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Cleaning up OpenSim.ini.example for LLUDP. The [LLClient] section has been removed and several new parameters have been added to [ClientStack.LindenUDP]
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@@ -346,15 +346,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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protected int m_terrainCheckerCount;
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protected uint m_agentFOVCounter;
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// These numbers are guesses at a decent tradeoff between responsiveness
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// of the interest list and throughput. Lower is more responsive, higher
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// is better throughput
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protected int m_primTerseUpdatesPerPacket = 25;
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protected int m_primFullUpdatesPerPacket = 100;
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protected int m_avatarTerseUpdatesPerPacket = 10;
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/// <summary>Number of texture packets to put on the queue each time the
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/// OnQueueEmpty event is triggered for the texture category</summary>
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protected int m_textureSendLimit = 20;
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protected IAssetService m_assetService;
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private IHyperAssetService m_hyperAssets;
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@@ -3333,7 +3324,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (m_avatarTerseUpdates.SyncRoot)
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{
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int count = Math.Min(m_avatarTerseUpdates.Count, m_avatarTerseUpdatesPerPacket);
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int count = Math.Min(m_avatarTerseUpdates.Count, m_udpServer.AvatarTerseUpdatesPerPacket);
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if (count == 0)
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return;
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@@ -3418,7 +3409,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (m_primFullUpdates.SyncRoot)
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{
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int count = Math.Min(m_primFullUpdates.Count, m_primFullUpdatesPerPacket);
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int count = Math.Min(m_primFullUpdates.Count, m_udpServer.PrimFullUpdatesPerPacket);
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if (count == 0)
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return;
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@@ -3462,7 +3453,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (m_primTerseUpdates.SyncRoot)
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{
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int count = Math.Min(m_primTerseUpdates.Count, m_primTerseUpdatesPerPacket);
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int count = Math.Min(m_primTerseUpdates.Count, m_udpServer.PrimTerseUpdatesPerPacket);
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if (count == 0)
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return;
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@@ -3585,7 +3576,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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void ProcessTextureRequests()
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{
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if (m_imageManager != null)
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m_imageManager.ProcessImageQueue(m_textureSendLimit);
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m_imageManager.ProcessImageQueue(m_udpServer.TextureSendLimit);
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}
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public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, UUID AssetFullID)
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@@ -98,6 +98,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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/// <summary>The measured resolution of Environment.TickCount</summary>
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public readonly float TickCountResolution;
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/// <summary>Number of terse prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimTerseUpdatesPerPacket;
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/// <summary>Number of terse avatar updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int AvatarTerseUpdatesPerPacket;
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/// <summary>Number of full prim updates to put on the queue each time the
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/// OnQueueEmpty event is triggered for updates</summary>
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public readonly int PrimFullUpdatesPerPacket;
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/// <summary>Number of texture packets to put on the queue each time the
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/// OnQueueEmpty event is triggered for textures</summary>
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public readonly int TextureSendLimit;
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/// <summary>Handlers for incoming packets</summary>
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//PacketEventDictionary packetEvents = new PacketEventDictionary();
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@@ -172,6 +184,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_asyncPacketHandling = config.GetBoolean("async_packet_handling", false);
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m_recvBufferSize = config.GetInt("client_socket_rcvbuf_size", 0);
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sceneThrottleBps = config.GetInt("scene_throttle_max_bps", 0);
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PrimTerseUpdatesPerPacket = config.GetInt("PrimTerseUpdatesPerPacket", 25);
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AvatarTerseUpdatesPerPacket = config.GetInt("AvatarTerseUpdatesPerPacket", 10);
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PrimFullUpdatesPerPacket = config.GetInt("PrimFullUpdatesPerPacket", 100);
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TextureSendLimit = config.GetInt("TextureSendLimit", 20);
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}
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else
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{
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PrimTerseUpdatesPerPacket = 25;
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AvatarTerseUpdatesPerPacket = 10;
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PrimFullUpdatesPerPacket = 100;
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TextureSendLimit = 20;
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}
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m_throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps);
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