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* Minimized the number of times textures are pulled off the priority queue
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
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@@ -51,6 +51,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public int Texture;
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/// <summary>Drip rate for asset packets</summary>
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public int Asset;
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/// <summary>Drip rate for the parent token bucket</summary>
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public int Total;
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/// <summary>Maximum burst rate for resent packets</summary>
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public int ResendLimit;
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@@ -66,6 +68,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public int TextureLimit;
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/// <summary>Maximum burst rate for asset packets</summary>
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public int AssetLimit;
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/// <summary>Burst rate for the parent token bucket</summary>
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public int TotalLimit;
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/// <summary>
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/// Default constructor
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@@ -77,21 +81,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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IConfig throttleConfig = config.Configs["ClientStack.LindenUDP"];
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Resend = throttleConfig.GetInt("ResendDefault", 12500);
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Land = throttleConfig.GetInt("LandDefault", 500);
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Wind = throttleConfig.GetInt("WindDefault", 500);
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Cloud = throttleConfig.GetInt("CloudDefault", 500);
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Task = throttleConfig.GetInt("TaskDefault", 500);
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Texture = throttleConfig.GetInt("TextureDefault", 500);
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Asset = throttleConfig.GetInt("AssetDefault", 500);
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Resend = throttleConfig.GetInt("resend_default", 12500);
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Land = throttleConfig.GetInt("land_default", 500);
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Wind = throttleConfig.GetInt("wind_default", 500);
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Cloud = throttleConfig.GetInt("cloud_default", 500);
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Task = throttleConfig.GetInt("task_default", 500);
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Texture = throttleConfig.GetInt("texture_default", 500);
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Asset = throttleConfig.GetInt("asset_default", 500);
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ResendLimit = throttleConfig.GetInt("ResendLimit", 18750);
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LandLimit = throttleConfig.GetInt("LandLimit", 29750);
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WindLimit = throttleConfig.GetInt("WindLimit", 18750);
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CloudLimit = throttleConfig.GetInt("CloudLimit", 18750);
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TaskLimit = throttleConfig.GetInt("TaskLimit", 55750);
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TextureLimit = throttleConfig.GetInt("TextureLimit", 55750);
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AssetLimit = throttleConfig.GetInt("AssetLimit", 27500);
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Total = throttleConfig.GetInt("client_throttle_max_bps", 0);
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ResendLimit = throttleConfig.GetInt("resend_limit", 18750);
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LandLimit = throttleConfig.GetInt("land_limit", 29750);
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WindLimit = throttleConfig.GetInt("wind_limit", 18750);
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CloudLimit = throttleConfig.GetInt("cloud_limit", 18750);
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TaskLimit = throttleConfig.GetInt("task_limit", 55750);
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TextureLimit = throttleConfig.GetInt("texture_limit", 55750);
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AssetLimit = throttleConfig.GetInt("asset_limit", 27500);
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TotalLimit = throttleConfig.GetInt("client_throttle_max_bps", 0);
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}
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catch (Exception) { }
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}
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