/*
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer in the
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* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Timers;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Statistics;
using OpenSim.Framework.Statistics.Interfaces;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public class LLPacketQueue : IPullStatsProvider
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
///
/// Is queueing enabled at all?
///
private bool m_enabled = true;
private OpenSim.Framework.BlockingQueue SendQueue;
private Queue IncomingPacketQueue;
private Queue OutgoingPacketQueue;
private Queue ResendOutgoingPacketQueue;
private Queue LandOutgoingPacketQueue;
private Queue WindOutgoingPacketQueue;
private Queue CloudOutgoingPacketQueue;
private Queue TaskOutgoingPacketQueue;
private Queue TaskLowpriorityPacketQueue;
private Queue TextureOutgoingPacketQueue;
private Queue AssetOutgoingPacketQueue;
// private Dictionary PendingAcks = new Dictionary();
// private Dictionary NeedAck = new Dictionary();
// All throttle times and number of bytes are calculated by dividing by this value
// This value also determines how many times per throttletimems the timer will run
// If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
private float throttleMultiplier = 2.0f; // Default value really doesn't matter.
private int throttleTimeDivisor = 7;
private int throttletimems = 1000;
internal LLPacketThrottle ResendThrottle;
internal LLPacketThrottle LandThrottle;
internal LLPacketThrottle WindThrottle;
internal LLPacketThrottle CloudThrottle;
internal LLPacketThrottle TaskThrottle;
internal LLPacketThrottle AssetThrottle;
internal LLPacketThrottle TextureThrottle;
internal LLPacketThrottle TotalThrottle;
private List contents = new List();
///
/// The number of packets in the OutgoingPacketQueue
///
///
internal int TextureOutgoingPacketQueueCount
{
get
{
if (TextureOutgoingPacketQueue == null)
return 0;
return TextureOutgoingPacketQueue.Count;
}
}
// private long LastThrottle;
// private long ThrottleInterval;
private Timer throttleTimer;
private UUID m_agentId;
public LLPacketQueue(UUID agentId, ClientStackUserSettings userSettings)
{
// While working on this, the BlockingQueue had me fooled for a bit.
// The Blocking queue causes the thread to stop until there's something
// in it to process. it's an on-purpose threadlock though because
// without it, the clientloop will suck up all sim resources.
SendQueue = new OpenSim.Framework.BlockingQueue();
IncomingPacketQueue = new Queue();
OutgoingPacketQueue = new Queue();
ResendOutgoingPacketQueue = new Queue();
LandOutgoingPacketQueue = new Queue();
WindOutgoingPacketQueue = new Queue();
CloudOutgoingPacketQueue = new Queue();
TaskOutgoingPacketQueue = new Queue();
TaskLowpriorityPacketQueue = new Queue();
TextureOutgoingPacketQueue = new Queue();
AssetOutgoingPacketQueue = new Queue();
// Store the throttle multiplier for posterity.
throttleMultiplier = userSettings.ClientThrottleMultipler;
// Set up the throttle classes (min, max, current) in bits per second
ResendThrottle = new LLPacketThrottle(5000, 100000, 16000, userSettings.ClientThrottleMultipler);
LandThrottle = new LLPacketThrottle(1000, 100000, 2000, userSettings.ClientThrottleMultipler);
WindThrottle = new LLPacketThrottle(0, 100000, 0, userSettings.ClientThrottleMultipler);
CloudThrottle = new LLPacketThrottle(0, 100000, 0, userSettings.ClientThrottleMultipler);
TaskThrottle = new LLPacketThrottle(1000, 800000, 3000, userSettings.ClientThrottleMultipler);
AssetThrottle = new LLPacketThrottle(1000, 800000, 1000, userSettings.ClientThrottleMultipler);
TextureThrottle = new LLPacketThrottle(1000, 800000, 4000, userSettings.ClientThrottleMultipler);
// Total Throttle trumps all - it is the number of bits in total that are allowed to go out per second.
ThrottleSettings totalThrottleSettings = userSettings.TotalThrottleSettings;
if (null == totalThrottleSettings)
{
totalThrottleSettings = new ThrottleSettings(0, 1500000, 28000);
}
TotalThrottle
= new LLPacketThrottle(
totalThrottleSettings.Min, totalThrottleSettings.Max, totalThrottleSettings.Current,
userSettings.ClientThrottleMultipler);
throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor));
throttleTimer.Elapsed += ThrottleTimerElapsed;
throttleTimer.Start();
// TIMERS needed for this
// LastThrottle = DateTime.Now.Ticks;
// ThrottleInterval = (long)(throttletimems/throttleTimeDivisor);
m_agentId = agentId;
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.RegisterPacketQueueStatsProvider(m_agentId, this);
}
}
/* STANDARD QUEUE MANIPULATION INTERFACES */
public void Enqueue(LLQueItem item)
{
if (!m_enabled)
{
return;
}
// We could micro lock, but that will tend to actually
// probably be worse than just synchronizing on SendQueue
if (item == null)
{
SendQueue.Enqueue(item);
return;
}
if (item.Incoming)
{
SendQueue.PriorityEnqueue(item);
return;
}
if (item.Sequence != 0)
contents.Add(item.Sequence);
lock (this)
{
switch (item.throttleType & ThrottleOutPacketType.TypeMask)
{
case ThrottleOutPacketType.Resend:
ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Texture:
ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Task:
if ((item.throttleType & ThrottleOutPacketType.LowPriority) != 0)
ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item);
else
ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Land:
ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Asset:
ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Cloud:
ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Wind:
ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item);
break;
default:
// Acknowledgements and other such stuff should go directly to the blocking Queue
// Throttling them may and likely 'will' be problematic
SendQueue.PriorityEnqueue(item);
break;
}
}
}
public LLQueItem Dequeue()
{
while (true)
{
LLQueItem item = SendQueue.Dequeue();
if (item == null)
return null;
if (item.Incoming)
return item;
if (item.Sequence == 0)
return item;
if (contents.Remove(item.Sequence))
return item;
}
}
public void Cancel(uint sequence)
{
while(contents.Remove(sequence))
;
}
public void Flush()
{
lock (this)
{
while (PacketsWaiting())
{
//Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up.
if (ResendOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(ResendOutgoingPacketQueue.Dequeue());
}
if (LandOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(LandOutgoingPacketQueue.Dequeue());
}
if (WindOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(WindOutgoingPacketQueue.Dequeue());
}
if (CloudOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(CloudOutgoingPacketQueue.Dequeue());
}
if (TaskOutgoingPacketQueue.Count > 0)
{
SendQueue.PriorityEnqueue(TaskOutgoingPacketQueue.Dequeue());
}
if (TaskLowpriorityPacketQueue.Count > 0)
{
SendQueue.Enqueue(TaskLowpriorityPacketQueue.Dequeue());
}
if (TextureOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(TextureOutgoingPacketQueue.Dequeue());
}
if (AssetOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(AssetOutgoingPacketQueue.Dequeue());
}
}
// m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets");
}
}
public void WipeClean()
{
lock (this)
{
ResendOutgoingPacketQueue.Clear();
LandOutgoingPacketQueue.Clear();
WindOutgoingPacketQueue.Clear();
CloudOutgoingPacketQueue.Clear();
TaskOutgoingPacketQueue.Clear();
TaskLowpriorityPacketQueue.Clear();
TextureOutgoingPacketQueue.Clear();
AssetOutgoingPacketQueue.Clear();
SendQueue.Clear();
contents.Clear();
}
}
public void Close()
{
Flush();
WipeClean(); // I'm sure there's a dirty joke in here somewhere. -AFrisby
m_enabled = false;
throttleTimer.Stop();
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.DeregisterPacketQueueStatsProvider(m_agentId);
}
}
private void ResetCounters()
{
ResendThrottle.Reset();
LandThrottle.Reset();
WindThrottle.Reset();
CloudThrottle.Reset();
TaskThrottle.Reset();
AssetThrottle.Reset();
TextureThrottle.Reset();
TotalThrottle.Reset();
}
private bool PacketsWaiting()
{
return (ResendOutgoingPacketQueue.Count > 0 ||
LandOutgoingPacketQueue.Count > 0 ||
WindOutgoingPacketQueue.Count > 0 ||
CloudOutgoingPacketQueue.Count > 0 ||
TaskOutgoingPacketQueue.Count > 0 ||
TaskLowpriorityPacketQueue.Count > 0 ||
AssetOutgoingPacketQueue.Count > 0 ||
TextureOutgoingPacketQueue.Count > 0);
}
public void ProcessThrottle()
{
// I was considering this.. Will an event fire if the thread it's on is blocked?
// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
// so This'll pick up about around the right time.
int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
int throttleLoops = 0;
// We're going to dequeue all of the saved up packets until
// we've hit the throttle limit or there's no more packets to send
lock (this)
{
// this variable will be true if there was work done in the last execution of the
// loop, since each pass through the loop checks the queue length, we no longer
// need the check on entering the loop
bool qchanged = true;
ResetCounters();
// m_log.Info("[THROTTLE]: Entering Throttle");
while (TotalThrottle.UnderLimit() && qchanged && throttleLoops <= MaxThrottleLoops)
{
qchanged = false; // We will break out of the loop if no work was accomplished
throttleLoops++;
//Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up.
if ((ResendOutgoingPacketQueue.Count > 0) && ResendThrottle.UnderLimit())
{
LLQueItem qpack = ResendOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
ResendThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((LandOutgoingPacketQueue.Count > 0) && LandThrottle.UnderLimit())
{
LLQueItem qpack = LandOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
LandThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((WindOutgoingPacketQueue.Count > 0) && WindThrottle.UnderLimit())
{
LLQueItem qpack = WindOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
WindThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((CloudOutgoingPacketQueue.Count > 0) && CloudThrottle.UnderLimit())
{
LLQueItem qpack = CloudOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
CloudThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((TaskOutgoingPacketQueue.Count > 0 || TaskLowpriorityPacketQueue.Count > 0) && TaskThrottle.UnderLimit())
{
LLQueItem qpack;
if (TaskOutgoingPacketQueue.Count > 0)
{
qpack = TaskOutgoingPacketQueue.Dequeue();
SendQueue.PriorityEnqueue(qpack);
}
else
{
qpack = TaskLowpriorityPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
}
TotalThrottle.AddBytes(qpack.Length);
TaskThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((TextureOutgoingPacketQueue.Count > 0) && TextureThrottle.UnderLimit())
{
LLQueItem qpack = TextureOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
TextureThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((AssetOutgoingPacketQueue.Count > 0) && AssetThrottle.UnderLimit())
{
LLQueItem qpack = AssetOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
AssetThrottle.AddBytes(qpack.Length);
qchanged = true;
}
}
// m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets");
}
}
private void ThrottleTimerElapsed(object sender, ElapsedEventArgs e)
{
// just to change the signature, and that ProcessThrottle
// will be used elsewhere possibly
ProcessThrottle();
}
private void ThrottleCheck(ref LLPacketThrottle throttle, ref Queue q, LLQueItem item)
{
// The idea.. is if the packet throttle queues are empty
// and the client is under throttle for the type. Queue
// it up directly. This basically short cuts having to
// wait for the timer to fire to put things into the
// output queue
if ((q.Count == 0) && (throttle.UnderLimit()))
{
try
{
Monitor.Enter(this);
throttle.AddBytes(item.Length);
TotalThrottle.AddBytes(item.Length);
SendQueue.Enqueue(item);
}
catch (Exception e)
{
// Probably a serialization exception
m_log.WarnFormat("ThrottleCheck: {0}", e.ToString());
}
finally
{
Monitor.Pulse(this);
Monitor.Exit(this);
}
}
else
{
q.Enqueue(item);
}
}
private static int ScaleThrottle(int value, int curmax, int newmax)
{
return (int)((value / (float)curmax) * newmax);
}
public byte[] GetThrottlesPacked(float multiplier)
{
int singlefloat = 4;
float tResend = ResendThrottle.Throttle*multiplier;
float tLand = LandThrottle.Throttle*multiplier;
float tWind = WindThrottle.Throttle*multiplier;
float tCloud = CloudThrottle.Throttle*multiplier;
float tTask = TaskThrottle.Throttle*multiplier;
float tTexture = TextureThrottle.Throttle*multiplier;
float tAsset = AssetThrottle.Throttle*multiplier;
byte[] throttles = new byte[singlefloat*7];
int i = 0;
Buffer.BlockCopy(BitConverter.GetBytes(tResend), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tLand), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tWind), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tCloud), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tTask), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tTexture), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tAsset), 0, throttles, singlefloat*i, singlefloat);
return throttles;
}
public void SetThrottleFromClient(byte[] throttle)
{
// From mantis http://opensimulator.org/mantis/view.php?id=1374
// it appears that sometimes we are receiving empty throttle byte arrays.
// TODO: Investigate this behaviour
if (throttle.Length == 0)
{
m_log.Warn("[PACKET QUEUE]: SetThrottleFromClient unexpectedly received a throttle byte array containing no elements!");
return;
}
int tResend = -1;
int tLand = -1;
int tWind = -1;
int tCloud = -1;
int tTask = -1;
int tTexture = -1;
int tAsset = -1;
int tall = -1;
int singlefloat = 4;
//Agent Throttle Block contains 7 single floatingpoint values.
int j = 0;
// Some Systems may be big endian...
// it might be smart to do this check more often...
if (!BitConverter.IsLittleEndian)
for (int i = 0; i < 7; i++)
Array.Reverse(throttle, j + i*singlefloat, singlefloat);
// values gotten from OpenMetaverse.org/wiki/Throttle. Thanks MW_
// bytes
// Convert to integer, since.. the full fp space isn't used.
tResend = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tLand = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tWind = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tCloud = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tTask = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tTexture = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tAsset = (int) BitConverter.ToSingle(throttle, j);
tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset;
/*
m_log.Info("[CLIENT]: Client AgentThrottle - Got throttle:resendbits=" + tResend +
" landbits=" + tLand +
" windbits=" + tWind +
" cloudbits=" + tCloud +
" taskbits=" + tTask +
" texturebits=" + tTexture +
" Assetbits=" + tAsset +
" Allbits=" + tall);
*/
// Total Sanity
// Make sure that the client sent sane total values.
// If the client didn't send acceptable values....
// Scale the clients values down until they are acceptable.
if (tall <= TotalThrottle.Max)
{
ResendThrottle.Throttle = tResend;
LandThrottle.Throttle = tLand;
WindThrottle.Throttle = tWind;
CloudThrottle.Throttle = tCloud;
TaskThrottle.Throttle = tTask;
TextureThrottle.Throttle = tTexture;
AssetThrottle.Throttle = tAsset;
TotalThrottle.Throttle = tall;
}
// else if (tall < 1)
// {
// // client is stupid, penalize him by minning everything
// ResendThrottle.Throttle = ResendThrottle.Min;
// LandThrottle.Throttle = LandThrottle.Min;
// WindThrottle.Throttle = WindThrottle.Min;
// CloudThrottle.Throttle = CloudThrottle.Min;
// TaskThrottle.Throttle = TaskThrottle.Min;
// TextureThrottle.Throttle = TextureThrottle.Min;
// AssetThrottle.Throttle = AssetThrottle.Min;
// TotalThrottle.Throttle = TotalThrottle.Min;
// }
else
{
// we're over so figure out percentages and use those
ResendThrottle.Throttle = tResend;
LandThrottle.Throttle = ScaleThrottle(tLand, tall, TotalThrottle.Max);
WindThrottle.Throttle = ScaleThrottle(tWind, tall, TotalThrottle.Max);
CloudThrottle.Throttle = ScaleThrottle(tCloud, tall, TotalThrottle.Max);
TaskThrottle.Throttle = ScaleThrottle(tTask, tall, TotalThrottle.Max);
TextureThrottle.Throttle = ScaleThrottle(tTexture, tall, TotalThrottle.Max);
AssetThrottle.Throttle = ScaleThrottle(tAsset, tall, TotalThrottle.Max);
TotalThrottle.Throttle = TotalThrottle.Max;
}
// effectively wiggling the slider causes things reset
// ResetCounters(); // DO NOT reset, better to send less for one period than more
}
// See IPullStatsProvider
public string GetStats()
{
return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
SendQueue.Count(),
IncomingPacketQueue.Count,
OutgoingPacketQueue.Count,
ResendOutgoingPacketQueue.Count,
LandOutgoingPacketQueue.Count,
WindOutgoingPacketQueue.Count,
CloudOutgoingPacketQueue.Count,
TaskOutgoingPacketQueue.Count,
TextureOutgoingPacketQueue.Count,
AssetOutgoingPacketQueue.Count);
}
public LLQueItem[] GetQueueArray()
{
return SendQueue.GetQueueArray();
}
public float ThrottleMultiplier
{
get { return throttleMultiplier; }
}
}
}