From: Chris Yeoh <yeohc@au1.ibm.com>
We've encountered problems with textures never fully downloading and objects not moving or being deleted (from the client's point of view) even when the bandwidth settings on the client have been set very low. This can happen over reasonably lossy links (eg you're on the other side of the world from the server) as the server retries 3 times and then gives up. Whilst its possible to set ReliableIsImportant, this forces the server to keep retrying no matter what which potentially could lead to problems. This patch allows for the setting of MaxReliableResends explicitly (is set to 3 normally) in OpenSim.ini so if you know you will have clients connecting with poor connections you can set it a bit higher (10-15 works quite well even for very poor connections).0.6.6-post-fixes
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300c895739
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a885556063
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@ -532,7 +532,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_PacketHandler.ReliableIsImportant =
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m_PacketHandler.ReliableIsImportant =
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clientConfig.GetBoolean("ReliableIsImportant",
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clientConfig.GetBoolean("ReliableIsImportant",
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false);
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false);
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m_PacketHandler.MaxReliableResends = clientConfig.GetInt("MaxReliableResends",
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m_PacketHandler.MaxReliableResends);
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m_primTerseUpdatesPerPacket = clientConfig.GetInt("TerseUpdatesPerPacket",
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m_primTerseUpdatesPerPacket = clientConfig.GetInt("TerseUpdatesPerPacket",
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m_primTerseUpdatesPerPacket);
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m_primTerseUpdatesPerPacket);
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m_primFullUpdatesPerPacket = clientConfig.GetInt("FullUpdatesPerPacket",
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m_primFullUpdatesPerPacket = clientConfig.GetInt("FullUpdatesPerPacket",
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@ -1256,6 +1256,9 @@
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; Resend packets markes as reliable until they are received
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; Resend packets markes as reliable until they are received
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;ReliableIsImportant = false
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;ReliableIsImportant = false
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; Maximum number of times to resend packets marked reliable
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;MaxReliableResends = 3
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; Configures how ObjectUpdates are compressed.
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; Configures how ObjectUpdates are compressed.
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;TerseUpdatesPerPacket=10
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;TerseUpdatesPerPacket=10
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;FullUpdatesPerPacket=14
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;FullUpdatesPerPacket=14
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