/// <summary> /// Default constructor /// </summary> /// <param name="server">Reference to the UDP server this client is connected to</param> /// <param name="rates">Default throttling rates and maximum throttle limits</param> /// <param name="parentThrottle">Parent HTB (hierarchical token bucket) /// that the child throttles will be governed by</param> /// <param name="circuitCode">Circuit code for this connection</param> /// <param name="agentID">AgentID for the connected agent</param> /// <param name="sessionID">SessionID for the connected agent</param> /// <param name="secureSessionID">SecureSessionID for the connected agent</param> /// <param name="defaultRTO">Default retransmission timeout, in milliseconds</param> /// <param name="maxRTO">Maximum retransmission timeout, in milliseconds</param> /// <param name="remoteEndPoint">Remote endpoint for this connection</param> /// <param name="isChildAgent">True if this agent is currently simulated by /// another simulator, otherwise false</param> public LLAgent(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, UUID sessionID, UUID secureSessionID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO, bool isChildAgent) { m_id = agentID; m_udpServer = server; m_scene = m_udpServer.Scene; PacketArchive = new IncomingPacketHistoryCollection(200); NeedAcks = new UnackedPacketCollection(); PendingAcks = new LocklessQueue<uint>(); EventQueue = new LLEventQueue(); m_nextOnQueueEmpty = 1; m_defaultRTO = 1000 * 3; m_maxRTO = 1000 * 60; m_packetOutboxes = new LocklessQueue<OutgoingPacket>[THROTTLE_CATEGORY_COUNT]; m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT]; m_interestList = new InterestList(this, 200); IsChildPresence = isChildAgent; m_localID = m_scene.CreateLocalID(); TextureEntry = new Primitive.TextureEntry(DEFAULT_AVATAR_TEXTURE); SessionID = sessionID; SecureSessionID = secureSessionID; RemoteEndPoint = remoteEndPoint; CircuitCode = circuitCode; if (defaultRTO != 0) m_defaultRTO = defaultRTO; if (maxRTO != 0) m_maxRTO = maxRTO; // Create a token bucket throttle for this client that has the scene token bucket as a parent m_throttle = new TokenBucket(parentThrottle, rates.ClientTotalLimit, rates.ClientTotal); // Create an array of token buckets for this clients different throttle categories m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT]; for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) { ThrottleCategory type = (ThrottleCategory)i; // Initialize the packet outboxes, where packets sit while they are waiting for tokens m_packetOutboxes[i] = new LocklessQueue<OutgoingPacket>(); // Initialize the token buckets that control the throttling for each category m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type)); } // Default the retransmission timeout to three seconds RTO = m_defaultRTO; // Initialize this to a sane value to prevent early disconnects TickLastPacketReceived = Util.TickCount(); IsConnected = true; }
/// <summary> /// Default constructor /// </summary> /// <param name="server">Reference to the UDP server this client is connected to</param> /// <param name="rates">Default throttling rates and maximum throttle limits</param> /// <param name="parentThrottle">Parent HTB (hierarchical token bucket) /// that the child throttles will be governed by</param> /// <param name="circuitCode">Circuit code for this connection</param> /// <param name="agentID">AgentID for the connected agent</param> /// <param name="sessionID">SessionID for the connected agent</param> /// <param name="secureSessionID">SecureSessionID for the connected agent</param> /// <param name="defaultRTO">Default retransmission timeout, in milliseconds</param> /// <param name="maxRTO">Maximum retransmission timeout, in milliseconds</param> /// <param name="remoteEndPoint">Remote endpoint for this connection</param> /// <param name="isChildAgent">True if this agent is currently simulated by /// another simulator, otherwise false</param> public LLAgent(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, UUID sessionID, UUID secureSessionID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO, bool isChildAgent) { m_id = agentID; m_udpServer = server; m_scene = m_udpServer.Scene; PacketArchive = new IncomingPacketHistoryCollection(200); NeedAcks = new UnackedPacketCollection(); PendingAcks = new LocklessQueue <uint>(); EventQueue = new LLEventQueue(); m_nextOnQueueEmpty = 1; m_defaultRTO = 1000 * 3; m_maxRTO = 1000 * 60; m_packetOutboxes = new LocklessQueue <OutgoingPacket> [THROTTLE_CATEGORY_COUNT]; m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT]; m_interestList = new InterestList(this, 200); IsChildPresence = isChildAgent; m_localID = m_scene.CreateLocalID(); TextureEntry = new Primitive.TextureEntry(DEFAULT_AVATAR_TEXTURE); SessionID = sessionID; SecureSessionID = secureSessionID; RemoteEndPoint = remoteEndPoint; CircuitCode = circuitCode; if (defaultRTO != 0) { m_defaultRTO = defaultRTO; } if (maxRTO != 0) { m_maxRTO = maxRTO; } // Create a token bucket throttle for this client that has the scene token bucket as a parent m_throttle = new TokenBucket(parentThrottle, rates.ClientTotalLimit, rates.ClientTotal); // Create an array of token buckets for this clients different throttle categories m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT]; for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) { ThrottleCategory type = (ThrottleCategory)i; // Initialize the packet outboxes, where packets sit while they are waiting for tokens m_packetOutboxes[i] = new LocklessQueue <OutgoingPacket>(); // Initialize the token buckets that control the throttling for each category m_throttleCategories[i] = new TokenBucket(m_throttle, rates.GetLimit(type), rates.GetRate(type)); } // Default the retransmission timeout to three seconds RTO = m_defaultRTO; // Initialize this to a sane value to prevent early disconnects TickLastPacketReceived = Util.TickCount(); IsConnected = true; }