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authorJustin Clark-Casey (justincc)2011-02-02 19:39:33 +0000
committerJustin Clark-Casey (justincc)2011-02-02 19:39:33 +0000
commit2344150b6e9dd056769f8ce565ec35243bef2538 (patch)
tree0b34a01071f981b2f9b5247c00117647d900b256 /OpenSim/Region/ClientStack
parentChange SimianGroupsServicesConnectorModule.GetAgentGroupMembership() so that ... (diff)
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Stop double counting dequeued packets for packets sent number
This is already being incremented in LLUDPServer.SendPacketFinal for every packet
Diffstat (limited to 'OpenSim/Region/ClientStack')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs9
1 files changed, 5 insertions, 4 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index d4c3307..21bd99e 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -441,13 +441,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
441 /// an outgoing packet from each, obeying the throttling bucket limits 441 /// an outgoing packet from each, obeying the throttling bucket limits
442 /// </summary> 442 /// </summary>
443 /// 443 ///
444 /// <remarks>
444 /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower 445 /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
445 /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have 446 /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
446 /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the 447 /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
447 /// wind queue). 448 /// wind queue).
448 /// 449 ///
449 /// <remarks>This function is only called from a synchronous loop in the 450 /// This function is only called from a synchronous loop in the
450 /// UDPServer so we don't need to bother making this thread safe</remarks> 451 /// UDPServer so we don't need to bother making this thread safe
452 /// </remarks>
453 ///
451 /// <returns>True if any packets were sent, otherwise false</returns> 454 /// <returns>True if any packets were sent, otherwise false</returns>
452 public bool DequeueOutgoing() 455 public bool DequeueOutgoing()
453 { 456 {
@@ -476,7 +479,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
476 m_udpServer.SendPacketFinal(nextPacket); 479 m_udpServer.SendPacketFinal(nextPacket);
477 m_nextPackets[i] = null; 480 m_nextPackets[i] = null;
478 packetSent = true; 481 packetSent = true;
479 this.PacketsSent++;
480 } 482 }
481 } 483 }
482 else 484 else
@@ -493,7 +495,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
493 // Send the packet 495 // Send the packet
494 m_udpServer.SendPacketFinal(packet); 496 m_udpServer.SendPacketFinal(packet);
495 packetSent = true; 497 packetSent = true;
496 this.PacketsSent++;
497 } 498 }
498 else 499 else
499 { 500 {