From b51f40da8f24b78fa6101d70726ca2000e5b0341 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Tue, 16 Mar 2010 12:03:04 -0700 Subject: [PATCH] Removed the unused use_async_when_possible config variable --- OpenSim/Region/Application/OpenSim.cs | 2 +- .../Region/ClientStack/LindenUDP/LLUDPServer.cs | 2 +- OpenSim/Region/Framework/Scenes/Scene.cs | 17 ----------------- bin/OpenSim.ini.example | 7 ------- 4 files changed, 2 insertions(+), 26 deletions(-) diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs index 7e816502a1..38b20843e0 100755 --- a/OpenSim/Region/Application/OpenSim.cs +++ b/OpenSim/Region/Application/OpenSim.cs @@ -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 + } ); } ); diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 36d24e8200..850474d834 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs @@ -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 diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index c510dc81a3..baa8759faf 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -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 m_returns = new Dictionary(); private Dictionary m_groupsWithTargets = new Dictionary(); @@ -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 action) { - ForEachClient(action, m_useAsyncWhenPossible); - } - - public void ForEachClient(Action 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) diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 23c324115a..1a67292102 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -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