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author | John Hurliman | 2009-10-18 20:24:20 -0700 |
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committer | John Hurliman | 2009-10-18 20:24:20 -0700 |
commit | 233e16b99cc80190d41143ecdfe01308eb39932a (patch) | |
tree | 340a75427ec8fc9082a0f543021dbfebacdb3033 /OpenSim/Framework/Parallel.cs | |
parent | * Process the avatar terse update priority queue as soon as an update for our... (diff) | |
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* Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Framework/Parallel.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Framework/Parallel.cs b/OpenSim/Framework/Parallel.cs index 6efdad0..cf4f773 100644 --- a/OpenSim/Framework/Parallel.cs +++ b/OpenSim/Framework/Parallel.cs | |||
@@ -36,7 +36,7 @@ namespace OpenSim.Framework | |||
36 | /// </summary> | 36 | /// </summary> |
37 | public static class Parallel | 37 | public static class Parallel |
38 | { | 38 | { |
39 | private static readonly int processorCount = System.Environment.ProcessorCount; | 39 | public static readonly int ProcessorCount = System.Environment.ProcessorCount; |
40 | 40 | ||
41 | /// <summary> | 41 | /// <summary> |
42 | /// Executes a for loop in which iterations may run in parallel | 42 | /// Executes a for loop in which iterations may run in parallel |
@@ -46,7 +46,7 @@ namespace OpenSim.Framework | |||
46 | /// <param name="body">Method body to run for each iteration of the loop</param> | 46 | /// <param name="body">Method body to run for each iteration of the loop</param> |
47 | public static void For(int fromInclusive, int toExclusive, Action<int> body) | 47 | public static void For(int fromInclusive, int toExclusive, Action<int> body) |
48 | { | 48 | { |
49 | For(processorCount, fromInclusive, toExclusive, body); | 49 | For(ProcessorCount, fromInclusive, toExclusive, body); |
50 | } | 50 | } |
51 | 51 | ||
52 | /// <summary> | 52 | /// <summary> |
@@ -103,7 +103,7 @@ namespace OpenSim.Framework | |||
103 | /// <param name="body">Method body to run for each object in the collection</param> | 103 | /// <param name="body">Method body to run for each object in the collection</param> |
104 | public static void ForEach<T>(IEnumerable<T> enumerable, Action<T> body) | 104 | public static void ForEach<T>(IEnumerable<T> enumerable, Action<T> body) |
105 | { | 105 | { |
106 | ForEach<T>(processorCount, enumerable, body); | 106 | ForEach<T>(ProcessorCount, enumerable, body); |
107 | } | 107 | } |
108 | 108 | ||
109 | /// <summary> | 109 | /// <summary> |
@@ -161,7 +161,7 @@ namespace OpenSim.Framework | |||
161 | /// <param name="actions">A series of method bodies to execute</param> | 161 | /// <param name="actions">A series of method bodies to execute</param> |
162 | public static void Invoke(params Action[] actions) | 162 | public static void Invoke(params Action[] actions) |
163 | { | 163 | { |
164 | Invoke(processorCount, actions); | 164 | Invoke(ProcessorCount, actions); |
165 | } | 165 | } |
166 | 166 | ||
167 | /// <summary> | 167 | /// <summary> |