remove some llUDP options

This commit is contained in:
UbitUmarov
2019-11-16 22:19:46 +00:00
parent cb97ab5c6f
commit 61f918cbda
6 changed files with 74 additions and 153 deletions

View File

@@ -65,11 +65,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public sealed class LLUDPClient
{
// TODO: Make this a config setting
/// <summary>Percentage of the task throttle category that is allocated to avatar and prim
/// state updates</summary>
const float STATE_TASK_PERCENTAGE = 0.8f;
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>The number of packet categories to throttle on. If a throttle category is added
@@ -194,6 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public bool m_deliverPackets = true;
private float m_burstTime;
private int m_maxRate;
public double m_lastStartpingTimeMS;
public int m_pingMS;
@@ -243,16 +239,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_maxRTO = maxRTO;
m_burstTime = rates.BurstTime;
float m_burst = rates.ClientMaxRate * m_burstTime;
m_maxRate = rates.ClientMaxRate;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.ClientMaxRate, m_burst, rates.AdaptiveThrottlesEnabled);
m_throttleClient = new AdaptiveTokenBucket(parentThrottle, m_maxRate, m_maxRate * m_burstTime, rates.AdaptiveThrottlesEnabled);
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
m_burst = rates.Total * rates.BurstTime;
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{
ThrottleOutPacketType type = (ThrottleOutPacketType)i;
@@ -260,18 +254,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
m_packetOutboxes[i] = new DoubleLocklessQueue<OutgoingPacket>();
// Initialize the token buckets that control the throttling for each category
//m_throttleCategories[i] = new TokenBucket(m_throttleClient, rates.GetRate(type), m_burst);
float rate = rates.GetRate(type);
float burst = rate * rates.BurstTime;
float burst = rate * m_burstTime;
m_throttleCategories[i] = new TokenBucket(m_throttleClient, rate , burst);
}
// Default the retransmission timeout to one second
m_RTO = m_defaultRTO;
// Initialize this to a sane value to prevent early disconnects
TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
m_pingMS = (int)(3.0 * server.TickCountResolution); // so filter doesnt start at 0;
m_pingMS = 20; // so filter doesnt start at 0;
}
/// <summary>
@@ -429,24 +421,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int texture = (int)(BitConverter.ToSingle(adjData, pos) * scale); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * scale);
// Make sure none of the throttles are set below our packet MTU,
// otherwise a throttle could become permanently clogged
/* now using floats
resend = Math.Max(resend, LLUDPServer.MTU);
land = Math.Max(land, LLUDPServer.MTU);
wind = Math.Max(wind, LLUDPServer.MTU);
cloud = Math.Max(cloud, LLUDPServer.MTU);
task = Math.Max(task, LLUDPServer.MTU);
texture = Math.Max(texture, LLUDPServer.MTU);
asset = Math.Max(asset, LLUDPServer.MTU);
*/
int total = resend + land + wind + cloud + task + texture + asset;
//float m_burst = total * m_burstTime;
if(total > m_maxRate)
{
scale = (float)total / m_maxRate;
resend = (int)(resend * scale);
land = (int)(land * scale);
wind = (int)(wind * scale);
cloud = (int)(cloud * scale);
task = (int)(task * scale);
texture = (int)(texture * scale);
asset = (int)(texture * scale);
int ntotal = resend + land + wind + cloud + task + texture + asset;
m_log.DebugFormat("[LLUDPCLIENT]: limiting {0} bandwith from {1} to {2}",AgentID, ntotal, total);
total = ntotal;
}
if (ThrottleDebugLevel > 0)
{
@@ -456,35 +445,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
TokenBucket bucket;
/*
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
bucket.RequestedDripRate = resend;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
bucket.RequestedDripRate = land;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
bucket.RequestedDripRate = wind;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
bucket.RequestedDripRate = cloud;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
bucket.RequestedDripRate = asset;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
bucket.RequestedDripRate = task;
bucket.RequestedBurst = m_burst;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
bucket.RequestedDripRate = texture;
bucket.RequestedBurst = m_burst;
*/
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
bucket.RequestedDripRate = resend;
bucket.RequestedBurst = resend * m_burstTime;
@@ -513,7 +473,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bucket.RequestedDripRate = texture;
bucket.RequestedBurst = texture * m_burstTime;
// Reset the packed throttles cached data
m_packedThrottles = null;
}