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authorJustin Clark-Casey (justincc)2013-07-18 01:17:46 +0100
committerDiva Canto2013-07-18 12:28:02 -0700
commitd9d995914c5fba00d4ccaf66b899384c8ea3d5eb (patch)
treeec447f6278c040a4803f6e7bab0b3f509f5fd4ba /OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
parentRevert "Revert "I confuse myself. Let's try this variable name instead."" (diff)
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try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of a continuous loop with sleeps.
Does appear to have a cpu impact but may need further tweaking
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs20
1 files changed, 20 insertions, 0 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 79c80a7..7229d7c 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -3776,6 +3776,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3776 ResendPrimUpdate(update); 3776 ResendPrimUpdate(update);
3777 } 3777 }
3778 3778
3779// OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
3780// OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
3781// OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
3782// OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
3783//
3784// OpenSim.Framework.Lazy<List<EntityUpdate>> objectUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
3785// OpenSim.Framework.Lazy<List<EntityUpdate>> compressedUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
3786// OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
3787// OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
3788
3789
3779 private void ProcessEntityUpdates(int maxUpdates) 3790 private void ProcessEntityUpdates(int maxUpdates)
3780 { 3791 {
3781 OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>(); 3792 OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
@@ -3788,6 +3799,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3788 OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>(); 3799 OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
3789 OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>(); 3800 OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
3790 3801
3802// objectUpdateBlocks.Value.Clear();
3803// compressedUpdateBlocks.Value.Clear();
3804// terseUpdateBlocks.Value.Clear();
3805// terseAgentUpdateBlocks.Value.Clear();
3806// objectUpdates.Value.Clear();
3807// compressedUpdates.Value.Clear();
3808// terseUpdates.Value.Clear();
3809// terseAgentUpdates.Value.Clear();
3810
3791 // Check to see if this is a flush 3811 // Check to see if this is a flush
3792 if (maxUpdates <= 0) 3812 if (maxUpdates <= 0)
3793 { 3813 {