예제 #1
0
        /// <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;
        }
예제 #2
0
        /// <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();
        }
예제 #3
0
        /// <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;
            }

            m_burstTime = rates.BrustTime;
            float m_burst = rates.ClientMaxRate * m_burstTime;

            // Create a token bucket throttle for this client that has the scene token bucket as a parent
            m_throttleClient = new AdaptiveTokenBucket(parentThrottle, rates.ClientMaxRate, m_burst, rates.AdaptiveThrottlesEnabled);

            // Create an array of token buckets for this clients different throttle categories
            m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];

            m_burst = rates.Total * rates.BrustTime;

            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 DoubleLocklessQueue <OutgoingPacket>();
                // Initialize the token buckets that control the throttling for each category
                //m_throttleCategories[i] = new TokenBucket(m_throttleClient, rates.GetRate(type), m_burst);
                float rate  = rates.GetRate(type);
                float burst = rate * rates.BrustTime;
                m_throttleCategories[i] = new TokenBucket(m_throttleClient, rate, burst);
            }

            // Default the retransmission timeout to one second
            m_RTO = m_defaultRTO;

            // Initialize this to a sane value to prevent early disconnects
            TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
            m_pingMS = (int)(3.0 * server.TickCountResolution); // so filter doesnt start at 0;
        }
예제 #4
0
        /// <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"></param>
        /// <param name="maxRTO"></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, 0);

            // remember the rates the client requested
            Rates = new int[(int)ThrottleOutPacketType.Count];

            for (int i = 0; i < (int)ThrottleOutPacketType.Count; i++)
            {
                PacketsCounts[i] = 0;
            }

            //Set the priorities for the different packet types
            //Higher is more important
            MapCatsToPriority[(int)ThrottleOutPacketType.Resend]     = 7;
            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;

            // 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;
        }
예제 #5
0
        /// <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;
        }
예제 #6
0
        private string GetServerThrottlesReport(LLUDPServer udpServer)
        {
            StringBuilder report = new StringBuilder();

            report.AppendFormat(
                "{0,7} {1,8} {2,7} {3,7} {4,7} {5,7} {6,9} {7,7}\n",
                "Total",
                "Resend",
                "Land",
                "Wind",
                "Cloud",
                "Task",
                "Texture",
                "Asset");

            report.AppendFormat(
                "{0,7} {1,8} {2,7} {3,7} {4,7} {5,7} {6,9} {7,7}\n",
                "kb/s",
                "kb/s",
                "kb/s",
                "kb/s",
                "kb/s",
                "kb/s",
                "kb/s",
                "kb/s");

            ThrottleRates throttleRates = udpServer.ThrottleRates;

            report.AppendFormat(
                "{0,7} {1,8} {2,7} {3,7} {4,7} {5,7} {6,9} {7,7}",
                (throttleRates.Total * 8) / 1000,
                (throttleRates.Resend * 8) / 1000,
                (throttleRates.Land * 8) / 1000,
                (throttleRates.Wind * 8) / 1000,
                (throttleRates.Cloud * 8) / 1000,
                (throttleRates.Task * 8) / 1000,
                (throttleRates.Texture * 8) / 1000,
                (throttleRates.Asset * 8) / 1000);

            return(report.ToString());
        }
예제 #7
0
        public LLUDPServer(
            IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port,
            IConfigSource configSource, AgentCircuitManager circuitManager)
            : base(listenIP, (int)port)
        {
            #region Environment.TickCount Measurement

            // Measure the resolution of Environment.TickCount
            TickCountResolution = 0f;
            for (int i = 0; i < 5; i++)
            {
                int start = Environment.TickCount;
                int now = start;
                while (now == start)
                    now = Environment.TickCount;
                TickCountResolution += (float)(now - start) * 0.2f;
            }
            m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
            TickCountResolution = (float)Math.Ceiling(TickCountResolution);

            #endregion Environment.TickCount Measurement

            m_circuitManager = circuitManager;
            int sceneThrottleBps = 0;
            bool usePools = false;

            IConfig config = configSource.Configs["ClientStack.LindenUDP"];
            if (config != null)
            {
                m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
                m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
                sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);

                PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
                TextureSendLimit = config.GetInt("TextureSendLimit", 20);

                m_defaultRTO = config.GetInt("DefaultRTO", 0);
                m_maxRTO = config.GetInt("MaxRTO", 0);
                m_disableFacelights = config.GetBoolean("DisableFacelights", false);
                m_ackTimeout = 1000 * config.GetInt("AckTimeout", 60);
                m_pausedAckTimeout = 1000 * config.GetInt("PausedAckTimeout", 300);
            }
            else
            {
                PrimUpdatesPerCallback = 100;
                TextureSendLimit = 20;
                m_ackTimeout = 1000 * 60; // 1 minute
                m_pausedAckTimeout = 1000 * 300; // 5 minutes
            }

            // FIXME: This actually only needs to be done once since the PacketPool is shared across all servers.
            // However, there is no harm in temporarily doing it multiple times.
            IConfig packetConfig = configSource.Configs["PacketPool"];
            if (packetConfig != null)
            {
                PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
                PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
                usePools = packetConfig.GetBoolean("RecycleBaseUDPPackets", usePools);
            }

            #region BinaryStats
            config = configSource.Configs["Statistics.Binary"];
            m_shouldCollectStats = false;
            if (config != null)
            {
                m_shouldCollectStats = config.GetBoolean("Enabled", false);
                binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("packet_headers_period_seconds", 300));
                binStatsDir = config.GetString("stats_dir", ".");
                m_aggregatedBWStats = config.GetBoolean("aggregatedBWStats", false);
            }
            #endregion BinaryStats

            m_throttle = new TokenBucket(null, sceneThrottleBps);
            ThrottleRates = new ThrottleRates(configSource);

            if (usePools)
                EnablePools();
        }
예제 #8
0
        /// <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);
        }
예제 #9
0
        public void Initialise (int port, IConfigSource configSource, AgentCircuitManager circuitManager)
        {
            base.Initialise (IPAddress.Any, port);
            #region Environment.TickCount Measurement

            // Measure the resolution of Environment.TickCount
            TickCountResolution = 0f;
            for (int i = 0; i < 5; i++)
            {
                int start = Environment.TickCount;
                int now = start;
                while (now == start)
                    now = Environment.TickCount;
                TickCountResolution += (float)(now - start) * 0.2f;
            }
            //m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
            TickCountResolution = (float)Math.Ceiling(TickCountResolution);

            #endregion Environment.TickCount Measurement

            m_circuitManager = circuitManager;
            int sceneThrottleBps = 0;

            IConfig config = configSource.Configs["ClientStack.LindenUDP"];
            if (config != null)
            {
                m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
                m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
                sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);

                PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 60);
                AvatarUpdatesPerCallBack = config.GetInt("AvatarUpdatesPerCallback", 80);
                TextureSendLimit = config.GetInt("TextureSendLimit", 25);

                m_defaultRTO = config.GetInt("DefaultRTO", 1000);
                m_maxRTO = config.GetInt("MaxRTO", 20000);
                ClientTimeOut = config.GetInt("ClientTimeOut", 500);
                m_disableFacelights = config.GetBoolean("DisableFacelights", false);
            }
            else
            {
                PrimUpdatesPerCallback = 60;
                AvatarUpdatesPerCallBack = 80;
                TextureSendLimit = 25;
                ClientTimeOut = 500;
            }

            #region BinaryStats
            config = configSource.Configs["Statistics.Binary"];
            m_shouldCollectStats = false;
            if (config != null)
            {
               if (config.Contains("enabled") && config.GetBoolean("enabled"))
               {
                   if (config.Contains("collect_packet_headers"))
                       m_shouldCollectStats = config.GetBoolean("collect_packet_headers");
                   if (config.Contains("packet_headers_period_seconds"))
                   {
                       binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
                   }
                   if (config.Contains("stats_dir"))
                   {
                       binStatsDir = config.GetString("stats_dir");
                   }
               }
               else
               {
                   m_shouldCollectStats = false;
               }
           }
           #endregion BinaryStats

            if(sceneThrottleBps != 0)
                m_throttle = new TokenBucket(null, sceneThrottleBps, 0);
            m_throttleRates = new ThrottleRates(configSource);
        }
예제 #10
0
        /// <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"></param>
        /// <param name="maxRTO"></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, 0);

            // remember the rates the client requested
            Rates = new int[(int) ThrottleOutPacketType.Count];

            for (int i = 0; i < (int) ThrottleOutPacketType.Count; i++)
            {
                PacketsCounts[i] = 0;
            }

            //Set the priorities for the different packet types
            //Higher is more important
            MapCatsToPriority[(int) ThrottleOutPacketType.Resend] = 7;
            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;

            // 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;
        }
예제 #11
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        /// <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();
        }
예제 #12
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        /// <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;
        }
예제 #13
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        public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
            : base(listenIP, (int)port)
        {
            #region Environment.TickCount Measurement

            // Measure the resolution of Environment.TickCount
            TickCountResolution = 0f;
            for (int i = 0; i < 5; i++)
            {
                int start = Environment.TickCount;
                int now = start;
                while (now == start)
                    now = Environment.TickCount;
                TickCountResolution += (float)(now - start) * 0.2f;
            }
            m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
            TickCountResolution = (float)Math.Ceiling(TickCountResolution);

            #endregion Environment.TickCount Measurement

            m_circuitManager = circuitManager;
            int sceneThrottleBps = 0;

            IConfig config = configSource.Configs["ClientStack.LindenUDP"];
            if (config != null)
            {
                m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
                m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
                sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);

                PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
                TextureSendLimit = config.GetInt("TextureSendLimit", 20);

                m_defaultRTO = config.GetInt("DefaultRTO", 0);
                m_maxRTO = config.GetInt("MaxRTO", 0);
                m_disableFacelights = config.GetBoolean("DisableFacelights", false);
                m_ackTimeout = 1000 * config.GetInt("AckTimeout", 60);
                m_pausedAckTimeout = 1000 * config.GetInt("PausedAckTimeout", 300);
            }
            else
            {
                PrimUpdatesPerCallback = 100;
                TextureSendLimit = 20;
                m_ackTimeout = 1000 * 60; // 1 minute
                m_pausedAckTimeout = 1000 * 300; // 5 minutes
            }

            #region BinaryStats
            config = configSource.Configs["Statistics.Binary"];
            m_shouldCollectStats = false;
            if (config != null)
            {
               if (config.Contains("enabled") && config.GetBoolean("enabled"))
               {
                   if (config.Contains("collect_packet_headers"))
                       m_shouldCollectStats = config.GetBoolean("collect_packet_headers");
                   if (config.Contains("packet_headers_period_seconds"))
                   {
                       binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
                   }
                   if (config.Contains("stats_dir"))
                   {
                       binStatsDir = config.GetString("stats_dir");
                   }
               }
               else
               {
                   m_shouldCollectStats = false;
               }
           }
           #endregion BinaryStats

            m_throttle = new TokenBucket(null, sceneThrottleBps);
            ThrottleRates = new ThrottleRates(configSource);
        }
예제 #14
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        public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
            : base(listenIP, (int)port)
        {
            #region Environment.TickCount Measurement

            // Measure the resolution of Environment.TickCount
            TickCountResolution = 0f;
            for (int i = 0; i < 5; i++)
            {
                int start = Environment.TickCount;
                int now = start;
                while (now == start)
                    now = Environment.TickCount;
                TickCountResolution += (float)(now - start) * 0.2f;
            }
            m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
            TickCountResolution = (float)Math.Ceiling(TickCountResolution);

            #endregion Environment.TickCount Measurement

            m_circuitManager = circuitManager;
            int sceneThrottleBps = 0;

            IConfig config = configSource.Configs["ClientStack.LindenUDP"];
            if (config != null)
            {
                m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
                m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
                sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);

                PrimTerseUpdatesPerPacket = config.GetInt("PrimTerseUpdatesPerPacket", 25);
                AvatarTerseUpdatesPerPacket = config.GetInt("AvatarTerseUpdatesPerPacket", 10);
                PrimFullUpdatesPerPacket = config.GetInt("PrimFullUpdatesPerPacket", 100);
                TextureSendLimit = config.GetInt("TextureSendLimit", 20);
            }
            else
            {
                PrimTerseUpdatesPerPacket = 25;
                AvatarTerseUpdatesPerPacket = 10;
                PrimFullUpdatesPerPacket = 100;
                TextureSendLimit = 20;
            }

            m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
            m_throttleRates = new ThrottleRates(configSource);
        }
예제 #15
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        public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
            : base(listenIP, (int)port)
        {
            #region Environment.TickCount Measurement

            // Measure the resolution of Environment.TickCount
            TickCountResolution = 0f;
            for (int i = 0; i < 5; i++)
            {
                int start = Environment.TickCount;
                int now   = start;
                while (now == start)
                {
                    now = Environment.TickCount;
                }
                TickCountResolution += (float)(now - start) * 0.2f;
            }
            m_log.Info("[LLUDPSERVER]: Average Environment.TickCount resolution: " + TickCountResolution + "ms");
            TickCountResolution = (float)Math.Ceiling(TickCountResolution);

            #endregion Environment.TickCount Measurement

            m_circuitManager = circuitManager;
            int sceneThrottleBps = 0;

            IConfig config = configSource.Configs["ClientStack.LindenUDP"];
            if (config != null)
            {
                m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
                m_recvBufferSize      = config.GetInt("client_socket_rcvbuf_size", 0);
                sceneThrottleBps      = config.GetInt("scene_throttle_max_bps", 0);

                PrimUpdatesPerCallback = config.GetInt("PrimUpdatesPerCallback", 100);
                TextureSendLimit       = config.GetInt("TextureSendLimit", 20);

                m_defaultRTO        = config.GetInt("DefaultRTO", 0);
                m_maxRTO            = config.GetInt("MaxRTO", 0);
                m_disableFacelights = config.GetBoolean("DisableFacelights", false);
            }
            else
            {
                PrimUpdatesPerCallback = 100;
                TextureSendLimit       = 20;
            }

            #region BinaryStats
            config = configSource.Configs["Statistics.Binary"];
            m_shouldCollectStats = false;
            if (config != null)
            {
                if (config.Contains("enabled") && config.GetBoolean("enabled"))
                {
                    if (config.Contains("collect_packet_headers"))
                    {
                        m_shouldCollectStats = config.GetBoolean("collect_packet_headers");
                    }
                    if (config.Contains("packet_headers_period_seconds"))
                    {
                        binStatsMaxFilesize = TimeSpan.FromSeconds(config.GetInt("region_stats_period_seconds"));
                    }
                    if (config.Contains("stats_dir"))
                    {
                        binStatsDir = config.GetString("stats_dir");
                    }
                }
                else
                {
                    m_shouldCollectStats = false;
                }
            }
            #endregion BinaryStats

            m_throttle      = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
            m_throttleRates = new ThrottleRates(configSource);
        }
예제 #16
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        /// <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 ThreadedClasses.NonblockingQueue<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;
        }