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authorMelanie Thielker2009-05-02 00:14:04 +0000
committerMelanie Thielker2009-05-02 00:14:04 +0000
commitac944def3fbea9cbad58780e3996e4c586237ab5 (patch)
tree3c8551f27e2d3ef7d19011575ab9f77464d1b08d /OpenSim/Region/ClientStack/LindenUDP/LLPacketHandler.cs
parentAdd a tweakable for the prim queue preload (diff)
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Fix the issue that stopped the packet pool from working. Add a mechanism
to recycley data blocs within a packet. Recycle the ObjectUpdate* data blocks. Speeds up loading even more. This may mean that the packet pool is now viable.
Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLPacketHandler.cs')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLPacketHandler.cs6
1 files changed, 5 insertions, 1 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLPacketHandler.cs b/OpenSim/Region/ClientStack/LindenUDP/LLPacketHandler.cs
index 58777ab..2191ca7 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLPacketHandler.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLPacketHandler.cs
@@ -586,7 +586,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
586 return; 586 return;
587 587
588 m_NeedAck.Remove(id); 588 m_NeedAck.Remove(id);
589 PacketPool.Instance.ReturnPacket(data.Packet); 589 // We can't return this packet, it will just have to be GC'd
590 // Reason for that is that the packet may still be in the
591 // send queue, and if it gets reused things get messy!
592 //
593 // PacketPool.Instance.ReturnPacket(data.Packet);
590 m_UnackedBytes -= data.Length; 594 m_UnackedBytes -= data.Length;
591 } 595 }
592 } 596 }