diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index cb2d9e2ac8..547c8a65d3 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -1815,14 +1815,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP { // An inventory descendents packet consists of a single agent section and an inventory details // section for each inventory item. The size of each inventory item is approximately 550 bytes. - // In theory, UDP has a maximum packet size of 64k, so it should be possible to send descendent - // packets containing metadata for in excess of 100 items. But in practice, there may be other - // factors (e.g. firewalls) restraining the maximum UDP packet size. See, - // - // http://opensimulator.org/mantis/view.php?id=226 - // - // for one example of this kind of thing. In fact, the Linden servers appear to only send about - // 6 to 7 items at a time, so let's stick with 6 + // limit to what may fit on MTU int MAX_ITEMS_PER_PACKET = 5; int MAX_FOLDERS_PER_PACKET = 6; diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 2300800f57..780e8f889c 100755 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -279,11 +279,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// OnQueueEmpty event is triggered for textures public readonly int TextureSendLimit; - /// Handlers for incoming packets - //PacketEventDictionary packetEvents = new PacketEventDictionary(); - /// Incoming packets that are awaiting handling - //protected OpenMetaverse.BlockingQueue packetInbox = new OpenMetaverse.BlockingQueue(); - protected BlockingCollection packetInbox = new BlockingCollection(); /// Bandwidth throttle for this UDP server @@ -374,12 +369,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// public int IncomingOrphanedPacketCount { get; protected set; } - /// - /// Queue some low priority but potentially high volume async requests so that they don't overwhelm available - /// threadpool threads. - /// -// public JobEngine IpahEngine { get; protected set; } - /// /// Run queue empty processing within a single persistent thread. /// @@ -557,12 +546,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP Scene = (Scene)scene; m_location = new Location(Scene.RegionInfo.RegionHandle); -/* - IpahEngine - = new JobEngine( - string.Format("Incoming Packet Async Handling Engine ({0})", Scene.Name), - "INCOMING PACKET ASYNC HANDLING ENGINE"); -*/ + OqrEngine = new JobEngine( string.Format("Outgoing Queue Refill Engine ({0})", Scene.Name), "OUTGOING QUEUE REFILL ENGINE"); @@ -844,13 +828,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP bool doZerocode = (data[0] & Helpers.MSG_ZEROCODED) != 0; bool doCopy = true; - // Frequency analysis of outgoing packet sizes shows a large clump of packets at each end of the spectrum. - // The vast majority of packets are less than 200 bytes, although due to asset transfers and packet splitting - // there are a decent number of packets in the 1000-1140 byte range. We allocate one of two sizes of data here - // to accomodate for both common scenarios and provide ample room for ACK appending in both - //int bufferSize = (dataLength > 180) ? LLUDPServer.MTU : 200; - - //UDPPacketBuffer buffer = new UDPPacketBuffer(udpClient.RemoteEndPoint, bufferSize); UDPPacketBuffer buffer = GetNewUDPBuffer(udpClient.RemoteEndPoint); // Zerocode if needed