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author | Dr Scofield | 2009-06-25 07:42:06 +0000 |
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committer | Dr Scofield | 2009-06-25 07:42:06 +0000 |
commit | afd5f76648740b80fdfe6cfdfca82e3def5baf03 (patch) | |
tree | 1adbd4b99be8e3c1fc0f38dcb4de08283f6d0f9d /OpenSim/Region/Application/OpenSim.cs | |
parent | - fixes a "collection out of sync" exception in the ODE physics (diff) | |
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From: Alan Webb <alan_webb@us.ibm.com>
This change moves texture send processing out of the main
packet processing loop and moves it to a timer based
processing cycle.
Texture packets are sent to the client consistently over
time. The timer is discontinued whenever there are no
textures to transmit.
The behavior of the texture sending mechanism is controlled
by three variables in the LLCLient section of the config
file:
[1] TextureRequestRate (mS) determines how many times per second
texture send processing will occur. The default is 100mS.
[2] TextureSendLimit determines how many different textures
will be considered on each cycle. Textures are selected
by priority. The old mechanism specified a value of 10 for
this parameter and this is the default
[3] TextureDataLimit determines how many packets will be sent for
each of the selected textures. The old mechanism specified a
value of 5, so this is the default.
So the net effect is that TextureSendLimit*TextureDataLimit
packets will be sent every TextureRequestRate mS.
Once we have gotten a reasonable feeling for how these parameters
affect overall processing, it would be nice to autonmically manage
these values using information about the current status of the
region and network.
Note that this also resolves the pathologcal problem that
previously existed which was that a seated avatar generated very
few in-bound packets (theoretically) and would therefore be the
least able to retrieve the images being displayed by a
projector script.
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