/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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*/
using System;
using System.Net;
using System.Threading;
using log4net;
using OpenSim.Framework;
using OpenMetaverse;
using TokenBucket = OpenSim.Region.ClientStack.LindenUDP.TokenBucket;
namespace OpenSim.Region.ClientStack.LindenUDP
{
#region Delegates
///
/// Fired when updated networking stats are produced for this client
///
/// Number of incoming packets received since this
/// event was last fired
/// Number of outgoing packets sent since this
/// event was last fired
/// Current total number of bytes in packets we
/// are waiting on ACKs for
public delegate void PacketStats(int inPackets, int outPackets, int unAckedBytes);
///
/// Fired when the queue for one or more packet categories is empty. This
/// event can be hooked to put more data on the empty queues
///
/// Categories of the packet queues that are empty
public delegate void QueueEmpty(ThrottleOutPacketTypeFlags categories);
#endregion Delegates
///
/// Tracks state for a client UDP connection and provides client-specific methods
///
public sealed class LLUDPClient
{
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
/// The number of packet categories to throttle on. If a throttle category is added
/// or removed, this number must also change
const int THROTTLE_CATEGORY_COUNT = 8;
///
/// Controls whether information is logged about each outbound packet immediately before it is sent. For debug purposes.
///
/// Any level above 0 will turn on logging.
public int DebugDataOutLevel { get; set; }
///
/// Controls whether information is logged about each outbound packet immediately before it is sent. For debug purposes.
///
/// Any level above 0 will turn on logging.
public int ThrottleDebugLevel { get; set; }
/// Fired when updated networking stats are produced for this client
public event PacketStats OnPacketStats;
/// Fired when the queue for a packet category is empty. This event can be
/// hooked to put more data on the empty queue
public event QueueEmpty OnQueueEmpty;
public event Func HasUpdates;
/// AgentID for this client
public readonly UUID AgentID;
/// The remote address of the connected client
public readonly IPEndPoint RemoteEndPoint;
/// Circuit code that this client is connected on
public readonly uint CircuitCode;
/// Sequence numbers of packets we've received (for duplicate checking)
public IncomingPacketHistoryCollection PacketArchive = new(1024);
/// Packets we have sent that need to be ACKed by the client
public UnackedPacketCollection NeedAcks = new();
/// ACKs that are queued up, waiting to be sent to the client
public DoubleLocklessQueue PendingAcks = new();
public int AckStalls;
/// Current packet sequence number
public int CurrentSequence;
/// Current ping sequence number
public byte CurrentPingSequence;
/// True when this connection is alive, otherwise false
public bool IsConnected = true;
/// True when this connection is paused, otherwise false
public bool IsPaused;
/// Environment.TickCount when the last packet was received for this client
public int TickLastPacketReceived;
/// Smoothed round-trip time. A smoothed average of the round-trip time for sending a
/// reliable packet to the client and receiving an ACK
public float SRTT;
/// Round-trip time variance. Measures the consistency of round-trip times
public float RTTVAR;
/// Retransmission timeout. Packets that have not been acknowledged in this number of
/// milliseconds or longer will be resent
/// Calculated from and using the
/// guidelines in RFC 2988
public int m_RTO;
/// Number of bytes received since the last acknowledgement was sent out. This is used
/// to loosely follow the TCP delayed ACK algorithm in RFC 1122 (4.2.3.2)
public int BytesSinceLastACK;
/// Number of packets received from this client
public int PacketsReceived;
/// Number of packets sent to this client
public int PacketsSent;
/// Number of packets resent to this client
public int PacketsResent;
/// Total byte count of unacked packets sent to this client
public int UnackedBytes;
private int m_packetsUnAckReported;
/// Total number of received packets that we have reported to the OnPacketStats event(s)
private int m_packetsReceivedReported;
/// Total number of sent packets that we have reported to the OnPacketStats event(s)
private int m_packetsSentReported;
/// Holds the Environment.TickCount value of when the next OnQueueEmpty can be fired
private double m_nextOnQueueEmpty = 0;
/// Throttle bucket for this agent's connection
private readonly AdaptiveTokenBucket m_throttleClient;
public AdaptiveTokenBucket FlowThrottle
{
get { return m_throttleClient; }
}
/// Throttle buckets for each packet category
private readonly TokenBucket[] m_throttleCategories;
/// Outgoing queues for throttled packets
private readonly DoubleLocklessQueue[] m_packetOutboxes = new DoubleLocklessQueue[THROTTLE_CATEGORY_COUNT];
/// A container that can hold one packet for each outbox, used to store
/// dequeued packets that are being held for throttling
private readonly OutgoingPacket[] m_nextPackets = new OutgoingPacket[THROTTLE_CATEGORY_COUNT];
/// A reference to the LLUDPServer that is managing this client
private readonly LLUDPServer m_udpServer;
private readonly int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
private readonly int m_maxRTO = 3000;
private readonly int m_minRTO = 250;
private readonly float m_burstTime;
private readonly float m_maxRate;
public double m_lastStartpingTimeMS;
public int m_pingMS;
public int PingTimeMS
{
get
{
if (m_pingMS < 10)
return 10;
if(m_pingMS > 2000)
return 2000;
return m_pingMS;
}
}
private readonly ClientInfo m_info = new();
///
/// Default constructor
///
/// Reference to the UDP server this client is connected to
/// Default throttling rates and maximum throttle limits
/// Parent HTB (hierarchical token bucket)
/// that the child throttles will be governed by
/// Circuit code for this connection
/// AgentID for the connected agent
/// Remote endpoint for this connection
///
/// Default retransmission timeout for unacked packets. The RTO will never drop
/// beyond this number.
///
///
/// The maximum retransmission timeout for unacked packets. The RTO will never exceed this number.
///
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.BurstTime;
m_maxRate = rates.ClientMaxRate;
// Create a token bucket throttle for this client that has the scene token bucket as a parent
m_throttleClient = new AdaptiveTokenBucket(parentThrottle, m_maxRate, m_maxRate * m_burstTime, rates.AdaptiveThrottlesEnabled);
// 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 DoubleLocklessQueue();
// Initialize the token buckets that control the throttling for each category
float rate = rates.GetRate(type);
float burst = rate * m_burstTime;
m_throttleCategories[i] = new TokenBucket(m_throttleClient, rate , burst);
}
m_RTO = m_defaultRTO;
// Initialize this to a sane value to prevent early disconnects
TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
m_pingMS = 20; // so filter doesnt start at 0;
}
///
/// Shuts down this client connection
///
public void Shutdown()
{
IsConnected = false;
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{
m_packetOutboxes[i].Clear();
m_nextPackets[i] = null;
}
// pull the throttle out of the scene throttle
m_throttleClient.Parent.UnregisterRequest(m_throttleClient);
PendingAcks.Clear();
NeedAcks.Clear();
}
///
/// Gets information about this client connection
///
/// Information about the client connection
public ClientInfo GetClientInfo()
{
// TODO: This data structure is wrong in so many ways. Locking and copying the entire lists
// of pending and needed ACKs for every client every time some method wants information about
// this connection is a recipe for poor performance
m_info.resendThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Resend].DripRate;
m_info.landThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Land].DripRate;
m_info.windThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Wind].DripRate;
m_info.cloudThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].DripRate;
m_info.taskThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Task].DripRate;
m_info.assetThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Asset].DripRate;
m_info.textureThrottle = (int)m_throttleCategories[(int)ThrottleOutPacketType.Texture].DripRate;
m_info.totalThrottle = (int)m_throttleClient.DripRate;
return m_info;
}
///
/// Modifies the UDP throttles
///
/// New throttling values
public void SetClientInfo(ClientInfo info)
{
// TODO: Allowing throttles to be manually set from this function seems like a reasonable
// idea. On the other hand, letting external code manipulate our ACK accounting is not
// going to happen
throw new NotImplementedException();
}
///
/// Get the total number of pakcets queued for this client.
///
///
public int GetTotalPacketsQueuedCount()
{
int total = 0;
for (int i = 0; i <= (int)ThrottleOutPacketType.Asset; i++)
total += m_packetOutboxes[i].Count;
return total;
}
///
/// Get the number of packets queued for the given throttle type.
///
///
///
public int GetPacketsQueuedCount(ThrottleOutPacketType throttleType)
{
int icat = (int)throttleType;
if (icat > 0 && icat < THROTTLE_CATEGORY_COUNT)
return m_packetOutboxes[icat].Count;
else
return 0;
}
///
/// Return statistics information about client packet queues.
///
///
/// FIXME: This should really be done in a more sensible manner rather than sending back a formatted string.
///
///
public string GetStats()
{
return string.Format(
"{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}",
Util.EnvironmentTickCountSubtract(TickLastPacketReceived),
PacketsReceived,
PacketsSent,
PacketsResent,
UnackedBytes,
m_packetOutboxes[(int)ThrottleOutPacketType.Resend].Count,
m_packetOutboxes[(int)ThrottleOutPacketType.Land].Count,
m_packetOutboxes[(int)ThrottleOutPacketType.Wind].Count,
m_packetOutboxes[(int)ThrottleOutPacketType.Cloud].Count,
m_packetOutboxes[(int)ThrottleOutPacketType.Task].Count,
m_packetOutboxes[(int)ThrottleOutPacketType.Texture].Count,
m_packetOutboxes[(int)ThrottleOutPacketType.Asset].Count);
}
public void SendPacketStats()
{
PacketStats callback = OnPacketStats;
if (callback is not null)
{
int newPacketsReceived = PacketsReceived - m_packetsReceivedReported;
int newPacketsSent = PacketsSent - m_packetsSentReported;
int newPacketUnAck = UnackedBytes - m_packetsUnAckReported;
callback(newPacketsReceived, newPacketsSent, UnackedBytes);
m_packetsReceivedReported += newPacketsReceived;
m_packetsSentReported += newPacketsSent;
m_packetsUnAckReported += newPacketUnAck;
}
}
public void SetThrottles(byte[] throttleData)
{
SetThrottles(throttleData, 1.0f);
}
public void SetThrottles(byte[] throttleData, float factor)
{
byte[] adjData;
if (!BitConverter.IsLittleEndian)
{
byte[] newData = new byte[7 * 4];
Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4);
for (int i = 0; i < 7; i++)
Array.Reverse(newData, i * 4, 4);
adjData = newData;
}
else
{
adjData = throttleData;
}
// 0.125f converts from bits to bytes
float scale = 0.125f * factor;
float resend = Utils.BytesToFloat(adjData) * scale;
float land = Utils.BytesToFloat(adjData, 4) * scale;
float wind = Utils.BytesToFloat(adjData, 8) * scale;
float cloud = Utils.BytesToFloat(adjData, 12) * scale;
float task = Utils.BytesToFloat(adjData, 16) * scale;
float texture = Utils.BytesToFloat(adjData, 20) * scale;
float asset = Utils.BytesToFloat(adjData, 24) * scale;
resend = Math.Clamp(resend, 1000, m_maxRate);
land = Math.Clamp(land, 1000, m_maxRate);
wind = Math.Clamp(wind, 50, m_maxRate);
cloud = Math.Clamp(cloud, 50, m_maxRate);
task = Math.Clamp(task, 1000, m_maxRate);
texture = Math.Clamp(texture, 1000, m_maxRate);
asset = Math.Clamp(asset, 1000, m_maxRate);
float total = resend + land + wind + cloud + task + texture + asset;
if(total > m_maxRate)
{
scale = m_maxRate / total;
resend *= scale;
land *= scale;
wind *= scale;
cloud *= scale;
task *= scale;
texture *= scale;
asset *= scale;
float ntotal = total * scale;
m_log.Debug($"[LLUDPCLIENT]: limiting {AgentID} bandwith from {total} to {ntotal}");
total = ntotal;
}
if (ThrottleDebugLevel > 0)
{
m_log.DebugFormat(
"[LLUDPCLIENT]: {0} is setting throttles in {1} to Resend={2}, Land={3}, Wind={4}, Cloud={5}, Task={6}, Texture={7}, Asset={8}, TOTAL = {9}",
AgentID, m_udpServer.Scene.Name, resend, land, wind, cloud, task, texture, asset, total);
}
TokenBucket bucket;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Resend];
bucket.RequestedDripRate = resend;
bucket.RequestedBurst = resend * m_burstTime;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Land];
bucket.RequestedDripRate = land;
bucket.RequestedBurst = land * m_burstTime;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Wind];
bucket.RequestedDripRate = wind;
bucket.RequestedBurst = wind * m_burstTime;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Cloud];
bucket.RequestedDripRate = cloud;
bucket.RequestedBurst = cloud * m_burstTime;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Asset];
bucket.RequestedDripRate = asset;
bucket.RequestedBurst = asset * m_burstTime;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Task];
bucket.RequestedDripRate = task;
bucket.RequestedBurst = task * m_burstTime;
bucket = m_throttleCategories[(int)ThrottleOutPacketType.Texture];
bucket.RequestedDripRate = texture;
bucket.RequestedBurst = texture * m_burstTime;
}
public byte[] GetThrottlesPacked(float multiplier)
{
byte[] data = new byte[7 * 4];
// multiply by 8 to convert bytes back to bits
multiplier *= 8;
float rate;
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Resend].RequestedDripRate * multiplier;
Utils.FloatToBytes(rate, data, 0);
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Land].RequestedDripRate * multiplier;
Utils.FloatToBytes(rate, data, 4);
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Wind].RequestedDripRate * multiplier;
Utils.FloatToBytes(rate, data, 8);
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Cloud].RequestedDripRate * multiplier;
Utils.FloatToBytes(rate, data, 12);
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Task].RequestedDripRate * multiplier;
Utils.FloatToBytes(rate, data, 16);
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Texture].RequestedDripRate * multiplier;
Utils.FloatToBytes(rate, data, 20);
rate = (float)m_throttleCategories[(int)ThrottleOutPacketType.Asset].RequestedDripRate * multiplier;
Utils.FloatToBytes(rate, data, 24);
return data;
}
public int GetCatBytesCanSend(ThrottleOutPacketType cat, int timeMS)
{
int icat = (int)cat;
if (icat > 0 && icat < THROTTLE_CATEGORY_COUNT)
{
TokenBucket bucket = m_throttleCategories[icat];
return bucket.GetCatBytesCanSend(timeMS);
}
else
return 0;
}
///
/// Queue an outgoing packet if appropriate.
///
///
/// Always queue the packet if at all possible.
///
/// true if the packet has been queued,
/// false if the packet has not been queued and should be sent immediately.
///
public bool EnqueueOutgoing(OutgoingPacket packet)
{
int category = (int)packet.Category;
if (category >= 0 && category < m_packetOutboxes.Length)
{
DoubleLocklessQueue queue = m_packetOutboxes[category];
queue.Enqueue(packet, false);
return true;
}
else
{
// We don't have a token bucket for this category, so it will not be queued
return false;
}
}
///
/// Loops through all of the packet queues for this client and tries to send
/// an outgoing packet from each, obeying the throttling bucket limits
///
///
///
/// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
/// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
/// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
/// wind queue).
///
/// This function is only called from a synchronous loop in the
/// UDPServer so we don't need to bother making this thread safe
///
///
/// True if any packets were sent, otherwise false
public bool DequeueOutgoing()
{
//if (m_deliverPackets == false) return false;
OutgoingPacket packet;
DoubleLocklessQueue queue;
bool packetSent = false;
ThrottleOutPacketTypeFlags emptyCategories = 0;
//string queueDebugOutput = String.Empty; // Serious debug business
// do resends
packet = m_nextPackets[0];
if (packet is not null)
{
if (packet.Buffer is not null)
{
if (m_throttleCategories[0].RemoveTokens(packet.Buffer.DataLength))
{
// Send the packet
m_udpServer.SendPacketFinal(packet);
packetSent = true;
m_nextPackets[0] = null;
}
}
else
m_nextPackets[0] = null;
}
else
{
queue = m_packetOutboxes[0];
if (queue is not null)
{
if(queue.Dequeue(out packet))
{
// A packet was pulled off the queue. See if we have
// enough tokens in the bucket to send it out
if (packet.Buffer is not null)
{
if (m_throttleCategories[0].RemoveTokens(packet.Buffer.DataLength))
{
// Send the packet
m_udpServer.SendPacketFinal(packet);
packetSent = true;
}
else
{
// Save the dequeued packet for the next iteration
m_nextPackets[0] = packet;
}
}
}
}
else
{
m_packetOutboxes[0] = new DoubleLocklessQueue();
}
}
if(NeedAcks.Count() > 50)
{
Interlocked.Increment(ref AckStalls);
return true;
}
for (int i = 1; i < THROTTLE_CATEGORY_COUNT; i++)
{
//queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
packet = m_nextPackets[i];
if (packet is not null)
{
if(packet.Buffer is null)
{
if (m_packetOutboxes[i].Count < 5)
emptyCategories |= CategoryToFlag(i);
m_nextPackets[i] = null;
continue;
}
if (m_throttleCategories[i].RemoveTokens(packet.Buffer.DataLength))
{
// Send the packet
m_udpServer.SendPacketFinal(packet);
m_nextPackets[i] = null;
packetSent = true;
if (m_packetOutboxes[i].Count < 5)
emptyCategories |= CategoryToFlag(i);
}
}
else
{
// No dequeued packet waiting to be sent, try to pull one off
// this queue
queue = m_packetOutboxes[i];
if(queue.Dequeue(out packet))
{
if (packet.Buffer is null)
{
// packet canceled elsewhere (by a ack for example)
if (queue.Count < 5)
emptyCategories |= CategoryToFlag(i);
continue;
}
if (m_throttleCategories[i].RemoveTokens(packet.Buffer.DataLength))
{
// Send the packet
m_udpServer.SendPacketFinal(packet);
packetSent = true;
if (queue.Count < 5)
emptyCategories |= CategoryToFlag(i);
}
else
{
// Save the dequeued packet for the next iteration
m_nextPackets[i] = packet;
}
}
else
{
// No packets in this queue. Fire the queue empty callback
// if it has not been called recently
emptyCategories |= CategoryToFlag(i);
}
}
}
if (emptyCategories != 0)
BeginFireQueueEmpty(emptyCategories);
//m_log.Info("[LLUDPCLIENT]: Queues: " + queueDebugOutput); // Serious debug business
return packetSent;
}
///
/// Called when we get a ping update
///
/// ping time in ms
/// acknowledgement
public void UpdateRoundTrip(int p)
{
p *= 5;
if( p> m_maxRTO)
p = m_maxRTO;
else if(p < m_minRTO)
p = m_minRTO;
m_RTO = p;
}
const double MIN_CALLBACK_MS = 20.0;
public bool QueueEmptyRunning;
///
/// Does an early check to see if this queue empty callback is already
/// running, then asynchronously firing the event
///
/// Throttle categories to fire the callback for
private void BeginFireQueueEmpty(ThrottleOutPacketTypeFlags categories)
{
if (!QueueEmptyRunning && HasUpdates(categories) && OnQueueEmpty is not null)
{
double start = Util.GetTimeStampMS();
if (start < m_nextOnQueueEmpty)
return;
QueueEmptyRunning = true;
m_nextOnQueueEmpty = start + MIN_CALLBACK_MS;
// Asynchronously run the callback
if (m_udpServer.OqrEngine.IsRunning)
{
LLUDPClient udpcli = this;
ThrottleOutPacketTypeFlags cats = categories;
void act(LLUDPClient arg1, ThrottleOutPacketTypeFlags arg2)
{
QueueEmpty callback = udpcli.OnQueueEmpty;
if (callback != null)
{
try
{
callback(cats);
}
catch { }
}
udpcli.QueueEmptyRunning = false;
udpcli = null;
callback = null;
}
_ = m_udpServer.OqrEngine.QueueJob(AgentID.ToString(), () => act(udpcli, cats));
}
else
Util.FireAndForget(FireQueueEmpty, categories, "LLUDPClient.BeginFireQueueEmpty");
}
}
///
/// Fires the OnQueueEmpty callback and sets the minimum time that it
/// can be called again
///
/// Throttle categories to fire the callback for,
/// stored as an object to match the WaitCallback delegate
/// signature
public void FireQueueEmpty(object o)
{
QueueEmpty callback = OnQueueEmpty;
if (callback is not null)
{
ThrottleOutPacketTypeFlags categories = (ThrottleOutPacketTypeFlags)o;
try { callback(categories); }
catch (Exception e) { m_log.Error("[LLUDPCLIENT]: OnQueueEmpty(" + categories + ") threw an exception: " + e.Message, e); }
}
QueueEmptyRunning = false;
}
internal void ForceThrottleSetting(int throttle, int setting)
{
if (throttle > 0 && throttle < THROTTLE_CATEGORY_COUNT)
m_throttleCategories[throttle].RequestedDripRate = Math.Max(setting, LLUDPServer.MTU);
}
internal int GetThrottleSetting(int throttle)
{
if (throttle > 0 && throttle < THROTTLE_CATEGORY_COUNT)
return (int)m_throttleCategories[throttle].RequestedDripRate;
else
return 0;
}
///
/// Converts a integer to a
/// flag value
///
/// Throttle category to convert
/// Flag representation of the throttle category
private static ThrottleOutPacketTypeFlags CategoryToFlag(int i)
{
ThrottleOutPacketType category = (ThrottleOutPacketType)i;
return category switch
{
ThrottleOutPacketType.Land => ThrottleOutPacketTypeFlags.Land,// Terrain data
ThrottleOutPacketType.Wind => ThrottleOutPacketTypeFlags.Wind,// Wind data
ThrottleOutPacketType.Cloud => ThrottleOutPacketTypeFlags.Cloud,// Cloud data
ThrottleOutPacketType.Task => ThrottleOutPacketTypeFlags.Task,// Object updates and everything not on the other categories
ThrottleOutPacketType.Texture => ThrottleOutPacketTypeFlags.Texture,// Textures data (also impacts http texture and mesh by default)
ThrottleOutPacketType.Asset => ThrottleOutPacketTypeFlags.Asset,// Non-texture Assets data
_ => 0,
};
}
}
public class DoubleLocklessQueue : OpenSim.Framework.LocklessQueue
{
readonly OpenSim.Framework.LocklessQueue highQueue = new();
public override int Count
{
get
{
return base.Count + highQueue.Count;
}
}
public override bool Dequeue(out T item)
{
if (highQueue.Dequeue(out item))
return true;
return base.Dequeue(out item);
}
public void Enqueue(T item, bool highPriority)
{
if (highPriority)
highQueue.Enqueue(item);
else
Enqueue(item);
}
}
}