Files
opensim/OpenSim/Region/ClientStack/LindenUDP/LLPacketQueue.cs
James J Greensky 44776fea72 Fixing LLClientView memory leak
Fixing LLClientView memory leak by disposing of all timers utilized
in LLClientView as they contain references to the callback method.
This required the use of the Terminate and Close infrastructure that
was already in place but was not being utilized.
2009-10-01 04:11:32 +01:00

709 lines
29 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading;
using System.Timers;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Framework.Statistics;
using OpenSim.Framework.Statistics.Interfaces;
using Timer=System.Timers.Timer;
namespace OpenSim.Region.ClientStack.LindenUDP
{
public class LLPacketQueue : IPullStatsProvider, IDisposable
{
private static readonly ILog m_log
= LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// Is queueing enabled at all?
/// </summary>
private bool m_enabled = true;
private OpenSim.Framework.BlockingQueue<LLQueItem> SendQueue;
private Queue<LLQueItem> IncomingPacketQueue;
private Queue<LLQueItem> OutgoingPacketQueue;
private Queue<LLQueItem> ResendOutgoingPacketQueue;
private Queue<LLQueItem> LandOutgoingPacketQueue;
private Queue<LLQueItem> WindOutgoingPacketQueue;
private Queue<LLQueItem> CloudOutgoingPacketQueue;
private Queue<LLQueItem> TaskOutgoingPacketQueue;
private Queue<LLQueItem> TaskLowpriorityPacketQueue;
private Queue<LLQueItem> TextureOutgoingPacketQueue;
private Queue<LLQueItem> AssetOutgoingPacketQueue;
// private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
// private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
// All throttle times and number of bytes are calculated by dividing by this value
// 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;
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 Dictionary<uint,int> contents = new Dictionary<uint, int>();
/// <summary>
/// The number of packets in the OutgoingPacketQueue
///
/// </summary>
internal int TextureOutgoingPacketQueueCount
{
get
{
if (TextureOutgoingPacketQueue == null)
return 0;
return TextureOutgoingPacketQueue.Count;
}
}
// private long LastThrottle;
// private long ThrottleInterval;
private Timer throttleTimer;
private UUID m_agentId;
public LLPacketQueue(UUID agentId, ClientStackUserSettings userSettings)
{
// While working on this, the BlockingQueue had me fooled for a bit.
// The Blocking queue causes the thread to stop until there's something
// in it to process. it's an on-purpose threadlock though because
// without it, the clientloop will suck up all sim resources.
SendQueue = new OpenSim.Framework.BlockingQueue<LLQueItem>();
IncomingPacketQueue = new Queue<LLQueItem>();
OutgoingPacketQueue = new Queue<LLQueItem>();
ResendOutgoingPacketQueue = new Queue<LLQueItem>();
LandOutgoingPacketQueue = new Queue<LLQueItem>();
WindOutgoingPacketQueue = new Queue<LLQueItem>();
CloudOutgoingPacketQueue = new Queue<LLQueItem>();
TaskOutgoingPacketQueue = new Queue<LLQueItem>();
TaskLowpriorityPacketQueue = new Queue<LLQueItem>();
TextureOutgoingPacketQueue = new Queue<LLQueItem>();
AssetOutgoingPacketQueue = new Queue<LLQueItem>();
// Store the throttle multiplier for posterity.
throttleMultiplier = userSettings.ClientThrottleMultipler;
int throttleMaxBPS = 1500000;
if (userSettings.TotalThrottleSettings != null)
throttleMaxBPS = userSettings.TotalThrottleSettings.Max;
// Set up the throttle classes (min, max, current) in bits per second
ResendThrottle = new LLPacketThrottle(5000, throttleMaxBPS / 15, 16000, userSettings.ClientThrottleMultipler);
LandThrottle = new LLPacketThrottle(1000, throttleMaxBPS / 15, 2000, userSettings.ClientThrottleMultipler);
WindThrottle = new LLPacketThrottle(0, throttleMaxBPS / 15, 0, userSettings.ClientThrottleMultipler);
CloudThrottle = new LLPacketThrottle(0, throttleMaxBPS / 15, 0, userSettings.ClientThrottleMultipler);
TaskThrottle = new LLPacketThrottle(1000, throttleMaxBPS / 2, 3000, userSettings.ClientThrottleMultipler);
AssetThrottle = new LLPacketThrottle(1000, throttleMaxBPS / 2, 1000, userSettings.ClientThrottleMultipler);
TextureThrottle = new LLPacketThrottle(1000, throttleMaxBPS / 2, 4000, userSettings.ClientThrottleMultipler);
// Total Throttle trumps all - it is the number of bits in total that are allowed to go out per second.
ThrottleSettings totalThrottleSettings = userSettings.TotalThrottleSettings;
if (null == totalThrottleSettings)
{
totalThrottleSettings = new ThrottleSettings(0, throttleMaxBPS, 28000);
}
TotalThrottle
= new LLPacketThrottle(
totalThrottleSettings.Min, totalThrottleSettings.Max, totalThrottleSettings.Current,
userSettings.ClientThrottleMultipler);
throttleTimer = new Timer((int)(throttletimems / throttleTimeDivisor));
throttleTimer.Elapsed += ThrottleTimerElapsed;
throttleTimer.Start();
// TIMERS needed for this
// LastThrottle = DateTime.Now.Ticks;
// ThrottleInterval = (long)(throttletimems/throttleTimeDivisor);
m_agentId = agentId;
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.RegisterPacketQueueStatsProvider(m_agentId, this);
}
}
/* STANDARD QUEUE MANIPULATION INTERFACES */
public void Enqueue(LLQueItem item)
{
if (!m_enabled)
{
return;
}
// We could micro lock, but that will tend to actually
// probably be worse than just synchronizing on SendQueue
if (item == null)
{
SendQueue.Enqueue(item);
return;
}
if (item.Incoming)
{
SendQueue.PriorityEnqueue(item);
return;
}
if (item.Sequence != 0)
lock (contents)
{
if (contents.ContainsKey(item.Sequence))
contents[item.Sequence] += 1;
else
contents.Add(item.Sequence, 1);
}
lock (this)
{
switch (item.throttleType & ThrottleOutPacketType.TypeMask)
{
case ThrottleOutPacketType.Resend:
ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Texture:
ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Task:
if ((item.throttleType & ThrottleOutPacketType.LowPriority) != 0)
ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item);
else
ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Land:
ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Asset:
ThrottleCheck(ref AssetThrottle, ref AssetOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Cloud:
ThrottleCheck(ref CloudThrottle, ref CloudOutgoingPacketQueue, item);
break;
case ThrottleOutPacketType.Wind:
ThrottleCheck(ref WindThrottle, ref WindOutgoingPacketQueue, item);
break;
default:
// Acknowledgements and other such stuff should go directly to the blocking Queue
// Throttling them may and likely 'will' be problematic
SendQueue.PriorityEnqueue(item);
break;
}
}
}
public LLQueItem Dequeue()
{
while (true)
{
LLQueItem item = SendQueue.Dequeue();
if (item == null)
return null;
if (item.Incoming)
return item;
item.TickCount = System.Environment.TickCount;
if (item.Sequence == 0)
return item;
lock (contents)
{
if (contents.ContainsKey(item.Sequence))
{
if (contents[item.Sequence] == 1)
contents.Remove(item.Sequence);
else
contents[item.Sequence] -= 1;
return item;
}
}
}
}
public void Cancel(uint sequence)
{
lock (contents) contents.Remove(sequence);
}
public bool Contains(uint sequence)
{
lock (contents) return contents.ContainsKey(sequence);
}
public void Flush()
{
lock (this)
{
while (PacketsWaiting())
{
//Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up.
if (ResendOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(ResendOutgoingPacketQueue.Dequeue());
}
if (LandOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(LandOutgoingPacketQueue.Dequeue());
}
if (WindOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(WindOutgoingPacketQueue.Dequeue());
}
if (CloudOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(CloudOutgoingPacketQueue.Dequeue());
}
if (TaskOutgoingPacketQueue.Count > 0)
{
SendQueue.PriorityEnqueue(TaskOutgoingPacketQueue.Dequeue());
}
if (TaskLowpriorityPacketQueue.Count > 0)
{
SendQueue.Enqueue(TaskLowpriorityPacketQueue.Dequeue());
}
if (TextureOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(TextureOutgoingPacketQueue.Dequeue());
}
if (AssetOutgoingPacketQueue.Count > 0)
{
SendQueue.Enqueue(AssetOutgoingPacketQueue.Dequeue());
}
}
// m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets");
}
}
public void WipeClean()
{
lock (this)
{
ResendOutgoingPacketQueue.Clear();
LandOutgoingPacketQueue.Clear();
WindOutgoingPacketQueue.Clear();
CloudOutgoingPacketQueue.Clear();
TaskOutgoingPacketQueue.Clear();
TaskLowpriorityPacketQueue.Clear();
TextureOutgoingPacketQueue.Clear();
AssetOutgoingPacketQueue.Clear();
SendQueue.Clear();
lock (contents) contents.Clear();
}
}
public void Close()
{
Dispose();
}
public void Dispose()
{
Flush();
WipeClean(); // I'm sure there's a dirty joke in here somewhere. -AFrisby
m_enabled = false;
throttleTimer.Stop();
throttleTimer.Close();
if (StatsManager.SimExtraStats != null)
{
StatsManager.SimExtraStats.DeregisterPacketQueueStatsProvider(m_agentId);
}
}
private void ResetCounters()
{
ResendThrottle.Reset();
LandThrottle.Reset();
WindThrottle.Reset();
CloudThrottle.Reset();
TaskThrottle.Reset();
AssetThrottle.Reset();
TextureThrottle.Reset();
TotalThrottle.Reset();
}
private bool PacketsWaiting()
{
return (ResendOutgoingPacketQueue.Count > 0 ||
LandOutgoingPacketQueue.Count > 0 ||
WindOutgoingPacketQueue.Count > 0 ||
CloudOutgoingPacketQueue.Count > 0 ||
TaskOutgoingPacketQueue.Count > 0 ||
TaskLowpriorityPacketQueue.Count > 0 ||
AssetOutgoingPacketQueue.Count > 0 ||
TextureOutgoingPacketQueue.Count > 0);
}
public void ProcessThrottle()
{
// I was considering this.. Will an event fire if the thread it's on is blocked?
// Then I figured out.. it doesn't really matter.. because this thread won't be blocked for long
// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
// so This'll pick up about around the right time.
int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
int throttleLoops = 0;
// We're going to dequeue all of the saved up packets until
// we've hit the throttle limit or there's no more packets to send
lock (this)
{
// this variable will be true if there was work done in the last execution of the
// loop, since each pass through the loop checks the queue length, we no longer
// need the check on entering the loop
bool qchanged = true;
ResetCounters();
// m_log.Info("[THROTTLE]: Entering Throttle");
while (TotalThrottle.UnderLimit() && qchanged && throttleLoops <= MaxThrottleLoops)
{
qchanged = false; // We will break out of the loop if no work was accomplished
throttleLoops++;
//Now comes the fun part.. we dump all our elements into m_packetQueue that we've saved up.
if ((ResendOutgoingPacketQueue.Count > 0) && ResendThrottle.UnderLimit())
{
LLQueItem qpack = ResendOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
ResendThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((LandOutgoingPacketQueue.Count > 0) && LandThrottle.UnderLimit())
{
LLQueItem qpack = LandOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
LandThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((WindOutgoingPacketQueue.Count > 0) && WindThrottle.UnderLimit())
{
LLQueItem qpack = WindOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
WindThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((CloudOutgoingPacketQueue.Count > 0) && CloudThrottle.UnderLimit())
{
LLQueItem qpack = CloudOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
CloudThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((TaskOutgoingPacketQueue.Count > 0 || TaskLowpriorityPacketQueue.Count > 0) && TaskThrottle.UnderLimit())
{
LLQueItem qpack;
if (TaskOutgoingPacketQueue.Count > 0)
{
qpack = TaskOutgoingPacketQueue.Dequeue();
SendQueue.PriorityEnqueue(qpack);
}
else
{
qpack = TaskLowpriorityPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
}
TotalThrottle.AddBytes(qpack.Length);
TaskThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((TextureOutgoingPacketQueue.Count > 0) && TextureThrottle.UnderLimit())
{
LLQueItem qpack = TextureOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
TextureThrottle.AddBytes(qpack.Length);
qchanged = true;
}
if ((AssetOutgoingPacketQueue.Count > 0) && AssetThrottle.UnderLimit())
{
LLQueItem qpack = AssetOutgoingPacketQueue.Dequeue();
SendQueue.Enqueue(qpack);
TotalThrottle.AddBytes(qpack.Length);
AssetThrottle.AddBytes(qpack.Length);
qchanged = true;
}
}
// m_log.Info("[THROTTLE]: Processed " + throttleLoops + " packets");
}
}
private void ThrottleTimerElapsed(object sender, ElapsedEventArgs e)
{
// just to change the signature, and that ProcessThrottle
// will be used elsewhere possibly
ProcessThrottle();
}
private void ThrottleCheck(ref LLPacketThrottle throttle, ref Queue<LLQueItem> q, LLQueItem item)
{
// The idea.. is if the packet throttle queues are empty
// and the client is under throttle for the type. Queue
// it up directly. This basically short cuts having to
// wait for the timer to fire to put things into the
// output queue
if ((q.Count == 0) && (throttle.UnderLimit()))
{
try
{
Monitor.Enter(this);
throttle.AddBytes(item.Length);
TotalThrottle.AddBytes(item.Length);
SendQueue.Enqueue(item);
}
catch (Exception e)
{
// Probably a serialization exception
m_log.WarnFormat("ThrottleCheck: {0}", e.ToString());
}
finally
{
Monitor.Pulse(this);
Monitor.Exit(this);
}
}
else
{
q.Enqueue(item);
}
}
private static int ScaleThrottle(int value, int curmax, int newmax)
{
return (int)((value / (float)curmax) * newmax);
}
public byte[] GetThrottlesPacked(float multiplier)
{
int singlefloat = 4;
float tResend = ResendThrottle.Throttle*multiplier;
float tLand = LandThrottle.Throttle*multiplier;
float tWind = WindThrottle.Throttle*multiplier;
float tCloud = CloudThrottle.Throttle*multiplier;
float tTask = TaskThrottle.Throttle*multiplier;
float tTexture = TextureThrottle.Throttle*multiplier;
float tAsset = AssetThrottle.Throttle*multiplier;
byte[] throttles = new byte[singlefloat*7];
int i = 0;
Buffer.BlockCopy(BitConverter.GetBytes(tResend), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tLand), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tWind), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tCloud), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tTask), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tTexture), 0, throttles, singlefloat*i, singlefloat);
i++;
Buffer.BlockCopy(BitConverter.GetBytes(tAsset), 0, throttles, singlefloat*i, singlefloat);
return throttles;
}
public void SetThrottleFromClient(byte[] throttle)
{
// From mantis http://opensimulator.org/mantis/view.php?id=1374
// it appears that sometimes we are receiving empty throttle byte arrays.
// TODO: Investigate this behaviour
if (throttle.Length == 0)
{
m_log.Warn("[PACKET QUEUE]: SetThrottleFromClient unexpectedly received a throttle byte array containing no elements!");
return;
}
int tResend = -1;
int tLand = -1;
int tWind = -1;
int tCloud = -1;
int tTask = -1;
int tTexture = -1;
int tAsset = -1;
int tall = -1;
int singlefloat = 4;
//Agent Throttle Block contains 7 single floatingpoint values.
int j = 0;
// Some Systems may be big endian...
// it might be smart to do this check more often...
if (!BitConverter.IsLittleEndian)
for (int i = 0; i < 7; i++)
Array.Reverse(throttle, j + i*singlefloat, singlefloat);
// values gotten from OpenMetaverse.org/wiki/Throttle. Thanks MW_
// bytes
// Convert to integer, since.. the full fp space isn't used.
tResend = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tLand = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tWind = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tCloud = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tTask = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tTexture = (int) BitConverter.ToSingle(throttle, j);
j += singlefloat;
tAsset = (int) BitConverter.ToSingle(throttle, j);
tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset;
/*
m_log.Info("[CLIENT]: Client AgentThrottle - Got throttle:resendbits=" + tResend +
" landbits=" + tLand +
" windbits=" + tWind +
" cloudbits=" + tCloud +
" taskbits=" + tTask +
" texturebits=" + tTexture +
" Assetbits=" + tAsset +
" Allbits=" + tall);
*/
// Total Sanity
// Make sure that the client sent sane total values.
// If the client didn't send acceptable values....
// Scale the clients values down until they are acceptable.
if (tall <= TotalThrottle.Max)
{
ResendThrottle.Throttle = tResend;
LandThrottle.Throttle = tLand;
WindThrottle.Throttle = tWind;
CloudThrottle.Throttle = tCloud;
TaskThrottle.Throttle = tTask;
TextureThrottle.Throttle = tTexture;
AssetThrottle.Throttle = tAsset;
TotalThrottle.Throttle = tall;
}
// else if (tall < 1)
// {
// // client is stupid, penalize him by minning everything
// ResendThrottle.Throttle = ResendThrottle.Min;
// LandThrottle.Throttle = LandThrottle.Min;
// WindThrottle.Throttle = WindThrottle.Min;
// CloudThrottle.Throttle = CloudThrottle.Min;
// TaskThrottle.Throttle = TaskThrottle.Min;
// TextureThrottle.Throttle = TextureThrottle.Min;
// AssetThrottle.Throttle = AssetThrottle.Min;
// TotalThrottle.Throttle = TotalThrottle.Min;
// }
else
{
// we're over so figure out percentages and use those
ResendThrottle.Throttle = tResend;
LandThrottle.Throttle = ScaleThrottle(tLand, tall, TotalThrottle.Max);
WindThrottle.Throttle = ScaleThrottle(tWind, tall, TotalThrottle.Max);
CloudThrottle.Throttle = ScaleThrottle(tCloud, tall, TotalThrottle.Max);
TaskThrottle.Throttle = ScaleThrottle(tTask, tall, TotalThrottle.Max);
TextureThrottle.Throttle = ScaleThrottle(tTexture, tall, TotalThrottle.Max);
AssetThrottle.Throttle = ScaleThrottle(tAsset, tall, TotalThrottle.Max);
TotalThrottle.Throttle = TotalThrottle.Max;
}
// effectively wiggling the slider causes things reset
// ResetCounters(); // DO NOT reset, better to send less for one period than more
}
// See IPullStatsProvider
public string GetStats()
{
return string.Format("{0,7} {1,7} {2,7} {3,7} {4,7} {5,7} {6,7} {7,7} {8,7} {9,7}",
SendQueue.Count(),
IncomingPacketQueue.Count,
OutgoingPacketQueue.Count,
ResendOutgoingPacketQueue.Count,
LandOutgoingPacketQueue.Count,
WindOutgoingPacketQueue.Count,
CloudOutgoingPacketQueue.Count,
TaskOutgoingPacketQueue.Count,
TextureOutgoingPacketQueue.Count,
AssetOutgoingPacketQueue.Count);
}
public LLQueItem[] GetQueueArray()
{
return SendQueue.GetQueueArray();
}
public float ThrottleMultiplier
{
get { return throttleMultiplier; }
}
}
}