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); } }
/// <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="remoteEndPoint">Remote endpoint for this connection</param> public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO) { AgentID = agentID; RemoteEndPoint = remoteEndPoint; CircuitCode = circuitCode; m_udpServer = server; 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.TotalLimit, rates.Total); // Create an array of token buckets for this clients different throttle categories m_throttleCategories = new TokenBucket[(int)ThrottleOutPacketType.Count]; for (int i = 0; i < (int)ThrottleOutPacketType.Count; i++) { ThrottleOutPacketType type = (ThrottleOutPacketType)i; // Initialize the packet outboxes, where packets sit while they are waiting for tokens m_packetOutboxes[i] = new OpenSim.Framework.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)); } TotalRateRequested = STARTPERCLIENTRATE; TotalRateMin = MINPERCLIENTRATE; m_throttle.MaxBurst = STARTPERCLIENTRATE; m_throttle.DripRate = STARTPERCLIENTRATE; MapCatsToPriority[(int)ThrottleOutPacketType.Resend] = 2; MapCatsToPriority[(int)ThrottleOutPacketType.Land] = 1; MapCatsToPriority[(int)ThrottleOutPacketType.Wind] = 0; MapCatsToPriority[(int)ThrottleOutPacketType.Cloud] = 0; MapCatsToPriority[(int)ThrottleOutPacketType.Task] = 4; MapCatsToPriority[(int)ThrottleOutPacketType.Texture] = 2; MapCatsToPriority[(int)ThrottleOutPacketType.Asset] = 3; MapCatsToPriority[(int)ThrottleOutPacketType.Transfer] = 5; MapCatsToPriority[(int)ThrottleOutPacketType.State] = 5; MapCatsToPriority[(int)ThrottleOutPacketType.AvatarInfo] = 6; MapCatsToPriority[(int)ThrottleOutPacketType.OutBand] = 7; // m_lastthrottleCategoryChecked = 0; // Default the retransmission timeout to three seconds RTO = m_defaultRTO; // Initialize this to a sane value to prevent early disconnects TickLastPacketReceived = Environment.TickCount & Int32.MaxValue; }
/// <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="remoteEndPoint">Remote endpoint for this connection</param> /// <param name="defaultRTO"> /// Default retransmission timeout for unacked packets. The RTO will never drop /// beyond this number. /// </param> /// <param name="maxRTO"> /// The maximum retransmission timeout for unacked packets. The RTO will never exceed this number. /// </param> public LLUDPClient( LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO) { AgentID = agentID; RemoteEndPoint = remoteEndPoint; CircuitCode = circuitCode; m_udpServer = server; if (defaultRTO != 0) { m_defaultRTO = defaultRTO; } if (maxRTO != 0) { m_maxRTO = maxRTO; } ProcessUnackedSends = true; // Create a token bucket throttle for this client that has the scene token bucket as a parent m_throttleClient = new AdaptiveTokenBucket( string.Format("adaptive throttle for {0} in {1}", AgentID, server.Scene.Name), parentThrottle, 0, rates.Total, rates.MinimumAdaptiveThrottleRate, rates.AdaptiveThrottlesEnabled); // Create an array of token buckets for this clients different throttle categories m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT]; m_cannibalrate = rates.CannibalizeTextureRate; for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) { ThrottleOutPacketType type = (ThrottleOutPacketType)i; // Initialize the packet outboxes, where packets sit while they are waiting for tokens m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue <OutgoingPacket>(); // Initialize the token buckets that control the throttling for each category m_throttleCategories[i] = new TokenBucket( string.Format("{0} throttle for {1} in {2}", type, AgentID, server.Scene.Name), m_throttleClient, rates.GetRate(type), 0); } // Default the retransmission timeout to one second RTO = m_defaultRTO; // Initialize this to a sane value to prevent early disconnects TickLastPacketReceived = Environment.TickCount & Int32.MaxValue; // Initialize the stopwatch for the first set of updates, afterwards // the SendPacketStats method will be responsible m_statsUpdateStopwatch.Start(); }
public UDPprioQueue(int NumberOfLevels, int PromRateMask) { // PromRatemask: 0x03 promotes on each 4 calls, 0x1 on each 2 calls etc nlevels = NumberOfLevels; queues = new OpenSim.Framework.LocklessQueue<object>[nlevels]; promotioncntr = new int[nlevels]; for (int i = 0; i < nlevels; i++) { queues[i] = new OpenSim.Framework.LocklessQueue<object>(); promotioncntr[i] = 0; } promotionratemask = PromRateMask; }
public UDPprioQueue(int NumberOfLevels,int PromRateMask) { // PromRatemask: 0x03 promotes on each 4 calls, 0x1 on each 2 calls etc nlevels = NumberOfLevels; queues = new OpenSim.Framework.LocklessQueue<object>[nlevels]; promotioncntr = new int[nlevels]; for (int i = 0; i < nlevels; i++) { queues[i] = new OpenSim.Framework.LocklessQueue<object>(); promotioncntr[i] = 0; } promotionratemask = PromRateMask; }
/// <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="remoteEndPoint">Remote endpoint for this connection</param> /// <param name="defaultRTO"> /// Default retransmission timeout for unacked packets. The RTO will never drop /// beyond this number. /// </param> /// <param name="maxRTO"> /// The maximum retransmission timeout for unacked packets. The RTO will never exceed this number. /// </param> public LLUDPClient( LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO) { AgentID = agentID; RemoteEndPoint = remoteEndPoint; CircuitCode = circuitCode; m_udpServer = server; 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_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.Total, rates.AdaptiveThrottlesEnabled); // Create a token bucket throttle for the total categary with the client bucket as a throttle m_throttleCategory = new TokenBucket(m_throttleClient, 0); // Create an array of token buckets for this clients different throttle categories m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT]; m_cannibalrate = rates.CannibalizeTextureRate; for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) { ThrottleOutPacketType type = (ThrottleOutPacketType)i; // Initialize the packet outboxes, where packets sit while they are waiting for tokens m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue <OutgoingPacket>(); // Initialize the token buckets that control the throttling for each category m_throttleCategories[i] = new TokenBucket(m_throttleCategory, rates.GetRate(type)); } // Default the retransmission timeout to one second RTO = m_defaultRTO; // Initialize this to a sane value to prevent early disconnects TickLastPacketReceived = Environment.TickCount & Int32.MaxValue; }
/// <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); } }
/// <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="remoteEndPoint">Remote endpoint for this connection</param> public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO) { AgentID = agentID; RemoteEndPoint = remoteEndPoint; CircuitCode = circuitCode; m_udpServer = server; 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.TotalLimit, rates.Total); // 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++) { ThrottleOutPacketType type = (ThrottleOutPacketType)i; // Initialize the packet outboxes, where packets sit while they are waiting for tokens m_packetOutboxes[i] = new OpenSim.Framework.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 = Environment.TickCount & Int32.MaxValue; NeedAcks = new UnackedPacketCollection(server.ByteBufferPool); }
/// <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="remoteEndPoint">Remote endpoint for this connection</param> /// <param name="defaultRTO"> /// Default retransmission timeout for unacked packets. The RTO will never drop /// beyond this number. /// </param> /// <param name="maxRTO"> /// The maximum retransmission timeout for unacked packets. The RTO will never exceed this number. /// </param> public LLUDPClient( LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO) { AgentID = agentID; RemoteEndPoint = remoteEndPoint; CircuitCode = circuitCode; m_udpServer = server; if (defaultRTO != 0) m_defaultRTO = defaultRTO; if (maxRTO != 0) m_maxRTO = maxRTO; ProcessUnackedSends = true; // Create a token bucket throttle for this client that has the scene token bucket as a parent m_throttleClient = new AdaptiveTokenBucket( string.Format("adaptive throttle for {0} in {1}", AgentID, server.Scene.Name), parentThrottle, 0, rates.Total, rates.MinimumAdaptiveThrottleRate, rates.AdaptiveThrottlesEnabled); // Create an array of token buckets for this clients different throttle categories m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT]; m_cannibalrate = rates.CannibalizeTextureRate; for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) { ThrottleOutPacketType type = (ThrottleOutPacketType)i; // Initialize the packet outboxes, where packets sit while they are waiting for tokens m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>(); // Initialize the token buckets that control the throttling for each category m_throttleCategories[i] = new TokenBucket( string.Format("{0} throttle for {1} in {2}", type, AgentID, server.Scene.Name), m_throttleClient, rates.GetRate(type), 0); } // Default the retransmission timeout to one second RTO = m_defaultRTO; // Initialize this to a sane value to prevent early disconnects TickLastPacketReceived = Environment.TickCount & Int32.MaxValue; // Initialize the stopwatch for the first set of updates, afterwards // the SendPacketStats method will be responsible m_statsUpdateStopwatch.Start(); }
/// <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="remoteEndPoint">Remote endpoint for this connection</param> public LLUDPClient(LLUDPServer server, ThrottleRates rates, TokenBucket parentThrottle, uint circuitCode, UUID agentID, IPEndPoint remoteEndPoint, int defaultRTO, int maxRTO) { AgentID = agentID; RemoteEndPoint = remoteEndPoint; CircuitCode = circuitCode; m_udpServer = server; 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.TotalLimit, rates.Total); // Create an array of token buckets for this clients different throttle categories m_throttleCategories = new TokenBucket[(int)ThrottleOutPacketType.Count]; for (int i = 0; i < (int)ThrottleOutPacketType.Count; i++) { ThrottleOutPacketType type = (ThrottleOutPacketType)i; // Initialize the packet outboxes, where packets sit while they are waiting for tokens m_packetOutboxes[i] = new OpenSim.Framework.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)); } TotalRateRequested = STARTPERCLIENTRATE; TotalRateMin = MINPERCLIENTRATE; m_throttle.MaxBurst = STARTPERCLIENTRATE; m_throttle.DripRate = STARTPERCLIENTRATE; MapCatsToPriority[(int)ThrottleOutPacketType.Resend] = 2; MapCatsToPriority[(int)ThrottleOutPacketType.Land] = 1; MapCatsToPriority[(int)ThrottleOutPacketType.Wind] = 0; MapCatsToPriority[(int)ThrottleOutPacketType.Cloud] = 0; MapCatsToPriority[(int)ThrottleOutPacketType.Task] = 4; MapCatsToPriority[(int)ThrottleOutPacketType.Texture] = 2; MapCatsToPriority[(int)ThrottleOutPacketType.Asset] = 3; MapCatsToPriority[(int)ThrottleOutPacketType.State] = 5; MapCatsToPriority[(int)ThrottleOutPacketType.AvatarInfo] = 6; MapCatsToPriority[(int)ThrottleOutPacketType.OutBand] = 7; // m_lastthrottleCategoryChecked = 0; // Default the retransmission timeout to three seconds RTO = m_defaultRTO; // Initialize this to a sane value to prevent early disconnects TickLastPacketReceived = Environment.TickCount & Int32.MaxValue; }
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); } }