* 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
This commit is contained in:
John Hurliman
2009-10-14 11:43:31 -07:00
parent 4135b0c4dc
commit 0d2e6463d7
9 changed files with 188 additions and 97 deletions

View File

@@ -341,25 +341,6 @@
[ClientStack.LindenUDP]
; This is the multiplier applied to all client throttles for outgoing UDP network data
; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we
; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
; will actually push down data at a maximum rate of 750 kilobits per second).
;
; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim
; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting
; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow
; higher network bandwidth settings directly, though this isn't always possible.
;
; Currently this setting is 2 by default because we currently send much more texture data than is strictly
; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer
; of textures at different levels of quality is improved.
;
; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter
; unexpected difficulties
client_throttle_multiplier = 2;
; the client socket receive buffer size determines how many
; incoming requests we can process; the default on .NET is 8192
; which is about 2 4k-sized UDP datagrams. On mono this is
@@ -374,12 +355,39 @@
; by the system's settings for the maximum client receive buffer
; size (on linux systems you can set that with "sysctl -w
; net.core.rmem_max=X")
;
; client_socket_rcvbuf_size = 8388608
;client_socket_rcvbuf_size = 8388608
; Maximum outbound bits per second for a single scene. This can be used to
; throttle total outbound UDP traffic for a simulator. The default value is
; 0, meaning no throttling at the scene level. The example given here is
; 20 megabits
;scene_throttle_max_bps = 20971520
; Maximum bits per second to send to any single client. This will override the user's viewer preference settings.
; client_throttle_max_bps = 1500000
; Maximum bits per second to send to any single client. This will override
; the user's viewer preference settings. The default value is 0, meaning no
; aggregate throttling on clients (only per-category throttling). The
; example given here is 1.5 megabits
;client_throttle_max_bps = 1572864
; Per-client bits per second rates for the various throttle categories.
; These are default values that will be overriden by clients
;resend_default = 12500
;land_default = 500
;wind_default = 500
;cloud_default = 50
;task_default = 500
;texture_default = 500
;asset_default = 500
; Per-client maximum burst rates in bits per second for the various throttle
; categories. These are default values that will be overriden by clients
;resend_limit = 18750
;land_limit = 29750
;wind_limit = 18750
;cloud_limit = 18750
;task_limit = 55750
;texture_limit = 55750
;asset_limit = 27500
[Chat]
; Controls whether the chat module is enabled. Default is true.
@@ -1381,6 +1389,10 @@
[AssetService]
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
AssetLoaderArgs = "assets/AssetSets.xml"
; Disable this to prevent the default asset set from being inserted into the
; asset store each time the region starts
AssetLoaderEnabled = true
[GridService]
;; default standalone, overridable in StandaloneCommon.ini