remove from use the UpdatesResend on resending udp packets. Just resend
the UDP packet. Also just loose packets we tried to send 6 times already (ll says 3) A viewer may just beeing ignoring them, or then the link is just dead.avinationmerge
parent
16cf3967b4
commit
542118adf1
|
@ -3838,6 +3838,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
|
m_entityUpdates.Enqueue(priority, new EntityUpdate(entity, updateFlags, m_scene.TimeDilation));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* dont use this
|
||||||
|
udp packet resent must be done at udp level only
|
||||||
|
re map from a packet to original updates just doesnt work
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Requeue an EntityUpdate when it was not acknowledged by the client.
|
/// Requeue an EntityUpdate when it was not acknowledged by the client.
|
||||||
/// We will update the priority and put it in the correct queue, merging update flags
|
/// We will update the priority and put it in the correct queue, merging update flags
|
||||||
|
@ -3854,6 +3858,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
m_entityUpdates.Enqueue(priority, update);
|
m_entityUpdates.Enqueue(priority, update);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Requeue a list of EntityUpdates when they were not acknowledged by the client.
|
/// Requeue a list of EntityUpdates when they were not acknowledged by the client.
|
||||||
/// We will update the priority and put it in the correct queue, merging update flags
|
/// We will update the priority and put it in the correct queue, merging update flags
|
||||||
|
@ -3879,6 +3884,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
foreach (EntityUpdate update in updates)
|
foreach (EntityUpdate update in updates)
|
||||||
ResendPrimUpdate(update);
|
ResendPrimUpdate(update);
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
// OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
|
// OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
|
||||||
// OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
|
// OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
|
||||||
|
@ -4197,7 +4203,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
for (int i = 0; i < blocks.Count; i++)
|
for (int i = 0; i < blocks.Count; i++)
|
||||||
packet.ObjectData[i] = blocks[i];
|
packet.ObjectData[i] = blocks[i];
|
||||||
|
|
||||||
OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
|
// OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
|
||||||
|
// use default udp retry
|
||||||
|
OutPacket(packet, ThrottleOutPacketType.Task, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion Packet Sending
|
#endregion Packet Sending
|
||||||
|
|
|
@ -1207,6 +1207,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||||
//m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
|
//m_log.DebugFormat("[LLUDPSERVER]: Resending packet #{0} (attempt {1}), {2}ms have passed",
|
||||||
// outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
|
// outgoingPacket.SequenceNumber, outgoingPacket.ResendCount, Environment.TickCount - outgoingPacket.TickCount);
|
||||||
|
|
||||||
|
// Bump up the resend count on this packet
|
||||||
|
Interlocked.Increment(ref outgoingPacket.ResendCount);
|
||||||
|
|
||||||
|
// loose packets we retried more than 6 times
|
||||||
|
// sl says 3 so lets be more tolerant
|
||||||
|
// we can't not keep hammering with packets a viewer may just beeing ignoring
|
||||||
|
|
||||||
|
if (outgoingPacket.ResendCount > 6)
|
||||||
|
return;
|
||||||
|
|
||||||
// Set the resent flag
|
// Set the resent flag
|
||||||
outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
|
outgoingPacket.Buffer.Data[0] = (byte)(outgoingPacket.Buffer.Data[0] | Helpers.MSG_RESENT);
|
||||||
outgoingPacket.Category = ThrottleOutPacketType.Resend;
|
outgoingPacket.Category = ThrottleOutPacketType.Resend;
|
||||||
|
|
Loading…
Reference in New Issue