remove excessive notion of paralelism

0.9.0-post-fixes
UbitUmarov 2017-06-13 08:56:21 +01:00
parent 25371933b4
commit e650a4ff16
3 changed files with 5 additions and 31 deletions

View File

@ -312,9 +312,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// stack. Use zero to leave this value as the default</summary>
protected int m_recvBufferSize;
/// <summary>Flag to process packets asynchronously or synchronously</summary>
protected bool m_asyncPacketHandling;
/// <summary>Tracks whether or not a packet was sent each round so we know
/// whether or not to sleep</summary>
protected bool m_packetSent;
@ -473,7 +470,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
IConfig config = configSource.Configs["ClientStack.LindenUDP"];
if (config != null)
{
m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
@ -540,10 +536,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void StartInbound()
{
m_log.InfoFormat(
"[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode with UsePools = {1}",
m_asyncPacketHandling ? "asynchronous" : "synchronous", UsePools);
"[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server");
base.StartInbound(m_recvBufferSize, m_asyncPacketHandling);
base.StartInbound(m_recvBufferSize);
// This thread will process the packets received that are placed on the packetInbox
WorkManager.StartThread(

View File

@ -57,9 +57,6 @@ namespace OpenMetaverse
/// <summary>UDP socket, used in either client or server mode</summary>
private Socket m_udpSocket;
/// <summary>Flag to process packets asynchronously or synchronously</summary>
private bool m_asyncPacketHandling;
/// <summary>
/// Are we to use object pool(s) to reduce memory churn when receiving data?
/// </summary>
@ -205,10 +202,8 @@ namespace OpenMetaverse
/// manner (not throwing an exception when the remote side resets the
/// connection). This call is ignored on Mono where the flag is not
/// necessary</remarks>
public virtual void StartInbound(int recvBufferSize, bool asyncPacketHandling)
public virtual void StartInbound(int recvBufferSize)
{
m_asyncPacketHandling = asyncPacketHandling;
if (!IsRunningInbound)
{
m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop");
@ -407,12 +402,7 @@ namespace OpenMetaverse
if (IsRunningInbound)
{
UdpReceives++;
// Asynchronous mode will start another receive before the
// callback for this packet is even fired. Very parallel :-)
if (m_asyncPacketHandling)
AsyncBeginReceive();
try
{
// get the buffer that was created in AsyncBeginReceive
@ -469,10 +459,7 @@ namespace OpenMetaverse
// if (UsePools)
// Pool.ReturnObject(buffer);
// Synchronous mode waits until the packet callback completes
// before starting the receive to fetch another packet
if (!m_asyncPacketHandling)
AsyncBeginReceive();
AsyncBeginReceive();
}
}
}

View File

@ -649,14 +649,6 @@
[ClientStack.LindenUDP]
; Set this to true to process incoming packets asynchronously. Networking is
; already separated from packet handling with a queue, so this will only
; affect whether networking internals such as packet decoding and
; acknowledgement accounting are done synchronously or asynchronously
; Default is true.
;
;async_packet_handling = true
; The client socket receive buffer size determines how many
; incoming requests we can process; the default on .NET is 8192
; which is about 2 4k-sized UDP datagrams. On mono this is