diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index ec51e28488..9aa184514d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -312,9 +312,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// stack. Use zero to leave this value as the default
protected int m_recvBufferSize;
- /// Flag to process packets asynchronously or synchronously
- protected bool m_asyncPacketHandling;
-
/// Tracks whether or not a packet was sent each round so we know
/// whether or not to sleep
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(
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 35a07111df..c360f43480 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -57,9 +57,6 @@ namespace OpenMetaverse
/// UDP socket, used in either client or server mode
private Socket m_udpSocket;
- /// Flag to process packets asynchronously or synchronously
- private bool m_asyncPacketHandling;
-
///
/// Are we to use object pool(s) to reduce memory churn when receiving data?
///
@@ -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
- 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();
}
}
}
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 21ff8d6dcd..83bf9d7088 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -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