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path: root/OpenSim/Region/ClientStack/Linden/UDP/OutgoingQueueRefillEngine.cs (follow)
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* Make LLUDP output queue refill thread active by default, since load tests ↵Justin Clark-Casey (justincc)2014-09-041-1/+1
| | | | | | have shown that this has better scalability. For testing, previous behaviour can be restored with the console command "debug lludp oqre stop" at runtime.
* Add clientstack.<scene>.OQRERequestsWaiting statJustin Clark-Casey (justincc)2014-08-191-0/+19
| | | | Only present if OQRE is enabled
* Add experimental OutgoingQueueRefillEngine to handle queue refill processing ↵Justin Clark-Casey (justincc)2014-08-191-0/+267
on a controlled number of threads rather than the threadpool. 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.