remove excessive notion of paralelism
parent
25371933b4
commit
e650a4ff16
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@ -312,9 +312,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// stack. Use zero to leave this value as the default</summary>
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protected int m_recvBufferSize;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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protected bool m_asyncPacketHandling;
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/// <summary>Tracks whether or not a packet was sent each round so we know
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/// whether or not to sleep</summary>
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protected bool m_packetSent;
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@ -473,7 +470,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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if (config != null)
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{
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m_asyncPacketHandling = config.GetBoolean("async_packet_handling", true);
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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@ -540,10 +536,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public void StartInbound()
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{
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m_log.InfoFormat(
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"[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server in {0} mode with UsePools = {1}",
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m_asyncPacketHandling ? "asynchronous" : "synchronous", UsePools);
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"[LLUDPSERVER]: Starting inbound packet processing for the LLUDP server");
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base.StartInbound(m_recvBufferSize, m_asyncPacketHandling);
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base.StartInbound(m_recvBufferSize);
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// This thread will process the packets received that are placed on the packetInbox
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WorkManager.StartThread(
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@ -57,9 +57,6 @@ namespace OpenMetaverse
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/// <summary>UDP socket, used in either client or server mode</summary>
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private Socket m_udpSocket;
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/// <summary>Flag to process packets asynchronously or synchronously</summary>
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private bool m_asyncPacketHandling;
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/// <summary>
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/// Are we to use object pool(s) to reduce memory churn when receiving data?
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/// </summary>
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@ -205,10 +202,8 @@ namespace OpenMetaverse
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/// manner (not throwing an exception when the remote side resets the
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/// connection). This call is ignored on Mono where the flag is not
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/// necessary</remarks>
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public virtual void StartInbound(int recvBufferSize, bool asyncPacketHandling)
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public virtual void StartInbound(int recvBufferSize)
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{
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m_asyncPacketHandling = asyncPacketHandling;
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if (!IsRunningInbound)
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{
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m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop");
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@ -408,11 +403,6 @@ namespace OpenMetaverse
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{
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UdpReceives++;
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// Asynchronous mode will start another receive before the
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// callback for this packet is even fired. Very parallel :-)
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if (m_asyncPacketHandling)
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AsyncBeginReceive();
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try
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{
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// get the buffer that was created in AsyncBeginReceive
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@ -469,9 +459,6 @@ namespace OpenMetaverse
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// if (UsePools)
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// Pool.ReturnObject(buffer);
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// Synchronous mode waits until the packet callback completes
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// before starting the receive to fetch another packet
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if (!m_asyncPacketHandling)
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AsyncBeginReceive();
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}
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}
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@ -649,14 +649,6 @@
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[ClientStack.LindenUDP]
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; Set this to true to process incoming packets asynchronously. Networking is
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; already separated from packet handling with a queue, so this will only
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; affect whether networking internals such as packet decoding and
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; acknowledgement accounting are done synchronously or asynchronously
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; Default is true.
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;
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;async_packet_handling = true
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; The client socket receive buffer size determines how many
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; incoming requests we can process; the default on .NET is 8192
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; which is about 2 4k-sized UDP datagrams. On mono this is
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