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https://github.com/opensim/opensim.git
synced 2026-08-05 08:55:56 +08:00
New tokenbucket algorithm. This one provides fair sharing of the queues
when client and simulator throttles are set. This algorithm also uses pre-defined burst rate of 150% of the sustained rate for each of the throttles. Removed the "state" queue. The state queue is not a Linden queue and appeared to be used just to get kill packets sent.
This commit is contained in:
@@ -135,7 +135,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_nextOnQueueEmpty = 1;
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/// <summary>Throttle bucket for this agent's connection</summary>
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private readonly TokenBucket m_throttle;
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private readonly TokenBucket m_throttleClient;
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/// <summary>Throttle bucket for this agent's connection</summary>
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private readonly TokenBucket m_throttleCategory;
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/// <summary>Throttle buckets for each packet category</summary>
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private readonly TokenBucket[] m_throttleCategories;
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/// <summary>Outgoing queues for throttled packets</summary>
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@@ -174,7 +176,9 @@ 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_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
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m_throttleClient = new TokenBucket(parentThrottle, rates.TotalLimit);
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// Create a token bucket throttle for the total categary with the client bucket as a throttle
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m_throttleCategory = new TokenBucket(m_throttleClient, rates.TotalLimit);
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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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@@ -185,7 +189,7 @@ 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_throttle, rates.GetLimit(type), rates.GetRate(type));
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m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetLimit(type));
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}
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// Default the retransmission timeout to three seconds
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@@ -206,6 +210,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_packetOutboxes[i].Clear();
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m_nextPackets[i] = null;
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}
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// pull the throttle out of the scene throttle
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m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
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OnPacketStats = null;
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OnQueueEmpty = null;
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}
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@@ -216,6 +223,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <returns>Information about the client connection</returns>
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public ClientInfo GetClientInfo()
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{
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///<mic>
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TokenBucket tb;
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tb = m_throttleClient.Parent;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest,"ROOT");
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tb = m_throttleClient;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CLIENT");
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tb = m_throttleCategory;
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m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CATEGORY");
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for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
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{
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tb = m_throttleCategories[i];
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m_log.WarnFormat("[TOKENS] {4} <{0}:{1}>: Actual={2},Requested={3}",AgentID,i,tb.DripRate,tb.RequestedDripRate," BUCKET");
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}
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///</mic>
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// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
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// of pending and needed ACKs for every client every time some method wants information about
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// this connection is a recipe for poor performance
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@@ -223,13 +250,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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info.pendingAcks = new Dictionary<uint, uint>();
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info.needAck = new Dictionary<uint, byte[]>();
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info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
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info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
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info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
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info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
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info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
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info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
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info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
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info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
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info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
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info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
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// info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
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info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
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info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
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info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
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info.taskThrottle + info.assetThrottle + info.textureThrottle;
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@@ -317,8 +345,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// State is a subcategory of task that we allocate a percentage to
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int state = (int)((float)task * STATE_TASK_PERCENTAGE);
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task -= state;
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int state = 0;
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// int state = (int)((float)task * STATE_TASK_PERCENTAGE);
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// task -= state;
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// Make sure none of the throttles are set below our packet MTU,
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// otherwise a throttle could become permanently clogged
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@@ -339,40 +368,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Update the token buckets with new throttle values
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TokenBucket bucket;
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bucket = m_throttle;
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bucket.MaxBurst = total;
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bucket = m_throttleCategory;
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bucket.RequestedDripRate = total;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
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bucket.DripRate = resend;
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bucket.MaxBurst = resend;
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bucket.RequestedDripRate = resend;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
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bucket.DripRate = land;
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bucket.MaxBurst = land;
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bucket.RequestedDripRate = land;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
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bucket.DripRate = wind;
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bucket.MaxBurst = wind;
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bucket.RequestedDripRate = wind;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
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bucket.DripRate = cloud;
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bucket.MaxBurst = cloud;
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bucket.RequestedDripRate = cloud;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
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bucket.DripRate = asset;
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bucket.MaxBurst = asset;
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bucket.RequestedDripRate = asset;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
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bucket.DripRate = task + state;
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bucket.MaxBurst = task + state;
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bucket.RequestedDripRate = task;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
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bucket.DripRate = state;
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bucket.MaxBurst = state;
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bucket.RequestedDripRate = state;
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bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
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bucket.DripRate = texture;
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bucket.MaxBurst = texture;
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bucket.RequestedDripRate = texture;
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// Reset the packed throttles cached data
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m_packedThrottles = null;
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@@ -387,14 +408,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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data = new byte[7 * 4];
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int i = 0;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
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m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate), 0, data, i, 4); i += 4;
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Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate), 0, data, i, 4); i += 4;
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m_packedThrottles = data;
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}
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