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when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
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overflown integer operations. Also added Total to the scene throttles in show throttles.
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feature of the client. The client sets the throttles in such a way that makes the server behave like that. The same happens in the Linden Grid.
Revert "This may have been the biggest, baddest bug in OpenSim ever... confusion between bytes per second and bytes per millisecond."
This reverts commit 870bbcfc6c264c515ac660837d16ccad4e59ac64.
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between bytes per second and bytes per millisecond.
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Some other stuff snuck in.
This reverts commit 4cc533e7ad94d148351c16f48afd2a688a64c48a.
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important stuff off screen too fast
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handling with an interruptible wait handle
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the case where no scripting engine is enabled
* Added TokenBucket.cs to OpenSim, with some fixes for setting a more accurate MaxBurst value and getting a more accurate Content value (by Drip()ing each get)
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