removed a protocol breaking lludp debug option that no one should try, changed terrain send throotle to be by packets in queue, reduced odds of MTU violation on terrain send (still bad). Most UDP protocol implementations may not mind much, but our code still does

This commit is contained in:
UbitUmarov
2015-09-22 18:39:59 +01:00
parent 032958709b
commit a8dc07ff5c
5 changed files with 37 additions and 102 deletions

View File

@@ -558,6 +558,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_console.OutputFormat("{0} set to {1} in {2}", param, rawValue, m_udpServer.Scene.Name);
}
/* not in use, nothing to set/get from lludp
private void HandleClientGetCommand(string module, string[] args)
{
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)
@@ -584,11 +585,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_console.OutputFormat(
"Client debug parameters for {0} ({1}) in {2}",
sp.Name, sp.IsChildAgent ? "child" : "root", m_udpServer.Scene.Name);
ConsoleDisplayList cdl = new ConsoleDisplayList();
cdl.AddRow("process-unacked-sends", udpClient.ProcessUnackedSends);
m_console.Output(cdl.ToString());
}
});
}
@@ -611,28 +607,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (args.Length == 8)
name = string.Format("{0} {1}", args[6], args[7]);
if (param == "process-unacked-sends")
{
bool newValue;
if (!ConsoleUtil.TryParseConsoleBool(MainConsole.Instance, rawValue, out newValue))
return;
m_udpServer.Scene.ForEachScenePresence(
sp =>
{
if ((name == null || sp.Name == name) && sp.ControllingClient is LLClientView)
{
LLUDPClient udpClient = ((LLClientView)sp.ControllingClient).UDPClient;
udpClient.ProcessUnackedSends = newValue;
m_console.OutputFormat("{0} set to {1} for {2} in {3}", param, newValue, sp.Name, m_udpServer.Scene.Name);
}
});
}
// nothing here now
}
*/
private void HandlePacketCommand(string module, string[] args)
{
if (SceneManager.Instance.CurrentScene != null && SceneManager.Instance.CurrentScene != m_udpServer.Scene)