public void TestClientThrottlePerClientAndRegionLimited() { TestHelpers.InMethod(); //TestHelpers.EnableLogging(); int resendBytes = 4000; int landBytes = 6000; int windBytes = 8000; int cloudBytes = 10000; int taskBytes = 12000; int textureBytes = 14000; int assetBytes = 16000; // current total 70000 int totalBytes = resendBytes + landBytes + windBytes + cloudBytes + taskBytes + textureBytes + assetBytes; Scene scene = new SceneHelpers().SetupScene(); TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(scene); udpServer.ThrottleRates.Total = (int)(totalBytes * 1.1); udpServer.Throttle.RequestedDripRate = (int)(totalBytes * 1.5); ScenePresence sp1 = ClientStackHelpers.AddChildClient( scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456); LLUDPClient udpClient1 = ((LLClientView)sp1.ControllingClient).UDPClient; udpClient1.ThrottleDebugLevel = 1; SetThrottles( udpClient1, resendBytes, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes); AssertThrottles( udpClient1, resendBytes, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes, totalBytes, 0, totalBytes * 1.1); // Now add another client ScenePresence sp2 = ClientStackHelpers.AddChildClient( scene, udpServer, TestHelpers.ParseTail(0x10), TestHelpers.ParseTail(0x20), 123457); LLUDPClient udpClient2 = ((LLClientView)sp2.ControllingClient).UDPClient; udpClient2.ThrottleDebugLevel = 1; SetThrottles( udpClient2, resendBytes, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes); AssertThrottles( udpClient1, resendBytes * 0.75, landBytes * 0.75, windBytes * 0.75, cloudBytes * 0.75, taskBytes * 0.75, textureBytes * 0.75, assetBytes * 0.75, totalBytes * 0.75, 0, totalBytes * 1.1); AssertThrottles( udpClient2, resendBytes * 0.75, landBytes * 0.75, windBytes * 0.75, cloudBytes * 0.75, taskBytes * 0.75, textureBytes * 0.75, assetBytes * 0.75, totalBytes * 0.75, 0, totalBytes * 1.1); }
/// <summary> /// Set up a client for tests which aren't concerned with this process itself and where only one client is being /// tested /// </summary> /// <param name="circuitCode"></param> /// <param name="epSender"></param> /// <param name="testLLUDPServer"></param> /// <param name="acm"></param> protected void AddClient( uint circuitCode, EndPoint epSender, TestLLUDPServer testLLUDPServer, AgentCircuitManager acm) { UUID myAgentUuid = UUID.Parse("00000000-0000-0000-0000-000000000001"); UUID mySessionUuid = UUID.Parse("00000000-0000-0000-0000-000000000002"); AddClient(circuitCode, epSender, myAgentUuid, mySessionUuid, testLLUDPServer, acm); }
private void AddUdpServer(IniConfigSource configSource) { uint port = 0; AgentCircuitManager acm = m_scene.AuthenticateHandler; m_udpServer = new TestLLUDPServer(IPAddress.Any, ref port, 0, false, configSource, acm); m_udpServer.AddScene(m_scene); }
public void TestAddClient() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(m_scene); UUID myAgentUuid = TestHelpers.ParseTail(0x1); UUID mySessionUuid = TestHelpers.ParseTail(0x2); uint myCircuitCode = 123456; IPEndPoint testEp = new IPEndPoint(IPAddress.Loopback, 999); UseCircuitCodePacket uccp = new UseCircuitCodePacket(); UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock = new UseCircuitCodePacket.CircuitCodeBlock(); uccpCcBlock.Code = myCircuitCode; uccpCcBlock.ID = myAgentUuid; uccpCcBlock.SessionID = mySessionUuid; uccp.CircuitCode = uccpCcBlock; byte[] uccpBytes = uccp.ToBytes(); UDPPacketBuffer upb = new UDPPacketBuffer(testEp, uccpBytes.Length); upb.DataLength = uccpBytes.Length; // God knows why this isn't set by the constructor. Buffer.BlockCopy(uccpBytes, 0, upb.Data, 0, uccpBytes.Length); udpServer.PacketReceived(upb); // Presence shouldn't exist since the circuit manager doesn't know about this circuit for authentication yet Assert.That(m_scene.GetScenePresence(myAgentUuid), Is.Null); AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = myAgentUuid; acd.SessionID = mySessionUuid; m_scene.AuthenticateHandler.AddNewCircuit(myCircuitCode, acd); udpServer.PacketReceived(upb); // Should succeed now ScenePresence sp = m_scene.GetScenePresence(myAgentUuid); Assert.That(sp.UUID, Is.EqualTo(myAgentUuid)); Assert.That(udpServer.PacketsSent.Count, Is.EqualTo(1)); Packet packet = udpServer.PacketsSent[0]; Assert.That(packet, Is.InstanceOf(typeof(PacketAckPacket))); PacketAckPacket ackPacket = packet as PacketAckPacket; Assert.That(ackPacket.Packets.Length, Is.EqualTo(1)); Assert.That(ackPacket.Packets[0].ID, Is.EqualTo(0)); }
public void TestSingleClientThrottleRegionLimited() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); int resendBytes = 6000; int landBytes = 8000; int windBytes = 10000; int cloudBytes = 12000; int taskBytes = 14000; int textureBytes = 16000; int assetBytes = 18000; int totalBytes = (int)((resendBytes + landBytes + windBytes + cloudBytes + taskBytes + textureBytes + assetBytes) / 2); Scene scene = new SceneHelpers().SetupScene(); TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(scene); udpServer.Throttle.RequestedDripRate = totalBytes; ScenePresence sp1 = ClientStackHelpers.AddChildClient( scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456); LLUDPClient udpClient1 = ((LLClientView)sp1.ControllingClient).UDPClient; SetThrottles( udpClient1, resendBytes, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes); AssertThrottles( udpClient1, resendBytes / 2, landBytes / 2, windBytes / 2, cloudBytes / 2, taskBytes / 2, textureBytes / 2, assetBytes / 2, totalBytes, 0, 0); // Test: Now add another client ScenePresence sp2 = ClientStackHelpers.AddChildClient( scene, udpServer, TestHelpers.ParseTail(0x10), TestHelpers.ParseTail(0x20), 123457); LLUDPClient udpClient2 = ((LLClientView)sp2.ControllingClient).UDPClient; // udpClient.ThrottleDebugLevel = 1; SetThrottles( udpClient2, resendBytes, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes); AssertThrottles( udpClient1, resendBytes / 4, landBytes / 4, windBytes / 4, cloudBytes / 4, taskBytes / 4, textureBytes / 4, assetBytes / 4, totalBytes / 2, 0, 0); AssertThrottles( udpClient2, resendBytes / 4, landBytes / 4, windBytes / 4, cloudBytes / 4, taskBytes / 4, textureBytes / 4, assetBytes / 4, totalBytes / 2, 0, 0); }
/// <summary> /// Add a client for testing /// </summary> /// <param name="scene"></param> /// <param name="testLLUDPServer"></param> /// <param name="testPacketServer"></param> /// <param name="acm">Agent circuit manager used in setting up the stack</param> protected void SetupStack( IScene scene, out TestLLUDPServer testLLUDPServer, out TestLLPacketServer testPacketServer, out AgentCircuitManager acm) { IConfigSource configSource = new IniConfigSource(); ClientStackUserSettings userSettings = new ClientStackUserSettings(); testLLUDPServer = new TestLLUDPServer(); acm = new AgentCircuitManager(); uint port = 666; testLLUDPServer.Initialise(null, ref port, 0, false, configSource, acm); testPacketServer = new TestLLPacketServer(testLLUDPServer, userSettings); testLLUDPServer.LocalScene = scene; }
public void TestLogoutClientDueToAck() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); IniConfigSource ics = new IniConfigSource(); IConfig config = ics.AddConfig("ClientStack.LindenUDP"); config.Set("AckTimeout", -1); TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(m_scene, ics); ScenePresence sp = ClientStackHelpers.AddChildClient( m_scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456); udpServer.ClientOutgoingPacketHandler(sp.ControllingClient, true, false, false); ScenePresence spAfterAckTimeout = m_scene.GetScenePresence(sp.UUID); Assert.That(spAfterAckTimeout, Is.Null); }
/// <summary> /// Set up a client for tests which aren't concerned with this process itself /// </summary> /// <param name="circuitCode"></param> /// <param name="epSender"></param> /// <param name="agentId"></param> /// <param name="sessionId"></param> /// <param name="testLLUDPServer"></param> /// <param name="acm"></param> protected void AddClient( uint circuitCode, EndPoint epSender, UUID agentId, UUID sessionId, TestLLUDPServer testLLUDPServer, AgentCircuitManager acm) { AgentCircuitData acd = new AgentCircuitData(); acd.AgentID = agentId; acd.SessionID = sessionId; UseCircuitCodePacket uccp = new UseCircuitCodePacket(); UseCircuitCodePacket.CircuitCodeBlock uccpCcBlock = new UseCircuitCodePacket.CircuitCodeBlock(); uccpCcBlock.Code = circuitCode; uccpCcBlock.ID = agentId; uccpCcBlock.SessionID = sessionId; uccp.CircuitCode = uccpCcBlock; acm.AddNewCircuit(circuitCode, acd); testLLUDPServer.LoadReceive(uccp, epSender); testLLUDPServer.ReceiveData(null); }
public void TestClientThrottlePerClientLimited() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); int resendBytes = 4000; int landBytes = 6000; int windBytes = 8000; int cloudBytes = 10000; int taskBytes = 12000; int textureBytes = 14000; int assetBytes = 16000; int totalBytes = (int)((resendBytes + landBytes + windBytes + cloudBytes + taskBytes + textureBytes + assetBytes) / 2); Scene scene = new SceneHelpers().SetupScene(); TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(scene); udpServer.ThrottleRates.Total = totalBytes; ScenePresence sp = ClientStackHelpers.AddChildClient( scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456); LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient; // udpClient.ThrottleDebugLevel = 1; SetThrottles( udpClient, resendBytes, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes); AssertThrottles( udpClient, resendBytes / 2, landBytes / 2, windBytes / 2, cloudBytes / 2, taskBytes / 2, textureBytes / 2, assetBytes / 2, totalBytes, 0, totalBytes); }
public void TestClientThrottleSetNoLimit() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); Scene scene = new SceneHelpers().SetupScene(); TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(scene); ScenePresence sp = ClientStackHelpers.AddChildClient( scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456); LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient; udpServer.Throttle.DebugLevel = 1; udpClient.ThrottleDebugLevel = 1; int resendBytes = 1000; int landBytes = 2000; int windBytes = 3000; int cloudBytes = 4000; int taskBytes = 5000; int textureBytes = 6000; int assetBytes = 7000; SetThrottles( udpClient, resendBytes, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes); // We expect this to be lower because of the minimum bound set by MTU int totalBytes = LLUDPServer.MTU + landBytes + windBytes + cloudBytes + taskBytes + textureBytes + assetBytes; AssertThrottles( udpClient, LLUDPServer.MTU, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes, totalBytes, 0, 0); }
public void TestClientThrottleAdaptiveNoLimit() { TestHelpers.InMethod(); // TestHelpers.EnableLogging(); Scene scene = new SceneHelpers().SetupScene(); IniConfigSource ics = new IniConfigSource(); IConfig config = ics.AddConfig("ClientStack.LindenUDP"); config.Set("enable_adaptive_throttles", true); config.Set("adaptive_throttle_min_bps", 32000); TestLLUDPServer udpServer = ClientStackHelpers.AddUdpServer(scene, ics); ScenePresence sp = ClientStackHelpers.AddChildClient( scene, udpServer, TestHelpers.ParseTail(0x1), TestHelpers.ParseTail(0x2), 123456); LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient; udpServer.Throttle.DebugLevel = 1; udpClient.ThrottleDebugLevel = 1; // Total is 275000 int resendBytes = 5000; // this is set low to test the minimum throttle override int landBytes = 20000; int windBytes = 30000; int cloudBytes = 40000; int taskBytes = 50000; int textureBytes = 60000; int assetBytes = 70000; int totalBytes = resendBytes + landBytes + windBytes + cloudBytes + taskBytes + textureBytes + assetBytes; SetThrottles( udpClient, resendBytes, landBytes, windBytes, cloudBytes, taskBytes, textureBytes, assetBytes); // Ratio of current adaptive drip rate to requested bytes, minimum rate is 32000 double commitRatio = 32000.0 / totalBytes; AssertThrottles( udpClient, LLUDPServer.MTU, landBytes * commitRatio, windBytes * commitRatio, cloudBytes * commitRatio, taskBytes * commitRatio, textureBytes * commitRatio, assetBytes * commitRatio, udpClient.FlowThrottle.AdjustedDripRate, totalBytes, 0); // Test an increase in target throttle, ack of 20 packets adds 20 * LLUDPServer.MTU bytes // to the throttle, recompute commitratio from those numbers udpClient.FlowThrottle.AcknowledgePackets(20); commitRatio = (32000.0 + 20.0 * LLUDPServer.MTU) / totalBytes; AssertThrottles( udpClient, LLUDPServer.MTU, landBytes * commitRatio, windBytes * commitRatio, cloudBytes * commitRatio, taskBytes * commitRatio, textureBytes * commitRatio, assetBytes * commitRatio, udpClient.FlowThrottle.AdjustedDripRate, totalBytes, 0); // Test a decrease in target throttle, adaptive throttle should cut the rate by 50% with a floor // set by the minimum adaptive rate udpClient.FlowThrottle.ExpirePackets(1); commitRatio = (32000.0 + (20.0 * LLUDPServer.MTU) / Math.Pow(2, 1)) / totalBytes; AssertThrottles( udpClient, LLUDPServer.MTU, landBytes * commitRatio, windBytes * commitRatio, cloudBytes * commitRatio, taskBytes * commitRatio, textureBytes * commitRatio, assetBytes * commitRatio, udpClient.FlowThrottle.AdjustedDripRate, totalBytes, 0); }