add some code for compressed updates, but disabled, since more changes are needed elsewhere

This commit is contained in:
UbitUmarov
2019-03-21 06:52:18 +00:00
parent b1cf06796f
commit cfbd34f618
2 changed files with 365 additions and 56 deletions

View File

@@ -466,8 +466,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps * 10e-3f);
ThrottleRates = new ThrottleRates(configSource);
Random rnd = new Random(Util.EnvironmentTickCount());
// if (usePools)
// EnablePools();
}
@@ -1359,11 +1357,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (packet.Type == PacketType.UseCircuitCode)
{
// And if there is a UseCircuitCode pending, also drop it
lock (m_pendingCache)
{
if (m_pendingCache.Contains(endPoint))
{
FreeUDPBuffer(buffer);
SendAckImmediate(endPoint, packet.Header.Sequence); // i hear you shutup
return;
}
@@ -1372,6 +1372,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
Util.FireAndForget(HandleUseCircuitCode, new object[] { endPoint, packet });
FreeUDPBuffer(buffer);
SendAckImmediate(endPoint, packet.Header.Sequence);
return;
}
}
@@ -1720,11 +1721,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
queue = null;
// Send ack straight away to let the viewer know that the connection is active.
// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
// circuit code to the existing child agent. This is not particularly obvious.
SendAckImmediate(endPoint, uccp.Header.Sequence);
if (client != null)
{
client.SendRegionHandshake();