Read PacketPool config in LLUDPServer with other config params rather than in Scene.
This is to resolve previous build break. This unnecessarily but harmlessly reads and sets the parameter multiple times - scene was doing the same thing.0.7.4-extended
parent
5162ebd2cc
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57837a1e81
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@ -222,6 +222,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_pausedAckTimeout = 1000 * 300; // 5 minutes
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m_pausedAckTimeout = 1000 * 300; // 5 minutes
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}
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}
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// FIXME: This actually only needs to be done once since the PacketPool is shared across all servers.
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// However, there is no harm in temporarily doing it multiple times.
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IConfig packetConfig = configSource.Configs["PacketPool"];
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if (packetConfig != null)
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{
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PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
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PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
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}
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#region BinaryStats
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#region BinaryStats
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config = configSource.Configs["Statistics.Binary"];
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config = configSource.Configs["Statistics.Binary"];
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m_shouldCollectStats = false;
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m_shouldCollectStats = false;
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