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Add "debug lludp throttle log <level> <avatar-first-name> <avatar-last-name>" to control extra throttle related debug logging.
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@@ -82,6 +82,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <remarks>Any level above 0 will turn on logging.</remarks>
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public int DebugDataOutLevel { get; set; }
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/// <summary>
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/// Controls whether information is logged about each outbound packet immediately before it is sent. For debug purposes.
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/// </summary>
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/// <remarks>Any level above 0 will turn on logging.</remarks>
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public int ThrottleDebugLevel
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{
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get
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{
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return m_throttleDebugLevel;
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}
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set
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{
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m_throttleDebugLevel = value;
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m_throttleClient.DebugLevel = m_throttleDebugLevel;
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m_throttleCategory.DebugLevel = m_throttleDebugLevel;
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foreach (TokenBucket tb in m_throttleCategories)
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tb.DebugLevel = m_throttleDebugLevel;
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}
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}
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private int m_throttleDebugLevel;
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/// <summary>Fired when updated networking stats are produced for this client</summary>
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public event PacketStats OnPacketStats;
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/// <summary>Fired when the queue for a packet category is empty. This event can be
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@@ -207,9 +229,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_maxRTO = maxRTO;
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// Create a token bucket throttle for this client that has the scene token bucket as a parent
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m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.Total, rates.AdaptiveThrottlesEnabled);
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m_throttleClient
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= new AdaptiveTokenBucket(
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string.Format("adaptive throttle for {0} in {1}", AgentID, server.Scene.Name),
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parentThrottle, rates.Total, rates.AdaptiveThrottlesEnabled);
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// Create a token bucket throttle for the total category with the client bucket as a throttle
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m_throttleCategory = new TokenBucket(m_throttleClient, 0);
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m_throttleCategory
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= new TokenBucket(
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string.Format("total throttle for {0} in {1}", AgentID, server.Scene.Name),
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m_throttleClient, 0);
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// Create an array of token buckets for this clients different throttle categories
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m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
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@@ -221,8 +251,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Initialize the packet outboxes, where packets sit while they are waiting for tokens
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m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
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// Initialize the token buckets that control the throttling for each category
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m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetRate(type));
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m_throttleCategories[i]
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= new TokenBucket(
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string.Format("{0} throttle for {1} in {2}", type, AgentID, server.Scene.Name),
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m_throttleCategory, rates.GetRate(type));
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}
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// Default the retransmission timeout to one second
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@@ -371,8 +405,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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texture = (int)((1 - m_cannibalrate) * texture);
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//int total = resend + land + wind + cloud + task + texture + asset;
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//m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
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// AgentID, resend, land, wind, cloud, task, texture, asset, total);
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if (ThrottleDebugLevel > 0)
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m_log.DebugFormat(
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"[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}",
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AgentID, m_udpServer.Scene.Name, resend, land, wind, cloud, task, texture, asset);
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// Update the token buckets with new throttle values
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TokenBucket bucket;
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