Set async_packet_handling = true by default
Setting this to true avoids a 500ms or so client freeze when the LLUDP server thread is taken up with processing a UseCircuitCode packet synchronously. Extensive testing on Wright Plaza appeared to show no bad effects and this seems to reduce login lag considerably. Of course, a lot of login lag is still coming from other sources.viewer-2-initial-appearance
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ade71c9ed7
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@ -183,7 +183,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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if (config != null)
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if (config != null)
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{
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{
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m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
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m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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@ -328,8 +328,9 @@
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; already separated from packet handling with a queue, so this will only
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; already separated from packet handling with a queue, so this will only
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; affect whether networking internals such as packet decoding and
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; affect whether networking internals such as packet decoding and
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; acknowledgement accounting are done synchronously or asynchronously
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; acknowledgement accounting are done synchronously or asynchronously
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; Default is true.
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;
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;
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;async_packet_handling = false
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;async_packet_handling = true
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; The client socket receive buffer size determines how many
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; The client socket receive buffer size determines how many
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; incoming requests we can process; the default on .NET is 8192
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; incoming requests we can process; the default on .NET is 8192
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