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Add debug ability to ignore reliably sent packets that are not acknowledged.
This is controlled via the console command "debug lludp client set process-unacked-sends true [<avatar-first-name> <avatar-last-name>]" For debug purposes to see if this process for very bad connections is causing general outbound udp processing delays. Relates to http://opensimulator.org/mantis/view.php?id=7393
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@@ -119,8 +119,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public readonly uint CircuitCode;
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/// <summary>Sequence numbers of packets we've received (for duplicate checking)</summary>
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public readonly IncomingPacketHistoryCollection PacketArchive = new IncomingPacketHistoryCollection(200);
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/// <summary>
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/// If true then we take action in response to unacked reliably sent packets such as resending the packet.
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/// </summary>
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public bool ProcessUnackedSends { get; set; }
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/// <summary>Packets we have sent that need to be ACKed by the client</summary>
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public readonly UnackedPacketCollection NeedAcks = new UnackedPacketCollection();
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/// <summary>ACKs that are queued up, waiting to be sent to the client</summary>
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public readonly OpenSim.Framework.LocklessQueue<uint> PendingAcks = new OpenSim.Framework.LocklessQueue<uint>();
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@@ -225,6 +232,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (maxRTO != 0)
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m_maxRTO = maxRTO;
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ProcessUnackedSends = true;
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// Create a token bucket throttle for this client that has the scene token bucket as a parent
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m_throttleClient
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= new AdaptiveTokenBucket(
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