From 38e6da5522a53c7f65eac64ae7b0af929afb1ae6 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 9 Jul 2013 18:34:24 -0700 Subject: Comment out old inbound UDP throttling hack. This would cause the UDP reception thread to sleep for 30ms if the number of available user worker threads got low. It doesn't look like any of the UDP packet types are marked async so this check is 1) unnecessary and 2) really crazy since it stops up the reception thread under heavy load without any indication. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 82fad11..2aab4f9 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1615,6 +1615,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { IncomingPacket incomingPacket = null; + /* // HACK: This is a test to try and rate limit packet handling on Mono. // If it works, a more elegant solution can be devised if (Util.FireAndForgetCount() < 2) @@ -1622,6 +1623,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP //m_log.Debug("[LLUDPSERVER]: Incoming packet handler is sleeping"); Thread.Sleep(30); } + */ if (packetInbox.Dequeue(100, ref incomingPacket)) { -- cgit v1.1 From a412b1d6823141129bef3ab906c6590eb6a81c72 Mon Sep 17 00:00:00 2001 From: Diva Canto Date: Sat, 13 Jul 2013 09:46:58 -0700 Subject: Moved SendInitialDataToMe to earlier in CompleteMovement. Moved TriggerOnMakeRootAgent to the end of CompleteMovement. Justin, if you read this, there's a long story here. Some time ago you placed SendInitialDataToMe at the very beginning of client creation (in LLUDPServer). That is problematic, as we discovered relatively recently: on TPs, as soon as the client starts getting data from child agents, it starts requesting resources back *from the simulator where its root agent is*. We found this to be the problem behind meshes missing on HG TPs (because the viewer was requesting the meshes of the receiving sim from the departing grid). But this affects much more than meshes and HG TPs. It may also explain cloud avatars after a local TP: baked textures are only stored in the simulator, so if a child agent receives a UUID of a baked texture in the destination sim and requests that texture from the departing sim where the root agent is, it will fail to get that texture. Bottom line: we need to delay sending the new simulator data to the viewer until we are absolutely sure that the viewer knows that its main agent is in a new sim. Hence, moving it to CompleteMovement. Now I am trying to tune the initial rez delay that we all experience in the CC. I think that when I fixed the issue described above, I may have moved SendInitialDataToMe to much later than it should be, so now I'm moving to earlier in CompleteMovement. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 2aab4f9..85270a6 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1469,7 +1469,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code); bool tp = (aCircuit.teleportFlags > 0); - // Let's delay this for TP agents, otherwise the viewer doesn't know where to get meshes from + // Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from if (!tp) client.SceneAgent.SendInitialDataToMe(); } -- cgit v1.1