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some variable renames to help me read the throttle code
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@@ -90,7 +90,7 @@ namespace OpenSim.Region.ClientStack
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// 1536000
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private int throttleOutboundMax = 1536000; // Number of bytes allowed to go out per second. (256kbps per client)
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// TODO: Make this variable. Lower throttle on un-ack. Raise over time?
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private int throttleSentPeriod = 0; // Number of bytes sent this period
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private int bytesSent = 0; // Number of bytes sent this period
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private int throttleOutbound = 162144; // Number of bytes allowed to go out per second. (256kbps per client)
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// TODO: Make this variable. Lower throttle on un-ack. Raise over time
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@@ -123,19 +123,19 @@ namespace OpenSim.Region.ClientStack
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// Sim default per-client settings.
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private int ResendthrottleOutbound = 50000;
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private int ResendthrottleSentPeriod = 0;
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private int ResendBytesSent = 0;
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private int LandthrottleOutbound = 100000;
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private int LandthrottleSentPeriod = 0;
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private int LandBytesSent = 0;
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private int WindthrottleOutbound = 10000;
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private int WindthrottleSentPeriod = 0;
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private int WindBytesSent = 0;
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private int CloudthrottleOutbound = 5000;
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private int CloudthrottleSentPeriod = 0;
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private int CloudBytesSent = 0;
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private int TaskthrottleOutbound = 100000;
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private int TaskthrottleSentPeriod = 0;
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private int TaskBytesSent = 0;
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private int AssetthrottleOutbound = 80000;
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private int AssetthrottleSentPeriod = 0;
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private int AssetBytesSent = 0;
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private int TexturethrottleOutbound = 100000;
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private int TexturethrottleSentPeriod = 0;
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private int TextureBytesSent = 0;
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private Timer throttleTimer;
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@@ -196,14 +196,14 @@ namespace OpenSim.Region.ClientStack
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void throttleTimer_Elapsed(object sender, ElapsedEventArgs e)
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{
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throttleSentPeriod = 0;
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ResendthrottleSentPeriod = 0;
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LandthrottleSentPeriod = 0;
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WindthrottleSentPeriod = 0;
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CloudthrottleSentPeriod = 0;
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TaskthrottleSentPeriod = 0;
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AssetthrottleSentPeriod = 0;
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TexturethrottleSentPeriod = 0;
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bytesSent = 0;
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ResendBytesSent = 0;
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LandBytesSent = 0;
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WindBytesSent = 0;
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CloudBytesSent = 0;
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TaskBytesSent = 0;
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AssetBytesSent = 0;
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TextureBytesSent = 0;
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// I was considering this.. Will an event fire if the thread it's on is blocked?
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@@ -216,7 +216,7 @@ namespace OpenSim.Region.ClientStack
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// We're going to dequeue all of the saved up packets until
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// we've hit the throttle limit or there's no more packets to send
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while ((throttleSentPeriod <= ((int)(throttleOutbound/throttleTimeDivisor)) &&
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while ((bytesSent <= ((int)(throttleOutbound/throttleTimeDivisor)) &&
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(ResendOutgoingPacketQueue.Count > 0 ||
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LandOutgoingPacketQueue.Count > 0 ||
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WindOutgoingPacketQueue.Count > 0 ||
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@@ -227,61 +227,61 @@ namespace OpenSim.Region.ClientStack
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{
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throttleLoops++;
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//Now comes the fun part.. we dump all our elements into PacketQueue that we've saved up.
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if (ResendthrottleSentPeriod <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0)
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if (ResendBytesSent <= ((int)(ResendthrottleOutbound/throttleTimeDivisor)) && ResendOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = ResendOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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throttleSentPeriod += qpack.Packet.ToBytes().Length;
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ResendthrottleSentPeriod += qpack.Packet.ToBytes().Length;
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bytesSent += qpack.Packet.ToBytes().Length;
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ResendBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (LandthrottleSentPeriod <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
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if (LandBytesSent <= ((int)(LandthrottleOutbound/throttleTimeDivisor)) && LandOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = LandOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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throttleSentPeriod += qpack.Packet.ToBytes().Length;
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LandthrottleSentPeriod += qpack.Packet.ToBytes().Length;
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bytesSent += qpack.Packet.ToBytes().Length;
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LandBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (WindthrottleSentPeriod <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
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if (WindBytesSent <= ((int)(WindthrottleOutbound/throttleTimeDivisor)) && WindOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = WindOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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throttleSentPeriod += qpack.Packet.ToBytes().Length;
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WindthrottleSentPeriod += qpack.Packet.ToBytes().Length;
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bytesSent += qpack.Packet.ToBytes().Length;
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WindBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (CloudthrottleSentPeriod <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
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if (CloudBytesSent <= ((int)(CloudthrottleOutbound/throttleTimeDivisor)) && CloudOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = CloudOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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throttleSentPeriod += qpack.Packet.ToBytes().Length;
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CloudthrottleSentPeriod += qpack.Packet.ToBytes().Length;
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bytesSent += qpack.Packet.ToBytes().Length;
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CloudBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (TaskthrottleSentPeriod <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
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if (TaskBytesSent <= ((int)(TaskthrottleOutbound/throttleTimeDivisor)) && TaskOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = TaskOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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throttleSentPeriod += qpack.Packet.ToBytes().Length;
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TaskthrottleSentPeriod += qpack.Packet.ToBytes().Length;
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bytesSent += qpack.Packet.ToBytes().Length;
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TaskBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (TexturethrottleSentPeriod <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
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if (TextureBytesSent <= ((int)(TexturethrottleOutbound/throttleTimeDivisor)) && TextureOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = TextureOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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throttleSentPeriod += qpack.Packet.ToBytes().Length;
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TexturethrottleSentPeriod += qpack.Packet.ToBytes().Length;
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bytesSent += qpack.Packet.ToBytes().Length;
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TextureBytesSent += qpack.Packet.ToBytes().Length;
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}
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if (AssetthrottleSentPeriod <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
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if (AssetBytesSent <= ((int)(AssetthrottleOutbound/throttleTimeDivisor)) && AssetOutgoingPacketQueue.Count > 0)
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{
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QueItem qpack = AssetOutgoingPacketQueue.Dequeue();
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PacketQueue.Enqueue(qpack);
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throttleSentPeriod += qpack.Packet.ToBytes().Length;
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AssetthrottleSentPeriod += qpack.Packet.ToBytes().Length;
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bytesSent += qpack.Packet.ToBytes().Length;
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AssetBytesSent += qpack.Packet.ToBytes().Length;
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}
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}
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@@ -441,7 +441,7 @@ namespace OpenSim.Region.ClientStack
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else
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{
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// Throw it back on the queue if it's going to cause us to flood the client
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if (throttleSentPeriod > throttleOutboundMax)
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if (bytesSent > throttleOutboundMax)
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{
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PacketQueue.Enqueue(nextPacket);
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MainLog.Instance.Verbose("Client over throttle limit, requeuing packet");
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@@ -462,7 +462,7 @@ namespace OpenSim.Region.ClientStack
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//Don't throttle AvatarPickerReplies!, they return a null .ToBytes()!
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if (nextPacket.Packet.Type != PacketType.AvatarPickerReply)
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throttleSentPeriod += nextPacket.Packet.ToBytes().Length;
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bytesSent += nextPacket.Packet.ToBytes().Length;
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//is a out going packet
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