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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * 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
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Timers;
using Axiom.Math;
using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Cache;
using OpenSim.Framework.Console;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.ClientStack
{
public class PacketQueue
{
private BlockingQueue<QueItem> SendQueue;
private Queue<QueItem> IncomingPacketQueue;
private Queue<QueItem> OutgoingPacketQueue;
private Queue<QueItem> ResendOutgoingPacketQueue;
private Queue<QueItem> LandOutgoingPacketQueue;
private Queue<QueItem> WindOutgoingPacketQueue;
private Queue<QueItem> CloudOutgoingPacketQueue;
private Queue<QueItem> TaskOutgoingPacketQueue;
private Queue<QueItem> TextureOutgoingPacketQueue;
private Queue<QueItem> AssetOutgoingPacketQueue;
private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
// 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 int throttleTimeDivisor = 7;
private int throttletimems = 1000;
private PacketThrottle ResendThrottle;
private PacketThrottle LandThrottle;
private PacketThrottle WindThrottle;
private PacketThrottle CloudThrottle;
private PacketThrottle TaskThrottle;
private PacketThrottle AssetThrottle;
private PacketThrottle TextureThrottle;
private PacketThrottle TotalThrottle;
private Timer throttleTimer;
public PacketQueue()
{
// 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 BlockingQueue<QueItem>();
IncomingPacketQueue = new Queue<QueItem>();
OutgoingPacketQueue = new Queue<QueItem>();
ResendOutgoingPacketQueue = new Queue<QueItem>();
LandOutgoingPacketQueue = new Queue<QueItem>();
WindOutgoingPacketQueue = new Queue<QueItem>();
CloudOutgoingPacketQueue = new Queue<QueItem>();
TaskOutgoingPacketQueue = new Queue<QueItem>();
TextureOutgoingPacketQueue = new Queue<QueItem>();
AssetOutgoingPacketQueue = new Queue<QueItem>();
// Set up the throttle classes (min, max, current) in bytes
ResendThrottle = new PacketThrottle(5000, 100000, 50000);
LandThrottle = new PacketThrottle(1000, 100000, 100000);
WindThrottle = new PacketThrottle(1000, 100000, 10000);
CloudThrottle = new PacketThrottle(1000, 100000, 50000);
TaskThrottle = new PacketThrottle(1000, 800000, 100000);
AssetThrottle = new PacketThrottle(1000, 800000, 80000);
TextureThrottle = new PacketThrottle(1000, 800000, 100000);
// Total Throttle trumps all
// Number of bytes allowed to go out per second. (256kbps per client)
TotalThrottle = new PacketThrottle(0, 162144, 1536000);
// TIMERS needed for this
throttleTimer = new Timer((int)(throttletimems/throttleTimeDivisor));
throttleTimer.Elapsed += new ElapsedEventHandler(throttleTimer_Elapsed);
throttleTimer.Start();
}
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 ||
AssetOutgoingPacketQueue.Count > 0 ||
TextureOutgoingPacketQueue.Count > 0);
}
private void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
{
ResetCounters();
// 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
while (TotalThrottle.UnderLimit() && PacketsWaiting() &&
(throttleLoops <= MaxThrottleLoops))
{
throttleLoops++;
//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0)
{
QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
ResendThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0)
{
QueItem qpack = LandOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
LandThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0)
{
QueItem qpack = WindOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
WindThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0)
{
QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
CloudThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0)
{
QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
TaskThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0)
{
QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
TextureThrottle.Add(qpack.Packet.ToBytes().Length);
}
if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0)
{
QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.Add(qpack.Packet.ToBytes().Length);
AssetThrottle.Add(qpack.Packet.ToBytes().Length);
}
}
}
}
}
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