Removed the unused use_async_when_possible config variable

slimupdates
John Hurliman 2010-03-16 12:03:04 -07:00
parent b4dcdffb50
commit b51f40da8f
4 changed files with 2 additions and 26 deletions

View File

@ -897,7 +897,7 @@ namespace OpenSim
{
connections.AppendFormat("{0}: {1} ({2}) from {3} on circuit {4}\n",
scene.RegionInfo.RegionName, client.Name, client.AgentId, client.RemoteEndPoint, client.CircuitCode);
}, false
}
);
}
);

View File

@ -1020,7 +1020,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Handle outgoing packets, resends, acknowledgements, and pings for each
// client. m_packetSent will be set to true if a packet is sent
m_scene.ForEachClient(clientPacketHandler, false);
m_scene.ForEachClient(clientPacketHandler);
// If nothing was sent, sleep for the minimum amount of time before a
// token bucket could get more tokens

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@ -131,7 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
private int m_incrementsof15seconds;
private volatile bool m_backingup;
private bool m_useAsyncWhenPossible;
private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
@ -654,9 +653,6 @@ namespace OpenSim.Region.Framework.Scenes
//
IConfig startupConfig = m_config.Configs["Startup"];
// Should we try to run loops synchronously or asynchronously?
m_useAsyncWhenPossible = startupConfig.GetBoolean("use_async_when_possible", false);
//Animation states
m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
// TODO: Change default to true once the feature is supported
@ -4289,20 +4285,7 @@ namespace OpenSim.Region.Framework.Scenes
public void ForEachClient(Action<IClientAPI> action)
{
ForEachClient(action, m_useAsyncWhenPossible);
}
public void ForEachClient(Action<IClientAPI> action, bool doAsynchronous)
{
// FIXME: Asynchronous iteration is disabled until we have a threading model that
// can support calling this function from an async packet handler without
// potentially deadlocking
m_clientManager.ForEachSync(action);
//if (doAsynchronous)
// m_clientManager.ForEach(action);
//else
// m_clientManager.ForEachSync(action);
}
public bool TryGetClient(UUID avatarID, out IClientAPI client)

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@ -37,13 +37,6 @@
; performance on .NET/Windows
async_call_method = SmartThreadPool
; There are several operations on large collections (such as
; the current avatar list) that can be run synchronously or
; in parallel. Running in parallel should increase performance
; on a multi-core system, but will make debugging more
; difficult if something deadlocks or times out
use_async_when_possible = false
; Max threads to allocate on the FireAndForget thread pool
; when running with the SmartThreadPool option above
MaxPoolThreads = 15