remove usage of lludp highpriority send queue. It causes more issues than good
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				|  | @ -3594,7 +3594,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|             Transfer.TransferInfo.Size = req.AssetInf.Data.Length; | ||||
|             Transfer.TransferInfo.TransferID = req.TransferRequestID; | ||||
|             Transfer.Header.Zerocoded = true; | ||||
|             OutPacket(Transfer, isWearable ? ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority : ThrottleOutPacketType.Asset); | ||||
|             OutPacket(Transfer, ThrottleOutPacketType.Asset); | ||||
| 
 | ||||
|             if (req.NumPackets == 1) | ||||
|             { | ||||
|  | @ -3605,7 +3605,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|                 TransferPacket.TransferData.Data = req.AssetInf.Data; | ||||
|                 TransferPacket.TransferData.Status = 1; | ||||
|                 TransferPacket.Header.Zerocoded = true; | ||||
|                 OutPacket(TransferPacket, isWearable ? ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority : ThrottleOutPacketType.Asset); | ||||
|                 OutPacket(TransferPacket, ThrottleOutPacketType.Asset); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|  | @ -3638,7 +3638,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|                         TransferPacket.TransferData.Status = 1; | ||||
|                     } | ||||
|                     TransferPacket.Header.Zerocoded = true; | ||||
|                     OutPacket(TransferPacket, isWearable ? ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority : ThrottleOutPacketType.Asset); | ||||
|                     OutPacket(TransferPacket, ThrottleOutPacketType.Asset); | ||||
| 
 | ||||
|                     processedLength += chunkSize; | ||||
|                     packetNumber++; | ||||
|  | @ -4435,7 +4435,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|                         } | ||||
|                     } | ||||
| 
 | ||||
|             OutPacket(aw, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority); | ||||
|             OutPacket(aw, ThrottleOutPacketType.Task); | ||||
|         } | ||||
| 
 | ||||
|         static private readonly byte[] AvatarAppearanceHeader = new byte[] { | ||||
|  | @ -4487,7 +4487,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|             Utils.FloatToBytesSafepos(hover, data, pos); pos += 4; | ||||
| 
 | ||||
|             buf.DataLength = pos; | ||||
|             m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority, null, true); | ||||
|             m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task, null, true); | ||||
|         } | ||||
| 
 | ||||
|         static private readonly byte[] AvatarAnimationHeader = new byte[] { | ||||
|  | @ -4562,7 +4562,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|             data[pos++] = 0; // no physical avatar events | ||||
| 
 | ||||
|             buf.DataLength = pos; | ||||
|             m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task | ThrottleOutPacketType.HighPriority); | ||||
|             m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task); | ||||
|         } | ||||
| 
 | ||||
|         public void SendObjectAnimations(UUID[] animations, int[] seqs, UUID senderId) | ||||
|  | @ -4609,17 +4609,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
| 
 | ||||
|             zc.AddByte(1); // block count | ||||
| 
 | ||||
|             ThrottleOutPacketType ptype = ThrottleOutPacketType.Task; | ||||
|             if (ent is ScenePresence) | ||||
|             { | ||||
|                 CreateAvatarUpdateBlock(ent as ScenePresence, zc); | ||||
|                 ptype |= ThrottleOutPacketType.HighPriority; | ||||
|             } | ||||
|             else | ||||
|                 CreatePrimUpdateBlock(ent as SceneObjectPart, (ScenePresence)SceneAgent, zc); | ||||
| 
 | ||||
|             buf.DataLength = zc.Finish(); | ||||
|             m_udpServer.SendUDPPacket(m_udpClient, buf, ptype); | ||||
|             m_udpServer.SendUDPPacket(m_udpClient, buf, ThrottleOutPacketType.Task); | ||||
|         } | ||||
| 
 | ||||
|         public void SendEntityTerseUpdateImmediate(ISceneEntity ent) | ||||
|  |  | |||
|  | @ -542,18 +542,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|         /// false if the packet has not been queued and should be sent immediately. | ||||
|         /// </returns> | ||||
|         public bool EnqueueOutgoing(OutgoingPacket packet) | ||||
|         { | ||||
|             return EnqueueOutgoing(packet, false); | ||||
|         } | ||||
| 
 | ||||
|         public bool EnqueueOutgoing(OutgoingPacket packet, bool highPriority) | ||||
|         { | ||||
|             int category = (int)packet.Category; | ||||
| 
 | ||||
|             if (category >= 0 && category < m_packetOutboxes.Length) | ||||
|             { | ||||
|                 DoubleLocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; | ||||
|                 queue.Enqueue(packet, highPriority); | ||||
|                 queue.Enqueue(packet, false); | ||||
|                 return true; | ||||
|             } | ||||
|             else | ||||
|  |  | |||
|  | @ -863,14 +863,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
| 
 | ||||
|             #region Queue or Send | ||||
| 
 | ||||
|             bool highPriority = false; | ||||
| 
 | ||||
|             if (category != ThrottleOutPacketType.Unknown && (category & ThrottleOutPacketType.HighPriority) != 0) | ||||
|             { | ||||
|                 category = (ThrottleOutPacketType)((int)category & 127); | ||||
|                 highPriority = true; | ||||
|             } | ||||
| 
 | ||||
|             OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null); | ||||
| 
 | ||||
|             // If we were not provided a method for handling unacked, use the UDPServer default method | ||||
|  | @ -880,7 +872,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|             // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will | ||||
|             // continue to display the deleted object until relog.  Therefore, we need to always queue a kill object | ||||
|             // packet so that it isn't sent before a queued update packet. | ||||
|             if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, highPriority)) | ||||
|             if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) | ||||
|             { | ||||
|                 SendPacketFinal(outgoingPacket); | ||||
|                 return true; | ||||
|  | @ -953,44 +945,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|         public void SendUDPPacket( | ||||
|             LLUDPClient udpClient, UDPPacketBuffer buffer, ThrottleOutPacketType category, UnackedPacketMethod method, bool zerocode) | ||||
|         { | ||||
|             bool highPriority = false; | ||||
| 
 | ||||
|             if (zerocode) | ||||
|                 buffer = ZeroEncode(buffer); | ||||
| 
 | ||||
|             if (category != ThrottleOutPacketType.Unknown && (category & ThrottleOutPacketType.HighPriority) != 0) | ||||
|             { | ||||
|                 category = (ThrottleOutPacketType)((int)category & 127); | ||||
|                 highPriority = true; | ||||
|             } | ||||
| 
 | ||||
|             OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null); | ||||
| 
 | ||||
|             // If we were not provided a method for handling unacked, use the UDPServer default method | ||||
|             if ((outgoingPacket.Buffer.Data[0] & Helpers.MSG_RELIABLE) != 0) | ||||
|                 outgoingPacket.UnackedMethod = ((method == null) ? delegate (OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method); | ||||
| 
 | ||||
|             if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, highPriority)) | ||||
|             if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) | ||||
|                 SendPacketFinal(outgoingPacket); | ||||
|         } | ||||
| 
 | ||||
|         public void SendUDPPacket(LLUDPClient udpClient, UDPPacketBuffer buffer, ThrottleOutPacketType category) | ||||
|         { | ||||
|             bool highPriority = false; | ||||
| 
 | ||||
|             if (category != ThrottleOutPacketType.Unknown && (category & ThrottleOutPacketType.HighPriority) != 0) | ||||
|             { | ||||
|                 category = (ThrottleOutPacketType)((int)category & 127); | ||||
|                 highPriority = true; | ||||
|             } | ||||
| 
 | ||||
|             OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null); | ||||
| 
 | ||||
|             // If we were not provided a method for handling unacked, use the UDPServer default method | ||||
|             if ((outgoingPacket.Buffer.Data[0] & Helpers.MSG_RELIABLE) != 0) | ||||
|                 outgoingPacket.UnackedMethod = delegate (OutgoingPacket oPacket) { ResendUnacked(oPacket); }; | ||||
| 
 | ||||
|             if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, highPriority)) | ||||
|             if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) | ||||
|                 SendPacketFinal(outgoingPacket); | ||||
|         } | ||||
| 
 | ||||
|  | @ -1136,7 +1112,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
|             // Bump up the resend count on this packet | ||||
|             Interlocked.Increment(ref outgoingPacket.ResendCount); | ||||
|             // Requeue or resend the packet | ||||
|             if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, false)) | ||||
|             if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) | ||||
|                 SendPacketFinal(outgoingPacket); | ||||
|         } | ||||
| 
 | ||||
|  |  | |||
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