* Replaced the UnackedPacketCollection with a lockless implementation. The tiny amount of time spent in the locks turned into a lot of time when the rest of the LLUDP implementation went lockless

* Changed the timer tracking numbers for each client to not have "memory". It will no longer queue up calls to functions like ResendUnacked
* Reverted Jim's WaitHandle code. Although it was technically more correct, it exhibited the exact same behavior as the old code but spent more cycles. The 20ms has been replaced with the minimum amount of time before a token bucket could receive a drip, and an else { sleep(0); } was added to make sure the outgoing packet handler always yields at least a minimum amount
This commit is contained in:
John Hurliman
2009-10-21 11:59:48 -07:00
parent c0c845aea4
commit 9178537e94
4 changed files with 128 additions and 210 deletions

View File

@@ -202,7 +202,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void Shutdown()
{
IsConnected = false;
NeedAcks.Clear();
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{
m_packetOutboxes[i].Clear();
@@ -394,7 +393,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// Not enough tokens in the bucket, queue this packet
queue.Enqueue(packet);
m_udpServer.SignalOutgoingPacketHandler();
return true;
}
}
@@ -411,15 +409,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
/// <remarks>This function is only called from a synchronous loop in the
/// UDPServer so we don't need to bother making this thread safe</remarks>
/// <returns>The minimum amount of time before the next packet
/// can be sent to this client</returns>
public int DequeueOutgoing()
/// <returns>True if any packets were sent, otherwise false</returns>
public bool DequeueOutgoing()
{
OutgoingPacket packet;
OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
TokenBucket bucket;
int dataLength;
int minTimeout = Int32.MaxValue;
bool packetSent = false;
//string queueDebugOutput = String.Empty; // Serious debug business
@@ -434,18 +430,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// leaving a dequeued packet still waiting to be sent out. Try to
// send it again
OutgoingPacket nextPacket = m_nextPackets[i];
dataLength = nextPacket.Buffer.DataLength;
if (bucket.RemoveTokens(dataLength))
if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
{
// Send the packet
m_udpServer.SendPacketFinal(nextPacket);
m_nextPackets[i] = null;
minTimeout = 0;
}
else if (minTimeout != 0)
{
// Check the minimum amount of time we would have to wait before this packet can be sent out
minTimeout = Math.Min(minTimeout, ((dataLength - bucket.Content) / bucket.DripPerMS) + 1);
packetSent = true;
}
}
else
@@ -457,23 +447,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// A packet was pulled off the queue. See if we have
// enough tokens in the bucket to send it out
dataLength = packet.Buffer.DataLength;
if (bucket.RemoveTokens(dataLength))
if (bucket.RemoveTokens(packet.Buffer.DataLength))
{
// Send the packet
m_udpServer.SendPacketFinal(packet);
minTimeout = 0;
packetSent = true;
}
else
{
// Save the dequeued packet for the next iteration
m_nextPackets[i] = packet;
if (minTimeout != 0)
{
// Check the minimum amount of time we would have to wait before this packet can be sent out
minTimeout = Math.Min(minTimeout, ((dataLength - bucket.Content) / bucket.DripPerMS) + 1);
}
}
// If the queue is empty after this dequeue, fire the queue
@@ -492,7 +475,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
//m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
return minTimeout;
return packetSent;
}
/// <summary>