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udp texture throttle and move it to the task throttle. Since most viewers are using http textures, the udp texture throttle is holding onto bw that could be used for more responsive prims updates. See the documentation for CannibalizeTextureRate in OpenSimDefaults.ini. Option is disabled by default.
118 lines
5.0 KiB
C#
118 lines
5.0 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using OpenSim.Framework;
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using Nini.Config;
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namespace OpenSim.Region.ClientStack.LindenUDP
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{
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/// <summary>
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/// Holds drip rates and maximum burst rates for throttling with hierarchical
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/// token buckets. The maximum burst rates set here are hard limits and can
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/// not be overridden by client requests
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/// </summary>
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public sealed class ThrottleRates
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{
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/// <summary>Drip rate for resent packets</summary>
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public int Resend;
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/// <summary>Drip rate for terrain packets</summary>
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public int Land;
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/// <summary>Drip rate for wind packets</summary>
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public int Wind;
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/// <summary>Drip rate for cloud packets</summary>
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public int Cloud;
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/// <summary>Drip rate for task packets</summary>
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public int Task;
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/// <summary>Drip rate for texture packets</summary>
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public int Texture;
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/// <summary>Drip rate for asset packets</summary>
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public int Asset;
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/// <summary>Drip rate for the parent token bucket</summary>
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public int Total;
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/// <summary>Flag used to enable adaptive throttles</summary>
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public bool AdaptiveThrottlesEnabled;
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/// <summary>Amount of the texture throttle to steal for the task throttle</summary>
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public double CannibalizeTextureRate;
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/// <summary>
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/// Default constructor
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/// </summary>
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/// <param name="config">Config source to load defaults from</param>
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public ThrottleRates(IConfigSource config)
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{
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try
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{
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IConfig throttleConfig = config.Configs["ClientStack.LindenUDP"];
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Resend = throttleConfig.GetInt("resend_default", 6625);
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Land = throttleConfig.GetInt("land_default", 9125);
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Wind = throttleConfig.GetInt("wind_default", 1750);
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Cloud = throttleConfig.GetInt("cloud_default", 1750);
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Task = throttleConfig.GetInt("task_default", 18500);
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Texture = throttleConfig.GetInt("texture_default", 18500);
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Asset = throttleConfig.GetInt("asset_default", 10500);
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Total = throttleConfig.GetInt("client_throttle_max_bps", 0);
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AdaptiveThrottlesEnabled = throttleConfig.GetBoolean("enable_adaptive_throttles", false);
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CannibalizeTextureRate = (double)throttleConfig.GetFloat("CannibalizeTextureRate", 0.0f);
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CannibalizeTextureRate = Util.Clamp<double>(CannibalizeTextureRate,0.0, 0.9);
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}
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catch (Exception) { }
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}
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public int GetRate(ThrottleOutPacketType type)
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{
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switch (type)
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{
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case ThrottleOutPacketType.Resend:
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return Resend;
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case ThrottleOutPacketType.Land:
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return Land;
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case ThrottleOutPacketType.Wind:
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return Wind;
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case ThrottleOutPacketType.Cloud:
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return Cloud;
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case ThrottleOutPacketType.Task:
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return Task;
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case ThrottleOutPacketType.Texture:
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return Texture;
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case ThrottleOutPacketType.Asset:
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return Asset;
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case ThrottleOutPacketType.Unknown:
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default:
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return 0;
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}
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}
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}
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}
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