = thisTick - udpClient.TickLastOutgoingPacketHandler; + if (udpClient.TickLastOutgoingPacketHandler > thisTick) + udpClient.ElapsedMSOutgoingPacketHandler += ((Int32.MaxValue - udpClient.TickLastOutgoingPacketHandler) + thisTick); + else + udpClient.ElapsedMSOutgoingPacketHandler += (thisTick - udpClient.TickLastOutgoingPacketHandler); if (udpClient.IsConnected) { // Check for pending outgoing resends every 100ms - if (elapsedMS >= 100) + if (udpClient.ElapsedMSOutgoingPacketHandler >= 100) { ResendUnacked(udpClient); + udpClient.ElapsedMSOutgoingPacketHandler -= 100; + udpClient.Elapsed100MSOutgoingPacketHandler += 1; + } - // Check for pending outgoing ACKs every 500ms - if (elapsedMS >= 500) - { - SendAcks(udpClient); - - // Send pings to clients every 5000ms - if (elapsedMS >= 5000) - { - SendPing(udpClient); - } - } + // Check for pending outgoing ACKs every 500ms + if (udpClient.Elapsed100MSOutgoingPacketHandler >= 5) + { + SendAcks(udpClient); + udpClient.Elapsed100MSOutgoingPacketHandler -= 5; + udpClient.Elapsed500MSOutgoingPacketHandler += 1; + } + + // Send pings to clients every 5000ms + if (udpClient.Elapsed500MSOutgoingPacketHandler >= 10) + { + SendPing(udpClient); + udpClient.Elapsed500MSOutgoingPacketHandler -= 10; } // Dequeue any outgoing packets that are within the throttle limits - if (udpClient.DequeueOutgoing()) - m_packetSentLastLoop = true; + // and get the minimum time we would have to sleep before this client + // could send a packet out + int minTimeoutThisLoop = udpClient.DequeueOutgoing(); + + // Although this is not thread safe, it is cheaper than locking and the + // worst that will happen is we sleep for slightly longer than the + // minimum necessary interval + if (minTimeoutThisLoop < m_minTimeout) + m_minTimeout = minTimeoutThisLoop; } udpClient.TickLastOutgoingPacketHandler = thisTick; -- cgit v1.1