First version of HTTP bandwidth throttling.
Adds throttling based on on average bandwidth usage per HTTP service. Since only HTTP textures are using this, they are still starved by other services like inventory and mesh dowloads. Also, it will be needed to move the maximum number of connections per service the to the PerService class, and dynamically tune them: reducing the number of connections is the first thing to do when using too much bandwidth. I also added a graph for HTTP texture bandwidth to the stats floater. For some reason the average bandwidth (over 1 second) look almost like scattered noise... weird for something that is averaged...
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@@ -97,8 +97,9 @@ namespace curlthread {
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// HTTPTimeout
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//static
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F64 const HTTPTimeout::sClockWidth_10ms = 100.0 / calc_clock_frequency(); // Time between two clock ticks, in 10ms units.
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U64 HTTPTimeout::sTime_10ms; // Time in 10ms units, set once per select() exit.
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F64 const HTTPTimeout::sClockWidth_10ms = 100.0 / calc_clock_frequency(); // Time between two clock ticks, in 10ms units.
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F64 const HTTPTimeout::sClockWidth_40ms = HTTPTimeout::sClockWidth_10ms * 0.25; // Time between two clock ticks, in 40ms units.
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U64 HTTPTimeout::sTime_10ms; // Time in 10ms units, set once per select() exit.
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// CURL-THREAD
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// This is called when body data was sent to the server socket.
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