remove lludp throttle texture rate cannibal option. That rate is used by http, and beeing http is still trafic

0.9.1.0-post-fixes
UbitUmarov 2019-03-05 09:22:34 +00:00
parent 80056abbe7
commit b5ad1b7dcc
2 changed files with 0 additions and 23 deletions

View File

@ -210,12 +210,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
}
/// <summary>
/// This is the percentage of the udp texture queue to add to the task queue since
/// textures are now generally handled through http.
/// </summary>
private double m_cannibalrate = 0.0;
private ClientInfo m_info = new ClientInfo();
/// <summary>
@ -257,8 +251,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Create an array of token buckets for this clients different throttle categories
m_throttleCategories = new TokenBucket[THROTTLE_CATEGORY_COUNT];
m_cannibalrate = rates.CannibalizeTextureRate;
m_burst = rates.Total * rates.BrustTime;
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
@ -449,12 +441,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
asset = Math.Max(asset, LLUDPServer.MTU);
*/
// Since most textures are now delivered through http, make it possible
// to cannibalize some of the bw from the texture throttle to use for
// the task queue (e.g. object updates)
task = task + (int)(m_cannibalrate * texture);
texture = (int)((1 - m_cannibalrate) * texture);
int total = resend + land + wind + cloud + task + texture + asset;
float m_burst = total * m_burstTime;

View File

@ -66,9 +66,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// </summary>
public Int64 MinimumAdaptiveThrottleRate;
/// <summary>Amount of the texture throttle to steal for the task throttle</summary>
public double CannibalizeTextureRate;
public int ClientMaxRate;
public float BrustTime;
@ -104,12 +101,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// AdaptiveThrottlesEnabled = throttleConfig.GetBoolean("enable_adaptive_throttles", false);
AdaptiveThrottlesEnabled = false;
MinimumAdaptiveThrottleRate = throttleConfig.GetInt("adaptive_throttle_min_bps", 32000);
// http textures do use udp bandwidth setting
// CannibalizeTextureRate = (double)throttleConfig.GetFloat("CannibalizeTextureRate", 0.0f);
// CannibalizeTextureRate = Util.Clamp<double>(CannibalizeTextureRate,0.0, 0.9);
CannibalizeTextureRate = 0f;
}
catch (Exception) { }
}