Files
opensim/OpenSim/Region/ClientStack/LindenUDP/LLPacketThrottle.cs
Charles Krinke 2578db3dfa Thank you kindly, RemedyTomm for a patch that:
Following feedback from 0003440, i've made some changes to the new texture pipeline to optimise
 performance. The changes are:
 - Fixed a math issue where a small percentage of images with a certain size (on the packet boundary) would not have their final data delivered. This issue has been present since pre- 0003440
 - It was suggested that a discardlevel of -1 and a prioriy of 0 meant to abandon the transfer, this is incorrect and caused some textures to clog.
 - The texture throttle blocking queue is now only filled in relation to the actual throttle amount.. i.e, on a connection throttled to 300k, only twenty packets will be placed in the queue at a time, on a larger connection it will be much more. This is to balance responsiveness to requests and speed, and to minimise wasted packets.
 - The engine now keeps track of the number of pending textures, and the stack will not be walked if there's no textures pending, saving CPU. Textures are only considered "pending" when they've already been decoded.
 - As part of the above, some textures may receive twice as much data per cycle if the number of pending textures is below the cycle threshold, this should prevent loading from slowing down when there are fewer textures in the queue.
2009-04-18 18:35:03 +00:00

129 lines
4.6 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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*
* 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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namespace OpenSim.Region.ClientStack.LindenUDP
{
public class LLPacketThrottle
{
private readonly int m_maxAllowableThrottle;
private readonly int m_minAllowableThrottle;
private int m_currentThrottle;
private const int m_throttleTimeDivisor = 7;
private int m_currentBitsSent;
private int m_throttleBits;
/// <value>
/// Value with which to multiply all the throttle fields
/// </value>
private float m_throttleMultiplier;
public int Max
{
get { return m_maxAllowableThrottle; }
}
public int Min
{
get { return m_minAllowableThrottle; }
}
public int Current
{
get { return m_currentThrottle; }
}
/// <summary>
/// Constructor.
/// </summary>
/// <param name="min"></param>
/// <param name="max"></param>
/// <param name="throttle"></param>
/// <param name="throttleMultiplier">
/// A parameter that's ends up multiplying all throttle settings. An alternative solution would have been
/// to multiply all the parameters by this before giving them to the constructor. But doing it this way
/// represents the fact that the multiplier is a hack that pumps data to clients much faster than the actual
/// settings that we are given.
/// </param>
public LLPacketThrottle(int min, int max, int throttle, float throttleMultiplier)
{
m_throttleMultiplier = throttleMultiplier;
m_maxAllowableThrottle = max;
m_minAllowableThrottle = min;
m_currentThrottle = throttle;
m_currentBitsSent = 0;
CalcBits();
}
/// <summary>
/// Calculate the actual throttle required.
/// </summary>
private void CalcBits()
{
m_throttleBits = (int)((float)m_currentThrottle * m_throttleMultiplier / (float)m_throttleTimeDivisor);
}
public void Reset()
{
m_currentBitsSent = 0;
}
public bool UnderLimit()
{
return m_currentBitsSent < m_throttleBits;
}
public int AddBytes(int bytes)
{
m_currentBitsSent += bytes * 8;
return m_currentBitsSent;
}
public int Throttle
{
get { return m_currentThrottle; }
set
{
if (value < m_minAllowableThrottle)
{
m_currentThrottle = m_minAllowableThrottle;
}
else if (value > m_maxAllowableThrottle)
{
m_currentThrottle = m_maxAllowableThrottle;
}
else
{
m_currentThrottle = value;
}
CalcBits();
}
}
}
}