51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
// 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
|
|
{
|
|
/// <summary>
|
|
/// Provides programmatic configuration of Libuv transport features.
|
|
/// </summary>
|
|
public class LibuvTransportOptions
|
|
{
|
|
/// <summary>
|
|
/// The number of libuv I/O threads used to process requests.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Defaults to half of <see cref="Environment.ProcessorCount" /> rounded down and clamped between 1 and 16.
|
|
/// </remarks>
|
|
public int ThreadCount { get; set; } = ProcessorThreadCount;
|
|
|
|
/// <summary>
|
|
/// The maximum length of the pending connection queue.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Defaults to 128.
|
|
/// </remarks>
|
|
public int Backlog { get; set; } = 128;
|
|
|
|
public long? MaxReadBufferSize { get; set; } = 1024 * 1024;
|
|
|
|
public long? MaxWriteBufferSize { get; set; } = 64 * 1024;
|
|
|
|
internal Func<MemoryPool<byte>> 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;
|
|
}
|
|
}
|
|
}
|
|
}
|