Don't append ACKs to zerocoded packets. Although this should fine in theory, I'm seeing the viewer ignore or fail to parse ACKs appended to our zerocoded packets. This should cut down on viewer->sim resend traffic
parent
3b38cc10de
commit
1c63f6cd85
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@ -513,6 +513,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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byte flags = buffer.Data[0];
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bool isResend = (flags & Helpers.MSG_RESENT) != 0;
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bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
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bool isZerocoded = (flags & Helpers.MSG_ZEROCODED) != 0;
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LLUDPClient udpClient = outgoingPacket.Client;
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if (!udpClient.IsConnected)
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@ -522,23 +523,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int dataLength = buffer.DataLength;
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// Keep appending ACKs until there is no room left in the buffer or there are
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// no more ACKs to append
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uint ackCount = 0;
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uint ack;
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while (dataLength + 5 < buffer.Data.Length && udpClient.PendingAcks.Dequeue(out ack))
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// NOTE: I'm seeing problems with some viewers when ACKs are appended to zerocoded packets so I've disabled that here
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if (!isZerocoded)
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{
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Utils.UIntToBytesBig(ack, buffer.Data, dataLength);
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dataLength += 4;
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++ackCount;
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}
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// Keep appending ACKs until there is no room left in the buffer or there are
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// no more ACKs to append
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uint ackCount = 0;
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uint ack;
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while (dataLength + 5 < buffer.Data.Length && udpClient.PendingAcks.Dequeue(out ack))
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{
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Utils.UIntToBytesBig(ack, buffer.Data, dataLength);
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dataLength += 4;
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++ackCount;
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}
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if (ackCount > 0)
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{
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// Set the last byte of the packet equal to the number of appended ACKs
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buffer.Data[dataLength++] = (byte)ackCount;
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// Set the appended ACKs flag on this packet
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buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
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if (ackCount > 0)
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{
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// Set the last byte of the packet equal to the number of appended ACKs
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buffer.Data[dataLength++] = (byte)ackCount;
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// Set the appended ACKs flag on this packet
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buffer.Data[0] = (byte)(buffer.Data[0] | Helpers.MSG_APPENDED_ACKS);
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}
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}
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buffer.DataLength = dataLength;
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