Removed the unused use_async_when_possible config variable
parent
b4dcdffb50
commit
b51f40da8f
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@ -897,7 +897,7 @@ namespace OpenSim
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{
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{
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connections.AppendFormat("{0}: {1} ({2}) from {3} on circuit {4}\n",
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connections.AppendFormat("{0}: {1} ({2}) from {3} on circuit {4}\n",
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scene.RegionInfo.RegionName, client.Name, client.AgentId, client.RemoteEndPoint, client.CircuitCode);
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scene.RegionInfo.RegionName, client.Name, client.AgentId, client.RemoteEndPoint, client.CircuitCode);
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}, false
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}
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);
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);
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}
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}
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);
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);
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@ -1020,7 +1020,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Handle outgoing packets, resends, acknowledgements, and pings for each
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// Handle outgoing packets, resends, acknowledgements, and pings for each
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// client. m_packetSent will be set to true if a packet is sent
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// client. m_packetSent will be set to true if a packet is sent
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m_scene.ForEachClient(clientPacketHandler, false);
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m_scene.ForEachClient(clientPacketHandler);
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// If nothing was sent, sleep for the minimum amount of time before a
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// If nothing was sent, sleep for the minimum amount of time before a
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// token bucket could get more tokens
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// token bucket could get more tokens
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@ -131,7 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
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private int m_incrementsof15seconds;
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private int m_incrementsof15seconds;
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private volatile bool m_backingup;
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private volatile bool m_backingup;
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private bool m_useAsyncWhenPossible;
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>();
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@ -654,9 +653,6 @@ namespace OpenSim.Region.Framework.Scenes
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//
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//
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IConfig startupConfig = m_config.Configs["Startup"];
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IConfig startupConfig = m_config.Configs["Startup"];
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// Should we try to run loops synchronously or asynchronously?
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m_useAsyncWhenPossible = startupConfig.GetBoolean("use_async_when_possible", false);
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//Animation states
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//Animation states
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
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// TODO: Change default to true once the feature is supported
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// TODO: Change default to true once the feature is supported
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@ -4289,20 +4285,7 @@ namespace OpenSim.Region.Framework.Scenes
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public void ForEachClient(Action<IClientAPI> action)
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public void ForEachClient(Action<IClientAPI> action)
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{
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{
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ForEachClient(action, m_useAsyncWhenPossible);
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}
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public void ForEachClient(Action<IClientAPI> action, bool doAsynchronous)
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{
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// FIXME: Asynchronous iteration is disabled until we have a threading model that
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// can support calling this function from an async packet handler without
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// potentially deadlocking
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m_clientManager.ForEachSync(action);
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m_clientManager.ForEachSync(action);
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//if (doAsynchronous)
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// m_clientManager.ForEach(action);
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//else
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// m_clientManager.ForEachSync(action);
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}
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}
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public bool TryGetClient(UUID avatarID, out IClientAPI client)
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public bool TryGetClient(UUID avatarID, out IClientAPI client)
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@ -37,13 +37,6 @@
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; performance on .NET/Windows
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; performance on .NET/Windows
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async_call_method = SmartThreadPool
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async_call_method = SmartThreadPool
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; There are several operations on large collections (such as
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; the current avatar list) that can be run synchronously or
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; in parallel. Running in parallel should increase performance
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; on a multi-core system, but will make debugging more
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; difficult if something deadlocks or times out
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use_async_when_possible = false
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; Max threads to allocate on the FireAndForget thread pool
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; Max threads to allocate on the FireAndForget thread pool
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; when running with the SmartThreadPool option above
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; when running with the SmartThreadPool option above
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MaxPoolThreads = 15
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MaxPoolThreads = 15
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