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Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs27
1 files changed, 24 insertions, 3 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 338f2bb..85961b9 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -402,6 +402,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
402 #region Queue or Send 402 #region Queue or Send
403 403
404 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category); 404 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category);
405 outgoingPacket.Type = type;
405 406
406 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket)) 407 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
407 SendPacketFinal(outgoingPacket); 408 SendPacketFinal(outgoingPacket);
@@ -513,6 +514,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
513 byte flags = buffer.Data[0]; 514 byte flags = buffer.Data[0];
514 bool isResend = (flags & Helpers.MSG_RESENT) != 0; 515 bool isResend = (flags & Helpers.MSG_RESENT) != 0;
515 bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0; 516 bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
517 bool sendSynchronous = false;
516 LLUDPClient udpClient = outgoingPacket.Client; 518 LLUDPClient udpClient = outgoingPacket.Client;
517 519
518 if (!udpClient.IsConnected) 520 if (!udpClient.IsConnected)
@@ -568,9 +570,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
568 if (isReliable) 570 if (isReliable)
569 Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength); 571 Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength);
570 572
571 // Put the UDP payload on the wire 573 //Some packet types need to be sent synchonously.
572 AsyncBeginSend(buffer); 574 //Sorry, i know it's not optimal, but until the LL client
575 //manages packets correctly and re-orders them as required, this is necessary.
573 576
577
578 // Put the UDP payload on the wire
579 if (outgoingPacket.Type == PacketType.ImprovedTerseObjectUpdate)
580 {
581 SyncBeginPrioritySend(buffer, 2); // highest priority
582 }
583 else if (outgoingPacket.Type == PacketType.ObjectUpdate
584 || outgoingPacket.Type == PacketType.LayerData)
585 {
586 SyncBeginPrioritySend(buffer, 1); // medium priority
587 }
588 else
589 {
590 SyncBeginPrioritySend(buffer, 0); // normal priority
591 }
592
593 //AsyncBeginSend(buffer);
594
574 // Keep track of when this packet was sent out (right now) 595 // Keep track of when this packet was sent out (right now)
575 outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue; 596 outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
576 } 597 }
@@ -851,7 +872,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
851 872
852 Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length); 873 Buffer.BlockCopy(packetData, 0, buffer.Data, 0, length);
853 874
854 AsyncBeginSend(buffer); 875 SyncBeginPrioritySend(buffer, 1); //Setting this to a medium priority should help minimise resends
855 } 876 }
856 877
857 private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo) 878 private bool IsClientAuthorized(UseCircuitCodePacket useCircuitCode, out AuthenticateResponse sessionInfo)