** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
485 lines
21 KiB
C#
485 lines
21 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Timers;
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using libsecondlife.Packets;
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using OpenSim.Framework;
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using Timer=System.Timers.Timer;
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namespace OpenSim.Region.ClientStack
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{
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public class PacketQueue
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{
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private bool m_enabled = true;
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private BlockingQueue<QueItem> SendQueue;
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private Queue<QueItem> IncomingPacketQueue;
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private Queue<QueItem> OutgoingPacketQueue;
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private Queue<QueItem> ResendOutgoingPacketQueue;
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private Queue<QueItem> LandOutgoingPacketQueue;
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private Queue<QueItem> WindOutgoingPacketQueue;
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private Queue<QueItem> CloudOutgoingPacketQueue;
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private Queue<QueItem> TaskOutgoingPacketQueue;
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private Queue<QueItem> TextureOutgoingPacketQueue;
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private Queue<QueItem> AssetOutgoingPacketQueue;
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private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
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private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
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// All throttle times and number of bytes are calculated by dividing by this value
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// This value also determines how many times per throttletimems the timer will run
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// If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
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private int throttleTimeDivisor = 7;
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private int throttletimems = 1000;
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private PacketThrottle ResendThrottle;
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private PacketThrottle LandThrottle;
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private PacketThrottle WindThrottle;
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private PacketThrottle CloudThrottle;
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private PacketThrottle TaskThrottle;
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private PacketThrottle AssetThrottle;
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private PacketThrottle TextureThrottle;
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private PacketThrottle TotalThrottle;
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// private long LastThrottle;
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// private long ThrottleInterval;
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private Timer throttleTimer;
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public PacketQueue()
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{
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// While working on this, the BlockingQueue had me fooled for a bit.
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// The Blocking queue causes the thread to stop until there's something
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// in it to process. it's an on-purpose threadlock though because
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// without it, the clientloop will suck up all sim resources.
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SendQueue = new BlockingQueue<QueItem>();
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IncomingPacketQueue = new Queue<QueItem>();
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OutgoingPacketQueue = new Queue<QueItem>();
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ResendOutgoingPacketQueue = new Queue<QueItem>();
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LandOutgoingPacketQueue = new Queue<QueItem>();
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WindOutgoingPacketQueue = new Queue<QueItem>();
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CloudOutgoingPacketQueue = new Queue<QueItem>();
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TaskOutgoingPacketQueue = new Queue<QueItem>();
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TextureOutgoingPacketQueue = new Queue<QueItem>();
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AssetOutgoingPacketQueue = new Queue<QueItem>();
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// Set up the throttle classes (min, max, current) in bytes
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ResendThrottle = new PacketThrottle(5000, 100000, 50000);
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LandThrottle = new PacketThrottle(1000, 100000, 100000);
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WindThrottle = new PacketThrottle(1000, 100000, 10000);
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CloudThrottle = new PacketThrottle(1000, 100000, 50000);
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TaskThrottle = new PacketThrottle(1000, 800000, 100000);
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AssetThrottle = new PacketThrottle(1000, 800000, 80000);
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TextureThrottle = new PacketThrottle(1000, 800000, 100000);
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// Total Throttle trumps all
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// Number of bytes allowed to go out per second. (256kbps per client)
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TotalThrottle = new PacketThrottle(0, 162144, 1536000);
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throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor));
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throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed);
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throttleTimer.Start();
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// TIMERS needed for this
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// LastThrottle = DateTime.Now.Ticks;
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// ThrottleInterval = (long)(throttletimems/throttleTimeDivisor);
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}
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/* STANDARD QUEUE MANIPULATION INTERFACES */
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public void Enqueue(QueItem item)
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{
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if (!m_enabled)
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{
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return;
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}
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// We could micro lock, but that will tend to actually
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// probably be worse than just synchronizing on SendQueue
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lock (this)
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{
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switch (item.throttleType)
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{
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case ThrottleOutPacketType.Resend:
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ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Texture:
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ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Task:
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ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Land:
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ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Asset:
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ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Cloud:
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ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Wind:
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ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item);
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break;
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default:
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// Acknowledgements and other such stuff should go directly to the blocking Queue
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// Throttling them may and likely 'will' be problematic
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SendQueue.Enqueue(item);
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break;
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}
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}
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}
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public QueItem Dequeue()
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{
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return SendQueue.Dequeue();
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}
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public void Flush()
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{
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lock (this)
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{
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while (PacketsWaiting())
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{
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//Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up.
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if (ResendOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(ResendOutgoingPacketQueue.Dequeue());
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}
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if (LandOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(LandOutgoingPacketQueue.Dequeue());
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}
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if (WindOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(WindOutgoingPacketQueue.Dequeue());
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}
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if (CloudOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(CloudOutgoingPacketQueue.Dequeue());
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}
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if (TaskOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(TaskOutgoingPacketQueue.Dequeue());
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}
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if (TextureOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(TextureOutgoingPacketQueue.Dequeue());
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}
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if (AssetOutgoingPacketQueue.Count > 0)
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{
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SendQueue.Enqueue(AssetOutgoingPacketQueue.Dequeue());
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}
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}
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// MainLog.Instance.Verbose("THROTTLE", "Processed " + throttleLoops + " packets");
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}
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}
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public void Close()
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{
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m_enabled = false;
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throttleTimer.Stop();
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}
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private void ResetCounters()
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{
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ResendThrottle.Reset();
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LandThrottle.Reset();
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WindThrottle.Reset();
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CloudThrottle.Reset();
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TaskThrottle.Reset();
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AssetThrottle.Reset();
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TextureThrottle.Reset();
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TotalThrottle.Reset();
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}
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private bool PacketsWaiting()
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{
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return (ResendOutgoingPacketQueue.Count > 0 ||
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LandOutgoingPacketQueue.Count > 0 ||
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WindOutgoingPacketQueue.Count > 0 ||
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CloudOutgoingPacketQueue.Count > 0 ||
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TaskOutgoingPacketQueue.Count > 0 ||
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AssetOutgoingPacketQueue.Count > 0 ||
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TextureOutgoingPacketQueue.Count > 0);
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}
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public void ProcessThrottle()
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{
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// I was considering this.. Will an event fire if the thread it's on is blocked?
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// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
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// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
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// so This'll pick up about around the right time.
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int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
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int throttleLoops = 0;
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// We're going to dequeue all of the saved up packets until
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// we've hit the throttle limit or there's no more packets to send
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lock (this)
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{
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ResetCounters();
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// MainLog.Instance.Verbose("THROTTLE", "Entering Throttle");
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while (TotalThrottle.UnderLimit() && PacketsWaiting() &&
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(throttleLoops <= MaxThrottleLoops))
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{
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throttleLoops++;
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//Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up.
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if (ResendThrottle.UnderLimit() && ResendOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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TotalThrottle.Add(qpack.Packet.ToBytes().Length);
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ResendThrottle.Add(qpack.Packet.ToBytes().Length);
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}
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if (LandThrottle.UnderLimit() && LandOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = LandOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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TotalThrottle.Add(qpack.Packet.ToBytes().Length);
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LandThrottle.Add(qpack.Packet.ToBytes().Length);
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}
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if (WindThrottle.UnderLimit() && WindOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = WindOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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TotalThrottle.Add(qpack.Packet.ToBytes().Length);
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WindThrottle.Add(qpack.Packet.ToBytes().Length);
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}
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if (CloudThrottle.UnderLimit() && CloudOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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TotalThrottle.Add(qpack.Packet.ToBytes().Length);
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CloudThrottle.Add(qpack.Packet.ToBytes().Length);
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}
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if (TaskThrottle.UnderLimit() && TaskOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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TotalThrottle.Add(qpack.Packet.ToBytes().Length);
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TaskThrottle.Add(qpack.Packet.ToBytes().Length);
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}
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if (TextureThrottle.UnderLimit() && TextureOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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TotalThrottle.Add(qpack.Packet.ToBytes().Length);
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TextureThrottle.Add(qpack.Packet.ToBytes().Length);
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}
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if (AssetThrottle.UnderLimit() && AssetOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
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SendQueue.Enqueue(qpack);
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TotalThrottle.Add(qpack.Packet.ToBytes().Length);
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AssetThrottle.Add(qpack.Packet.ToBytes().Length);
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}
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}
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// MainLog.Instance.Verbose("THROTTLE", "Processed " + throttleLoops + " packets");
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}
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}
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private void ThrottleTimerElapsed(object sender, ElapsedEventArgs e)
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{
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// just to change the signature, and that ProcessThrottle
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// will be used elsewhere possibly
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ProcessThrottle();
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}
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private void ThrottleCheck(ref PacketThrottle throttle, ref Queue<QueItem> q, QueItem item)
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{
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// The idea.. is if the packet throttle queues are empty
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// and the client is under throttle for the type. Queue
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// it up directly. This basically short cuts having to
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// wait for the timer to fire to put things into the
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// output queue
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if ((q.Count == 0) && (throttle.UnderLimit()))
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{
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Monitor.Enter(this);
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throttle.Add(item.Packet.ToBytes().Length);
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TotalThrottle.Add(item.Packet.ToBytes().Length);
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SendQueue.Enqueue(item);
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Monitor.Pulse(this);
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Monitor.Exit(this);
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}
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else
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{
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q.Enqueue(item);
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}
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}
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private int ScaleThrottle(int value, int curmax, int newmax)
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{
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return (int) (((float) value/(float) curmax)*newmax);
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}
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public byte[] GetThrottlesPacked(float multiplier)
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{
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int singlefloat = 4;
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float tResend = ResendThrottle.Throttle*multiplier;
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float tLand = LandThrottle.Throttle*multiplier;
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float tWind = WindThrottle.Throttle*multiplier;
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float tCloud = CloudThrottle.Throttle*multiplier;
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float tTask = TaskThrottle.Throttle*multiplier;
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float tTexture = TextureThrottle.Throttle*multiplier;
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float tAsset = AssetThrottle.Throttle*multiplier;
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byte[] throttles = new byte[singlefloat*7];
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int i = 0;
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Buffer.BlockCopy(BitConverter.GetBytes(tResend), 0, throttles, singlefloat*i, singlefloat);
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i++;
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Buffer.BlockCopy(BitConverter.GetBytes(tLand), 0, throttles, singlefloat*i, singlefloat);
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i++;
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Buffer.BlockCopy(BitConverter.GetBytes(tWind), 0, throttles, singlefloat*i, singlefloat);
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i++;
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Buffer.BlockCopy(BitConverter.GetBytes(tCloud), 0, throttles, singlefloat*i, singlefloat);
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i++;
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Buffer.BlockCopy(BitConverter.GetBytes(tTask), 0, throttles, singlefloat*i, singlefloat);
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i++;
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Buffer.BlockCopy(BitConverter.GetBytes(tTexture), 0, throttles, singlefloat*i, singlefloat);
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i++;
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Buffer.BlockCopy(BitConverter.GetBytes(tAsset), 0, throttles, singlefloat*i, singlefloat);
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return throttles;
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}
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public void SetThrottleFromClient(byte[] throttle)
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{
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int tResend = -1;
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int tLand = -1;
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int tWind = -1;
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int tCloud = -1;
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int tTask = -1;
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int tTexture = -1;
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int tAsset = -1;
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int tall = -1;
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int singlefloat = 4;
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//Agent Throttle Block contains 7 single floatingpoint values.
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int j = 0;
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// Some Systems may be big endian...
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// it might be smart to do this check more often...
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if (!BitConverter.IsLittleEndian)
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for (int i = 0; i < 7; i++)
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Array.Reverse(throttle, j + i*singlefloat, singlefloat);
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// values gotten from libsecondlife.org/wiki/Throttle. Thanks MW_
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// bytes
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// Convert to integer, since.. the full fp space isn't used.
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tResend = (int) BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tLand = (int) BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tWind = (int) BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tCloud = (int) BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tTask = (int) BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tTexture = (int) BitConverter.ToSingle(throttle, j);
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j += singlefloat;
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tAsset = (int) BitConverter.ToSingle(throttle, j);
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tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset;
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/*
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MainLog.Instance.Verbose("CLIENT", "Client AgentThrottle - Got throttle:resendbytes=" + tResend +
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" landbytes=" + tLand +
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" windbytes=" + tWind +
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" cloudbytes=" + tCloud +
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" taskbytes=" + tTask +
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" texturebytes=" + tTexture +
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" Assetbytes=" + tAsset +
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" Allbytes=" + tall);
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*/
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// Total Sanity
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// Make sure that the client sent sane total values.
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// If the client didn't send acceptable values....
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// Scale the clients values down until they are acceptable.
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if (tall <= TotalThrottle.Max)
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{
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ResendThrottle.Throttle = tResend;
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LandThrottle.Throttle = tLand;
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WindThrottle.Throttle = tWind;
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CloudThrottle.Throttle = tCloud;
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TaskThrottle.Throttle = tTask;
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TextureThrottle.Throttle = tTexture;
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AssetThrottle.Throttle = tAsset;
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TotalThrottle.Throttle = tall;
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}
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else if (tall < 1)
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{
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// client is stupid, penalize him by minning everything
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ResendThrottle.Throttle = ResendThrottle.Min;
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LandThrottle.Throttle = LandThrottle.Min;
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WindThrottle.Throttle = WindThrottle.Min;
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CloudThrottle.Throttle = CloudThrottle.Min;
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TaskThrottle.Throttle = TaskThrottle.Min;
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TextureThrottle.Throttle = TextureThrottle.Min;
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AssetThrottle.Throttle = AssetThrottle.Min;
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TotalThrottle.Throttle = TotalThrottle.Min;
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}
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else
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{
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// we're over so figure out percentages and use those
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ResendThrottle.Throttle = tResend;
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|
|
|
LandThrottle.Throttle = ScaleThrottle(tLand, tall, TotalThrottle.Max);
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|
WindThrottle.Throttle = ScaleThrottle(tWind, tall, TotalThrottle.Max);
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CloudThrottle.Throttle = ScaleThrottle(tCloud, tall, TotalThrottle.Max);
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TaskThrottle.Throttle = ScaleThrottle(tTask, tall, TotalThrottle.Max);
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TextureThrottle.Throttle = ScaleThrottle(tTexture, tall, TotalThrottle.Max);
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AssetThrottle.Throttle = ScaleThrottle(tAsset, tall, TotalThrottle.Max);
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TotalThrottle.Throttle = TotalThrottle.Max;
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}
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// effectively wiggling the slider causes things reset
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|
ResetCounters();
|
|
}
|
|
}
|
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} |