minor cleanup

0.9.1.0-post-fixes
UbitUmarov 2019-03-15 19:21:44 +00:00
parent e1c20a32ca
commit 492ba8f644
2 changed files with 2 additions and 32 deletions

View File

@ -1815,14 +1815,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// An inventory descendents packet consists of a single agent section and an inventory details
// section for each inventory item. The size of each inventory item is approximately 550 bytes.
// In theory, UDP has a maximum packet size of 64k, so it should be possible to send descendent
// packets containing metadata for in excess of 100 items. But in practice, there may be other
// factors (e.g. firewalls) restraining the maximum UDP packet size. See,
//
// http://opensimulator.org/mantis/view.php?id=226
//
// for one example of this kind of thing. In fact, the Linden servers appear to only send about
// 6 to 7 items at a time, so let's stick with 6
// limit to what may fit on MTU
int MAX_ITEMS_PER_PACKET = 5;
int MAX_FOLDERS_PER_PACKET = 6;

View File

@ -279,11 +279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// OnQueueEmpty event is triggered for textures</summary>
public readonly int TextureSendLimit;
/// <summary>Handlers for incoming packets</summary>
//PacketEventDictionary packetEvents = new PacketEventDictionary();
/// <summary>Incoming packets that are awaiting handling</summary>
//protected OpenMetaverse.BlockingQueue<IncomingPacket> packetInbox = new OpenMetaverse.BlockingQueue<IncomingPacket>();
protected BlockingCollection<IncomingPacket> packetInbox = new BlockingCollection<IncomingPacket>();
/// <summary>Bandwidth throttle for this UDP server</summary>
@ -374,12 +369,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public int IncomingOrphanedPacketCount { get; protected set; }
/// <summary>
/// Queue some low priority but potentially high volume async requests so that they don't overwhelm available
/// threadpool threads.
/// </summary>
// public JobEngine IpahEngine { get; protected set; }
/// <summary>
/// Run queue empty processing within a single persistent thread.
/// </summary>
@ -557,12 +546,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Scene = (Scene)scene;
m_location = new Location(Scene.RegionInfo.RegionHandle);
/*
IpahEngine
= new JobEngine(
string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
"INCOMING PACKET ASYNC HANDLING ENGINE");
*/
OqrEngine = new JobEngine(
string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
"OUTGOING QUEUE REFILL ENGINE");
@ -844,13 +828,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0;
bool doCopy = true;
// Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum.
// The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
// there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
// to accomodate for both common scenarios and provide ample room for ACK appending in both
//int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
//UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
UDPPacketBuffer buffer = GetNewUDPBuffer(udpClient.RemoteEndPoint);
// Zerocode if needed