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:
Mic Bowman
2011-04-11 09:06:28 -07:00
parent 72a24cf023
commit 6e9cdb9ce3
4 changed files with 266 additions and 152 deletions

View File

@@ -135,7 +135,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
private int m_nextOnQueueEmpty = 1;
/// <summary>Throttle bucket for this agent's connection</summary>
private readonly TokenBucket m_throttle;
private readonly TokenBucket m_throttleClient;
/// <summary>Throttle bucket for this agent's connection</summary>
private readonly TokenBucket m_throttleCategory;
/// <summary>Throttle buckets for each packet category</summary>
private readonly TokenBucket[] m_throttleCategories;
/// <summary>Outgoing queues for throttled packets</summary>
@@ -174,7 +176,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_maxRTO = maxRTO;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
m_throttle = new TokenBucket(parentThrottle, rates.TotalLimit, rates.Total);
m_throttleClient = new TokenBucket(parentThrottle, rates.TotalLimit);
// Create a token bucket throttle for the total categary with the client bucket as a throttle
m_throttleCategory = new TokenBucket(m_throttleClient, rates.TotalLimit);
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
@@ -185,7 +189,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Initialize the packet outboxes, where packets sit while they are waiting for tokens
m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
// Initialize the token buckets that control the throttling for each category
m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type));
m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetLimit(type));
}
// Default the retransmission timeout to three seconds
@@ -206,6 +210,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_packetOutboxes[i].Clear();
m_nextPackets[i] = null;
}
// pull the throttle out of the scene throttle
m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
OnPacketStats = null;
OnQueueEmpty = null;
}
@@ -216,6 +223,26 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <returns>Information about the client connection</returns>
public ClientInfo GetClientInfo()
{
///<mic>
TokenBucket tb;
tb = m_throttleClient.Parent;
m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest,"ROOT");
tb = m_throttleClient;
m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CLIENT");
tb = m_throttleCategory;
m_log.WarnFormat("[TOKENS] {3}: Actual={0},Request={1},TotalRequest={2}",tb.DripRate,tb.RequestedDripRate,tb.TotalDripRequest," CATEGORY");
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{
tb = m_throttleCategories[i];
m_log.WarnFormat("[TOKENS] {4} <{0}:{1}>: Actual={2},Requested={3}",AgentID,i,tb.DripRate,tb.RequestedDripRate," BUCKET");
}
///</mic>
// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
// of pending and needed ACKs for every client every time some method wants information about
// this connection is a recipe for poor performance
@@ -223,13 +250,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
info.pendingAcks = new Dictionary<uint, uint>();
info.needAck = new Dictionary<uint, byte[]>();
info.resendThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
info.landThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
info.windThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
info.cloudThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
info.assetThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
info.textureThrottle = m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
// info.taskThrottle = m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate + m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
info.totalThrottle = info.resendThrottle + info.landThrottle + info.windThrottle + info.cloudThrottle +
info.taskThrottle + info.assetThrottle + info.textureThrottle;
@@ -317,8 +345,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
// State is a subcategory of task that we allocate a percentage to
int state = (int)((float)task * STATE_TASK_PERCENTAGE);
task -= state;
int state = 0;
// int state = (int)((float)task * STATE_TASK_PERCENTAGE);
// task -= state;
// Make sure none of the throttles are set below our packet MTU,
// otherwise a throttle could become permanently clogged
@@ -339,40 +368,32 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Update the token buckets with new throttle values
TokenBucket bucket;
bucket = m_throttle;
bucket.MaxBurst = total;
bucket = m_throttleCategory;
bucket.RequestedDripRate = total;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
bucket.DripRate = resend;
bucket.MaxBurst = resend;
bucket.RequestedDripRate = resend;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
bucket.DripRate = land;
bucket.MaxBurst = land;
bucket.RequestedDripRate = land;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
bucket.DripRate = wind;
bucket.MaxBurst = wind;
bucket.RequestedDripRate = wind;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
bucket.DripRate = cloud;
bucket.MaxBurst = cloud;
bucket.RequestedDripRate = cloud;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
bucket.DripRate = asset;
bucket.MaxBurst = asset;
bucket.RequestedDripRate = asset;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
bucket.DripRate = task + state;
bucket.MaxBurst = task + state;
bucket.RequestedDripRate = task;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.State];
bucket.DripRate = state;
bucket.MaxBurst = state;
bucket.RequestedDripRate = state;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
bucket.DripRate = texture;
bucket.MaxBurst = texture;
bucket.RequestedDripRate = texture;
// Reset the packed throttles cached data
m_packedThrottles = null;
@@ -387,14 +408,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
data = new byte[7 * 4];
int i = 0;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)(m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate) +
m_throttleCategories[(int)ThrottleOutPacketType.State].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate), 0, data, i, 4); i += 4;
Buffer.BlockCopy(Utils.FloatToBytes((float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate), 0, data, i, 4); i += 4;
m_packedThrottles = data;
}