// Copyright (c) .NET Foundation. All rights reserved. // Licensed under the Apache License, Version 2.0. See License.txt in the project root for license information. using System; using System.Buffers; namespace Libuv { /// /// Provides programmatic configuration of Libuv transport features. /// public class LibuvTransportOptions { /// /// The number of libuv I/O threads used to process requests. /// /// /// Defaults to half of rounded down and clamped between 1 and 16. /// public int ThreadCount { get; set; } = ProcessorThreadCount; /// /// The maximum length of the pending connection queue. /// /// /// Defaults to 128. /// public int Backlog { get; set; } = 128; public long? MaxReadBufferSize { get; set; } = 1024 * 1024; public long? MaxWriteBufferSize { get; set; } = 64 * 1024; internal Func> MemoryPoolFactory { get; set; } = SlabMemoryPoolFactory.Create; private static int ProcessorThreadCount { get { // Actual core count would be a better number // rather than logical cores which includes hyper-threaded cores. // Divide by 2 for hyper-threading, and good defaults (still need threads for the game thread). var threadCount = Environment.ProcessorCount >> 1; // Receive Side Scaling RSS Processor count currently maxes out at 16 // would be better to check the NIC's current hardware queues; but xplat... return threadCount < 1 ? 1 : threadCount > 16 ? 16 : threadCount; } } } }