From 492ba8f644abf64704bcf35a4f3d3c7990833f00 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Fri, 15 Mar 2019 19:21:44 +0000
Subject: minor cleanup
---
.../Region/ClientStack/Linden/UDP/LLClientView.cs | 9 +-------
.../Region/ClientStack/Linden/UDP/LLUDPServer.cs | 25 +---------------------
2 files changed, 2 insertions(+), 32 deletions(-)
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index cb2d9e2..547c8a6 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -1815,14 +1815,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
// An inventory descendents packet consists of a single agent section and an inventory details
// section for each inventory item. The size of each inventory item is approximately 550 bytes.
- // In theory, UDP has a maximum packet size of 64k, so it should be possible to send descendent
- // packets containing metadata for in excess of 100 items. But in practice, there may be other
- // factors (e.g. firewalls) restraining the maximum UDP packet size. See,
- //
- // http://opensimulator.org/mantis/view.php?id=226
- //
- // for one example of this kind of thing. In fact, the Linden servers appear to only send about
- // 6 to 7 items at a time, so let's stick with 6
+ // limit to what may fit on MTU
int MAX_ITEMS_PER_PACKET = 5;
int MAX_FOLDERS_PER_PACKET = 6;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 2300800..780e8f8 100755
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -279,11 +279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// OnQueueEmpty event is triggered for textures
public readonly int TextureSendLimit;
- /// Handlers for incoming packets
- //PacketEventDictionary packetEvents = new PacketEventDictionary();
- /// Incoming packets that are awaiting handling
- //protected OpenMetaverse.BlockingQueue packetInbox = new OpenMetaverse.BlockingQueue();
-
protected BlockingCollection packetInbox = new BlockingCollection();
/// Bandwidth throttle for this UDP server
@@ -375,12 +370,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public int IncomingOrphanedPacketCount { get; protected set; }
///
- /// Queue some low priority but potentially high volume async requests so that they don't overwhelm available
- /// threadpool threads.
- ///
-// public JobEngine IpahEngine { get; protected set; }
-
- ///
/// Run queue empty processing within a single persistent thread.
///
///
@@ -557,12 +546,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Scene = (Scene)scene;
m_location = new Location(Scene.RegionInfo.RegionHandle);
-/*
- IpahEngine
- = new JobEngine(
- string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name),
- "INCOMING PACKET ASYNC HANDLING ENGINE");
-*/
+
OqrEngine = new JobEngine(
string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name),
"OUTGOING QUEUE REFILL ENGINE");
@@ -844,13 +828,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0;
bool doCopy = true;
- // Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum.
- // The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting
- // there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here
- // to accomodate for both common scenarios and provide ample room for ACK appending in both
- //int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200;
-
- //UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize);
UDPPacketBuffer buffer = GetNewUDPBuffer(udpClient.RemoteEndPoint);
// Zerocode if needed
--
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