A few updates necessary for load balancer.

- handle GetUser request for nonexistent user gracefully
- include throttle levels in ClientInfo
- code to save/restore throttles in client stack
- only update/send updates to active clients
- make animation classes serializable
This commit is contained in:
Mike Mazur
2009-02-25 00:32:26 +00:00
parent d81fb565c1
commit bdf95e54a2
9 changed files with 98 additions and 49 deletions

View File

@@ -2584,6 +2584,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendCoarseLocationUpdate(List<Vector3> CoarseLocations)
{
if (!IsActive) return; // We don't need to update inactive clients.
CoarseLocationUpdatePacket loc = (CoarseLocationUpdatePacket)PacketPool.Instance.GetPacket(PacketType.CoarseLocationUpdate);
// TODO: don't create new blocks if recycling an old packet
int total = CoarseLocations.Count;

View File

@@ -196,13 +196,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// configuration!
//
if ((m_SynchronizeClient != null) && (!m_Client.IsActive))
{
if (m_SynchronizeClient(m_Client.Scene, packet,
m_Client.AgentId, throttlePacketType))
return;
}
packet.Header.Sequence = 0;
lock (m_NeedAck)
@@ -480,26 +473,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (packet == null)
return;
// If this client is on another partial instance, no need
// to handle packets
//
if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
{
PacketPool.Instance.ReturnPacket(packet);
return;
}
// Any packet can have some packet acks in the header.
// Process them here
//
if (packet.Header.AppendedAcks)
{
foreach (uint id in packet.Header.AckList)
{
ProcessAck(id);
}
}
// When too many acks are needed to be sent, the client sends
// a packet consisting of acks only
//
@@ -516,10 +489,31 @@ namespace OpenSim.Region.ClientStack.LindenUDP
PacketPool.Instance.ReturnPacket(packet);
return;
}
else if (packet.Type == PacketType.StartPingCheck)
// Any packet can have some packet acks in the header.
// Process them here
//
if (packet.Header.AppendedAcks)
{
foreach (uint id in packet.Header.AckList)
{
ProcessAck(id);
}
}
// If this client is on another partial instance, no need
// to handle packets
//
if (!m_Client.IsActive && packet.Type != PacketType.LogoutRequest)
{
PacketPool.Instance.ReturnPacket(packet);
return;
}
if (packet.Type == PacketType.StartPingCheck)
{
StartPingCheckPacket startPing = (StartPingCheckPacket)packet;
CompletePingCheckPacket endPing
CompletePingCheckPacket endPing
= (CompletePingCheckPacket)PacketPool.Instance.GetPacket(PacketType.CompletePingCheck);
endPing.PingID.PingID = startPing.PingID.PingID;
@@ -639,6 +633,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
info.sequence = m_Sequence;
float multiplier = m_PacketQueue.ThrottleMultiplier;
info.resendThrottle = (int) (m_PacketQueue.ResendThrottle.Throttle / multiplier);
info.landThrottle = (int) (m_PacketQueue.LandThrottle.Throttle / multiplier);
info.windThrottle = (int) (m_PacketQueue.WindThrottle.Throttle / multiplier);
info.cloudThrottle = (int) (m_PacketQueue.CloudThrottle.Throttle / multiplier);
info.taskThrottle = (int) (m_PacketQueue.TaskThrottle.Throttle / multiplier);
info.assetThrottle = (int) (m_PacketQueue.AssetThrottle.Throttle / multiplier);
info.textureThrottle = (int) (m_PacketQueue.TextureThrottle.Throttle / multiplier);
info.totalThrottle = (int) (m_PacketQueue.TotalThrottle.Throttle / multiplier);
return info;
}
@@ -676,6 +680,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
m_Sequence = info.sequence;
m_PacketQueue.ResendThrottle.Throttle = info.resendThrottle;
m_PacketQueue.LandThrottle.Throttle = info.landThrottle;
m_PacketQueue.WindThrottle.Throttle = info.windThrottle;
m_PacketQueue.CloudThrottle.Throttle = info.cloudThrottle;
m_PacketQueue.TaskThrottle.Throttle = info.taskThrottle;
m_PacketQueue.AssetThrottle.Throttle = info.assetThrottle;
m_PacketQueue.TextureThrottle.Throttle = info.textureThrottle;
m_PacketQueue.TotalThrottle.Throttle = info.totalThrottle;
}
public void AddImportantPacket(PacketType type)

View File

@@ -69,18 +69,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// This value also determines how many times per throttletimems the timer will run
// If throttleimems is 1000 ms, then the timer will fire every 1000/7 milliseconds
private float throttleMultiplier = 2.0f; // Default value really doesn't matter.
private int throttleTimeDivisor = 7;
private int throttletimems = 1000;
private LLPacketThrottle ResendThrottle;
private LLPacketThrottle LandThrottle;
private LLPacketThrottle WindThrottle;
private LLPacketThrottle CloudThrottle;
private LLPacketThrottle TaskThrottle;
private LLPacketThrottle AssetThrottle;
private LLPacketThrottle TextureThrottle;
private LLPacketThrottle TotalThrottle;
internal LLPacketThrottle ResendThrottle;
internal LLPacketThrottle LandThrottle;
internal LLPacketThrottle WindThrottle;
internal LLPacketThrottle CloudThrottle;
internal LLPacketThrottle TaskThrottle;
internal LLPacketThrottle AssetThrottle;
internal LLPacketThrottle TextureThrottle;
internal LLPacketThrottle TotalThrottle;
// private long LastThrottle;
// private long ThrottleInterval;
@@ -108,6 +109,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
TextureOutgoingPacketQueue = new Queue<LLQueItem>();
AssetOutgoingPacketQueue = new Queue<LLQueItem>();
// Store the throttle multiplier for posterity.
throttleMultiplier = userSettings.ClientThrottleMultipler;
// Set up the throttle classes (min, max, current) in bits per second
ResendThrottle = new LLPacketThrottle(5000, 100000, 16000, userSettings.ClientThrottleMultipler);
LandThrottle = new LLPacketThrottle(1000, 100000, 2000, userSettings.ClientThrottleMultipler);
@@ -624,5 +628,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
return SendQueue.GetQueueArray();
}
public float ThrottleMultiplier
{
get { return throttleMultiplier; }
}
}
}