Another temporary bug fix attempt, this time for the packet overflow problem, changed it so for now, packets are ACKed straight away in one PacketAck Packet for each ACK.

This commit is contained in:
MW
2007-04-03 18:47:10 +00:00
parent 73380ed52b
commit 6d8dcd1d1d

View File

@@ -183,14 +183,18 @@ namespace OpenSim
private void ack_pack(Packet Pack)
{
//libsecondlife.Packets.PacketAckPacket ack_it = new PacketAckPacket();
//ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
//ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
//ack_it.Packets[0].ID = Pack.Header.ID;
//ack_it.Header.Reliable = false;
if (Pack.Header.Reliable)
{
libsecondlife.Packets.PacketAckPacket ack_it = new PacketAckPacket();
ack_it.Packets = new PacketAckPacket.PacketsBlock[1];
ack_it.Packets[0] = new PacketAckPacket.PacketsBlock();
ack_it.Packets[0].ID = Pack.Header.Sequence;
ack_it.Header.Reliable = false;
//OutPacket(ack_it);
OutPacket(ack_it);
}
/*
if (Pack.Header.Reliable)
{
lock (PendingAcks)
@@ -198,7 +202,7 @@ namespace OpenSim
uint sequence = (uint)Pack.Header.Sequence;
if (!PendingAcks.ContainsKey(sequence)) { PendingAcks[sequence] = sequence; }
}
}
}*/
}
protected virtual void ProcessInPacket(Packet Pack)