* Changed the "Packet exceeded buffer size" log line to debug and include the packet type. This message is normal, but could be evidence of a message marked for zerocoding that probably shouldn't be
* Changing OpenSimUDPBase back to high concurrency. High concurrency mode seems to make other problems happen faster, so it's helpful for working out other bugs and will probablyprioritization
parent
527c94825b
commit
29543514e6
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@ -268,7 +268,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// The packet grew larger than the bufferSize while zerocoding.
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// The packet grew larger than the bufferSize while zerocoding.
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// Remove the MSG_ZEROCODED flag and send the unencoded data
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// Remove the MSG_ZEROCODED flag and send the unencoded data
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// instead
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// instead
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m_log.Info("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding. Removing MSG_ZEROCODED flag");
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m_log.Debug("[LLUDPSERVER]: Packet exceeded buffer size during zerocoding for " + type + ". Removing MSG_ZEROCODED flag");
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data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
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data[0] = (byte)(data[0] & ~Helpers.MSG_ZEROCODED);
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Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
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Buffer.BlockCopy(data, 0, buffer.Data, 0, dataLength);
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}
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}
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@ -198,6 +198,9 @@ namespace OpenMetaverse
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// to AsyncBeginReceive
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// to AsyncBeginReceive
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if (!m_shutdownFlag)
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if (!m_shutdownFlag)
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{
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{
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// start another receive - this keeps the server going!
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AsyncBeginReceive();
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// get the buffer that was created in AsyncBeginReceive
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// get the buffer that was created in AsyncBeginReceive
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// this is the received data
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// this is the received data
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//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
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//WrappedObject<UDPPacketBuffer> wrappedBuffer = (WrappedObject<UDPPacketBuffer>)iar.AsyncState;
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@ -216,13 +219,7 @@ namespace OpenMetaverse
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}
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}
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catch (SocketException) { }
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catch (SocketException) { }
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catch (ObjectDisposedException) { }
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catch (ObjectDisposedException) { }
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finally
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//finally { wrappedBuffer.Dispose(); }
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{
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// wrappedBuffer.Dispose();
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// start another receive - this keeps the server going!
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AsyncBeginReceive();
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}
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}
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}
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}
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}
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