* Set default client throttle multiplier to 2 (old value was effectively 8). See OpenSim.ini.example for details as to what this means
* Really this should be 1, but I think that this would be too slow compared to a Second Life server until we improve our ability to send textures of variable quality * This may improve one aspect of sim performance where there are many avatars. However, there are still other performance problems that are unrelated to this change * Value may be further tuned * Removed temporary decals since the multipler setting will stick around now0.6.0-stable
parent
204ef95843
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fc36d7fdf2
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@ -127,7 +127,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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TotalThrottle
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= new LLPacketThrottle(
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totalThrottleSettings.Min, totalThrottleSettings.Max, totalThrottleSettings.Current, userSettings.ClientThrottleMultipler);
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totalThrottleSettings.Min, totalThrottleSettings.Max, totalThrottleSettings.Current,
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userSettings.ClientThrottleMultipler);
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throttleTimer = new Timer((int) (throttletimems/throttleTimeDivisor));
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throttleTimer.Elapsed += new ElapsedEventHandler(ThrottleTimerElapsed);
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@ -36,7 +36,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_currentBitsSent;
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/// <value>
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/// Temporary field
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/// Value with which to multiply all the throttle fields
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/// </value>
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private float m_throttleMultiplier;
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@ -47,8 +47,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <param name="max"></param>
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/// <param name="throttle"></param>
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/// <param name="throttleMultiplier">
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/// A temporary parameter that's ends up multiplying all throttle settings. This only exists as a path to
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/// using real throttle values instead of the *8 multipler that we had been using (bytes instead of btis)
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/// A parameter that's ends up multiplying all throttle settings. An alternative solution would have been
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/// to multiply all the parameters by this before giving them to the constructor. But doing it this way
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/// represents the fact that the multiplier is a hack that pumps data to clients much faster than the actual
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/// settings that we are given.
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/// </param>
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public LLPacketThrottle(int min, int max, int throttle, float throttleMultiplier)
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{
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@ -81,7 +83,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return m_currentBitsSent;
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}
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// Properties
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public int Max
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{
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get { return m_maxAllowableThrottle; }
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@ -149,7 +149,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AssetCache assetCache, AgentCircuitManager circuitManager)
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{
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ClientStackUserSettings userSettings = new ClientStackUserSettings();
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userSettings.ClientThrottleMultipler = 8;
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userSettings.ClientThrottleMultipler = 2; // default. TODO: Should be a constant somewhere
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IConfig config = configSource.Configs["ClientStack.LindenUDP"];
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@ -205,11 +205,24 @@ inventory_server_url = "http://127.0.0.1:8004"
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messaging_server_url = "http://127.0.0.1:8006"
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[ClientStack.LindenUDP]
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; Adjust the multiplier applied to all client throttles
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; This setting only exists because we're probably over throttling by a factor of 8. Setting this to
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; 1 uses the real throttle values, but this may be revealing other bugs, so is currently included as test setting
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; You probably don't want to change this.
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client_throttle_multiplier = 8;
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; This is the multiplier applied to all client throttles for outgoing UDP network data
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; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
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; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
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; will actually push down data at a maximum rate of 750 kilobits per second).
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;
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; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
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; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
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; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
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; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
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; higher network bandwidth settings directly, though this isn't always possible.
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;
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; Currently this setting is 2 by default because we currently send much more texture data than is strictly
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; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
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; of textures at different levels of quality is improved.
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;
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; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
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; unexpected difficulties
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client_throttle_multiplier = 2;
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[Chat]
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whisper_distance = 10
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