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.
connector_plugin
Justin Clark-Casey (justincc) 2012-10-05 01:43:29 +01:00
parent 4832ed6960
commit 7c7cdf3431
1 changed files with 9 additions and 0 deletions

View File

@ -222,6 +222,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_pausedAckTimeout = 1000 * 300; // 5 minutes m_pausedAckTimeout = 1000 * 300; // 5 minutes
} }
// FIXME: This actually only needs to be done once since the PacketPool is shared across all servers.
// However, there is no harm in temporarily doing it multiple times.
IConfig packetConfig = configSource.Configs["PacketPool"];
if (packetConfig != null)
{
PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
}
#region BinaryStats #region BinaryStats
config = configSource.Configs["Statistics.Binary"]; config = configSource.Configs["Statistics.Binary"];
m_shouldCollectStats = false; m_shouldCollectStats = false;