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* Added missing references to prebuild.xml and commented out the LindenUDP tests until a new test harness is written
* Clients are no longer disconnected when a packet handler crashes. We'll see how this works out in practice * Added documentation and cleanup, getting ready for the first public push * Deleted an old LLUDP file
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@@ -30,24 +30,47 @@ using Nini.Config;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// Holds drip rates and maximum burst rates for throttling with hierarchical
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/// token buckets. The maximum burst rates set here are hard limits and can
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/// not be overridden by client requests
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/// </summary>
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public sealed class ThrottleRates
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{
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/// <summary>Drip rate for resent packets</summary>
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public int Resend;
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/// <summary>Drip rate for terrain packets</summary>
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public int Land;
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/// <summary>Drip rate for wind packets</summary>
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public int Wind;
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/// <summary>Drip rate for cloud packets</summary>
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public int Cloud;
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/// <summary>Drip rate for task (state and transaction) packets</summary>
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public int Task;
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/// <summary>Drip rate for texture packets</summary>
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public int Texture;
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/// <summary>Drip rate for asset packets</summary>
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public int Asset;
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/// <summary>Maximum burst rate for resent packets</summary>
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public int ResendLimit;
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/// <summary>Maximum burst rate for land packets</summary>
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public int LandLimit;
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/// <summary>Maximum burst rate for wind packets</summary>
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public int WindLimit;
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/// <summary>Maximum burst rate for cloud packets</summary>
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public int CloudLimit;
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/// <summary>Maximum burst rate for task (state and transaction) packets</summary>
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public int TaskLimit;
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/// <summary>Maximum burst rate for texture packets</summary>
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public int TextureLimit;
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/// <summary>Maximum burst rate for asset packets</summary>
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public int AssetLimit;
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="config">Config source to load defaults from</param>
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public ThrottleRates(IConfigSource config)
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{
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try
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