diff options
author | Justin Clark-Casey (justincc) | 2013-08-01 18:12:28 +0100 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2013-08-01 18:12:28 +0100 |
commit | 0c4c084bed5175d8a5b25b8f915363f3b15b6e3a (patch) | |
tree | 715fa74d0ce34d4066e751e590369aec548a179d /OpenSim/Framework/InventoryCollection.cs | |
parent | Revert "Issue: painfully slow terrain loading. The cause is commit d9d995914c... (diff) | |
download | opensim-SC_OLD-0c4c084bed5175d8a5b25b8f915363f3b15b6e3a.zip opensim-SC_OLD-0c4c084bed5175d8a5b25b8f915363f3b15b6e3a.tar.gz opensim-SC_OLD-0c4c084bed5175d8a5b25b8f915363f3b15b6e3a.tar.bz2 opensim-SC_OLD-0c4c084bed5175d8a5b25b8f915363f3b15b6e3a.tar.xz |
Try a different approach to slow terrain update by always cycling the loop immediately if any data was sent, rather than waiting.
What I believe is happening is that on initial terrain send, this is done one packet at a time.
With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send.
This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data.
Diffstat (limited to 'OpenSim/Framework/InventoryCollection.cs')
0 files changed, 0 insertions, 0 deletions