* Refactor: Genericise request limit strategies and move to OpenSim.Framework.Communications.Limit

This commit is contained in:
Justin Clarke Casey
2008-03-24 18:21:06 +00:00
parent 56dfa4e6da
commit 8c0955321a
3 changed files with 211 additions and 60 deletions

View File

@@ -32,6 +32,7 @@ using libsecondlife;
using libsecondlife.Packets;
using OpenSim.Framework;
using OpenSim.Framework.Communications.Limit;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
@@ -53,6 +54,20 @@ namespace OpenSim.Region.Environment.Modules
/// </summary>
private static readonly int MAX_ALLOWED_TEXTURE_REQUESTS = 5;
/// <summary>
/// We're going to limit repeated requests for the same missing texture.
/// XXX This is really a temporary solution to deal with the situation where a client continually requests
/// the same missing textures
/// </summary>
private readonly IRequestLimitStrategy<LLUUID> missingTextureLimitStrategy
= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
/// <summary>
/// XXX Also going to limit repeated requests for found textures.
/// </summary>
private readonly IRequestLimitStrategy<LLUUID> foundTextureLimitStrategy
= new RepeatLimitStrategy<LLUUID>(MAX_ALLOWED_TEXTURE_REQUESTS);
/// <summary>
/// Holds texture senders before they have received the appropriate texture from the asset cache.
/// </summary>
@@ -64,18 +79,6 @@ namespace OpenSim.Region.Environment.Modules
/// </summary>
private readonly BlockingQueue<ITextureSender> m_sharedSendersQueue;
/// <summary>
/// We're going to record when we get a request for a particular missing texture for each client
/// XXX This is really a temporary solution to deal with the situation where a client continually requests
/// the same missing textures
/// </summary>
private readonly Dictionary<LLUUID, int> missingTextureRequestCounts = new Dictionary<LLUUID, int>();
/// <summary>
/// XXX Also going to record all the textures found and dispatched
/// </summary>
private readonly Dictionary<LLUUID, int> dispatchedTextureRequestCounts = new Dictionary<LLUUID, int>();
private readonly Scene m_scene;
private readonly IClientAPI m_client;
@@ -109,50 +112,21 @@ namespace OpenSim.Region.Environment.Modules
textureSender.UpdateRequest(e.DiscardLevel, e.PacketNumber);
}
else
{
// If we've already told the client we're missing the texture, then don't ask the
// asset server for it again - record the fact that it's missing instead.
// XXX This is to reduce (but not resolve) a current problem where some clients keep
// requesting the same textures
if (missingTextureRequestCounts.ContainsKey(e.RequestedAssetID))
{
if (!foundTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
{
missingTextureRequestCounts[e.RequestedAssetID] += 1;
if (missingTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS)
{
if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == missingTextureRequestCounts[e.RequestedAssetID])
{
m_log.DebugFormat(
"[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for {1} since we have received more than {2} requests",
e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
}
return;
}
return;
}
else
{
// If we keep receiving requests for textures we've already served to the client,
// then stop sending them. This is a short term approach approach to the problem
// of clients which keep requesting the same texture - the long term approach
// will be to treat the cause (and possibly more generally cap the request
// queues as well/instead)
if (dispatchedTextureRequestCounts.ContainsKey(e.RequestedAssetID))
else if (!missingTextureLimitStrategy.AllowRequest(e.RequestedAssetID))
{
if (missingTextureLimitStrategy.IsFirstRefusal(e.RequestedAssetID))
{
dispatchedTextureRequestCounts[e.RequestedAssetID] += 1;
if (dispatchedTextureRequestCounts[e.RequestedAssetID] > MAX_ALLOWED_TEXTURE_REQUESTS)
{
// if (MAX_ALLOWED_TEXTURE_REQUESTS + 1 == dispatchedTextureRequestCounts[e.RequestedAssetID])
// {
// m_log.DebugFormat(
// "[USER TEXTURE DOWNLOAD SERVICE]: Dropping further requests for dispatched/queued texture {0} for {1} since we have received more than {2} requests",
// e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
// }
return;
}
}
m_log.DebugFormat(
"[USER TEXTURE DOWNLOAD SERVICE]: Dropping requests for notified missing texture {0} for client {1} since we have received more than {1} requests",
e.RequestedAssetID, m_client.AgentId, MAX_ALLOWED_TEXTURE_REQUESTS);
}
return;
}
m_scene.AddPendingDownloads(1);
@@ -197,9 +171,9 @@ namespace OpenSim.Region.Environment.Modules
// Needs investigation.
if (texture == null || texture.Data == null)
{
if (!missingTextureRequestCounts.ContainsKey(textureID))
if (!missingTextureLimitStrategy.IsMonitoringRequests(textureID))
{
missingTextureRequestCounts.Add(textureID, 1);
missingTextureLimitStrategy.MonitorRequests(textureID);
m_log.DebugFormat(
"[USER TEXTURE DOWNLOAD SERVICE]: Queueing first TextureNotFoundSender for {0}, client {1}",
@@ -216,11 +190,7 @@ namespace OpenSim.Region.Environment.Modules
textureSender.TextureReceived(texture);
EnqueueTextureSender(textureSender);
// Record the fact that we've put this texture in for dispatch
if (!dispatchedTextureRequestCounts.ContainsKey(textureID))
{
dispatchedTextureRequestCounts.Add(textureID, 1);
}
foundTextureLimitStrategy.MonitorRequests(textureID);
}
}