コード例 #1
0
ファイル: LLUDPClient.cs プロジェクト: imdongchen/CySim
        public bool EnqueueOutgoing(OutgoingPacket packet)
        {
            int category = (int)packet.Category;

            if (category >= 0 && category < m_packetOutboxes.Length)
            {
                OpenSim.Framework.LocklessQueue <OutgoingPacket> queue = m_packetOutboxes[category];
                TokenBucket bucket = m_throttleCategories[category];

                if (bucket.RemoveTokens(packet.Buffer.DataLength))
                {
                    // Enough tokens were removed from the bucket, the packet will not be queued
                    return(false);
                }
                else
                {
                    // Not enough tokens in the bucket, queue this packet
                    queue.Enqueue(packet);
                    return(true);
                }
            }
            else
            {
                // We don't have a token bucket for this category, so it will not be queued
                return(false);
            }
        }
コード例 #2
0
        public void QueueRequest(ODERayRequest req)
        {
            if (req.Count == 0)
            {
                req.Count = DefaultMaxCount;
            }

            m_PendingRequests.Enqueue(req);
        }
コード例 #3
0
ファイル: LLUDPClient.cs プロジェクト: ssatguru/opensim
 public void Enqueue(T item, bool highPriority)
 {
     if (highPriority)
     {
         highQueue.Enqueue(item);
     }
     else
     {
         Enqueue(item);
     }
 }
コード例 #4
0
        /// <summary>
        /// Queue an outgoing packet if appropriate.
        /// </summary>
        /// <param name="packet"></param>
        /// <param name="forceQueue">Always queue the packet if at all possible.</param>
        /// <returns>
        /// true if the packet has been queued,
        /// false if the packet has not been queued and should be sent immediately.
        /// </returns>
        public bool EnqueueOutgoing(OutgoingPacket packet, bool forceQueue)
        {
            int category = (int)packet.Category;

            if (category >= 0 && category < m_packetOutboxes.Length)
            {
                OpenSim.Framework.LocklessQueue <OutgoingPacket> queue = m_packetOutboxes[category];
                TokenBucket bucket = m_throttleCategories[category];

                // Don't send this packet if there is already a packet waiting in the queue
                // even if we have the tokens to send it, tokens should go to the already
                // queued packets
                if (queue.Count > 0)
                {
                    queue.Enqueue(packet);
                    return(true);
                }


                if (!forceQueue && bucket.RemoveTokens(packet.Buffer.DataLength))
                {
                    // Enough tokens were removed from the bucket, the packet will not be queued
                    return(false);
                }
                else
                {
                    // Force queue specified or not enough tokens in the bucket, queue this packet
                    queue.Enqueue(packet);
                    return(true);
                }
            }
            else
            {
                // We don't have a token bucket for this category, so it will not be queued
                return(false);
            }
        }
コード例 #5
0
        public bool EnqueueOutgoing(OutgoingPacket packet)
        {
            int category = (int)packet.Category;

            if (category >= 0 && category < m_packetOutboxes.Length)
            {
                OpenSim.Framework.LocklessQueue <OutgoingPacket> queue = m_packetOutboxes[category];

                // Not enough tokens in the bucket, queue this packet

                //check the queue
                //Dont drop resends this can mess up the buffer pool as well as make the connection situation much worse
                if (_currentOutboundQueueSize > MAX_TOTAL_QUEUE_SIZE && (packet.Buffer[0] & Helpers.MSG_RESENT) == 0)
                {
                    //queue already has too much data in it..
                    //can we drop this packet?
                    byte flags      = packet.Buffer[0];
                    bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;

                    if (!isReliable &&
                        packet.Type != PacketType.PacketAck &&
                        packet.Type != PacketType.CompletePingCheck)
                    {
                        //packet is unreliable and will be dropped
                        this.TestReportPacketDrop(packet);
                        packet.DecRef(m_udpServer.ByteBufferPool);
                    }
                    else
                    {
                        if (_currentOutboundQueueSize < MAX_TOTAL_QUEUE_SIZE * 1.5)
                        {
                            this.TestReportPacketShouldDrop(packet);
                            Interlocked.Add(ref _currentOutboundQueueSize, packet.DataSize);
                            packet.AddRef();
                            queue.Enqueue(packet);
                        }
                        else
                        {
                            //this connection is in a pretty critical state and probably will never catch up.
                            //drop all packets until we start to catch up. This includes acks which will disconnect
                            //the client eventually anyways

                            this.TestReportCriticalPacketDrop(packet);
                            packet.DecRef(m_udpServer.ByteBufferPool);
                        }
                    }
                }
                else
                {
                    Interlocked.Add(ref _currentOutboundQueueSize, packet.DataSize);

                    packet.AddRef();
                    queue.Enqueue(packet);
                }

                return(true);
            }
            else
            {
                // We don't have a token bucket for this category, so it will not be queued
                return(false);
            }
        }