diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 161e8c2bbf..821f679c9d 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs @@ -183,7 +183,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP IConfig config = configSource.Configs["ClientStack.LindenUDP"]; if (config != null) { - m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false); + m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true); m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0); sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0); diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 5ced7d586a..de7c44ccf4 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -328,8 +328,9 @@ ; already separated from packet handling with a queue, so this will only ; affect whether networking internals such as packet decoding and ; acknowledgement accounting are done synchronously or asynchronously + ; Default is true. ; - ;async_packet_handling = false + ;async_packet_handling = true ; The client socket receive buffer size determines how many ; incoming requests we can process; the default on .NET is 8192