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authorDan Lake2011-04-18 16:48:49 -0700
committerMic Bowman2011-04-19 08:10:01 -0700
commit08d8a3e5808b790fbbd7ba3f460603db66aeaff2 (patch)
tree251da046af3aaec1c1594731d7bbf41d87c4d5cd /OpenSim/Region/Framework
parentMove mesh on/off swtich from [Startup] to [Mesh] in anticipation of future co... (diff)
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Requeue unacknowledged entity updates rather than resend then "as is".
Often, by the time the UDPServer realizes that an entity update packet has not been acknowledged, there is a newer update for the same entity already queued up or there is a higher priority update that should be sent first. This patch eliminates 1:1 packet resends for unacked entity update packets. Insteawd, unacked update packets are decomposed into the original entity updates and those updates are placed back into the priority queues based on their new priority but the original update timestamp. This will generally place them at the head of the line to be put back on the wire as a new outgoing packet but prevents the resend queue from filling up with multiple stale updates for the same entity. This new approach takes advantage of the UDP nature of the Linden protocol in that the intent of a reliable update packet is that if it goes unacknowledge, SOMETHING has to happen to get the update to the client. We are simply making sure that we are resending current object state rather than stale object state. Additionally, this patch includes a generalized callback mechanism so that any caller can specify their own method to call when a packet expires without being acknowledged. We use this mechanism to requeue update packets and otherwise use the UDPServer default method of just putting expired packets in the resend queue.
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