Stop double counting dequeued packets for packets sent number
This is already being incremented in LLUDPServer.SendPacketFinal for every packet0.7.1-dev
parent
0898be5750
commit
2344150b6e
OpenSim/Region/ClientStack/LindenUDP
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@ -441,13 +441,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// an outgoing packet from each, obeying the throttling bucket limits
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/// an outgoing packet from each, obeying the throttling bucket limits
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/// </summary>
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/// </summary>
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///
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///
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/// <remarks>
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/// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
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/// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
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/// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
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/// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
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/// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
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/// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
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/// wind queue).
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/// wind queue).
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///
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///
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/// <remarks>This function is only called from a synchronous loop in the
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/// This function is only called from a synchronous loop in the
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/// UDPServer so we don't need to bother making this thread safe</remarks>
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/// UDPServer so we don't need to bother making this thread safe
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/// </remarks>
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///
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/// <returns>True if any packets were sent, otherwise false</returns>
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/// <returns>True if any packets were sent, otherwise false</returns>
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public bool DequeueOutgoing()
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public bool DequeueOutgoing()
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{
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{
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@ -476,7 +479,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_udpServer.SendPacketFinal(nextPacket);
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m_udpServer.SendPacketFinal(nextPacket);
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m_nextPackets[i] = null;
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m_nextPackets[i] = null;
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packetSent = true;
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packetSent = true;
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this.PacketsSent++;
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}
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}
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}
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}
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else
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else
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@ -493,7 +495,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Send the packet
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// Send the packet
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m_udpServer.SendPacketFinal(packet);
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m_udpServer.SendPacketFinal(packet);
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packetSent = true;
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packetSent = true;
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this.PacketsSent++;
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}
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}
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else
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else
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{
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{
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