Fixed the transmission of throttles from root agent to child

agents. Child throttles are based on the number of child agents
known to the root and at least 1/4 of the throttle given to
the root.
This commit is contained in:
Mic Bowman
2011-04-25 15:11:29 -07:00
parent 2fefb7adee
commit 77ab7ce084
3 changed files with 43 additions and 36 deletions

View File

@@ -11420,7 +11420,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <returns></returns>
public byte[] GetThrottlesPacked(float multiplier)
{
return m_udpClient.GetThrottlesPacked();
return m_udpClient.GetThrottlesPacked(multiplier);
}
/// <summary>

View File

@@ -329,8 +329,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
// State is a subcategory of task that we allocate a percentage to
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
@@ -342,17 +340,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
texture = Math.Max(texture, LLUDPServer.MTU);
asset = Math.Max(asset, LLUDPServer.MTU);
int total = resend + land + wind + cloud + task + texture + asset;
//int total = resend + land + wind + cloud + task + texture + asset;
//m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
// AgentID, resend, land, wind, cloud, task, texture, asset, total);
// Update the token buckets with new throttle values
TokenBucket bucket;
bucket = m_throttleCategory;
bucket.RequestedDripRate = total;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
bucket.RequestedDripRate = resend;
@@ -381,22 +375,38 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_packedThrottles = null;
}
public byte[] GetThrottlesPacked()
public byte[] GetThrottlesPacked(float multiplier)
{
byte[] data = m_packedThrottles;
if (data == null)
{
float rate;
data = new byte[7 * 4];
int i = 0;
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;
// multiply by 8 to convert bytes back to bits
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate * 8 * multiplier;
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate * 8 * multiplier;
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate * 8 * multiplier;
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate * 8 * multiplier;
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate * 8 * multiplier;
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate * 8 * multiplier;
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate * 8 * multiplier;
Buffer.BlockCopy(Utils.FloatToBytes(rate), 0, data, i, 4); i += 4;
m_packedThrottles = data;
}