Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running. When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests. However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues. This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead. Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time. Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes. |
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| .. | ||
| Properties | ||
| Tests | ||
| IncomingPacket.cs | ||
| IncomingPacketHistoryCollection.cs | ||
| J2KImage.cs | ||
| LLClientView.cs | ||
| LLImageManager.cs | ||
| LLUDPClient.cs | ||
| LLUDPServer.cs | ||
| OpenSimUDPBase.cs | ||
| OutgoingPacket.cs | ||
| OutgoingQueueRefillEngine.cs | ||
| PacketPool.cs | ||
| ThrottleRates.cs | ||
| TokenBucket.cs | ||
| UnackedPacketCollection.cs | ||