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authorJohn Hurliman2009-10-14 11:43:31 -0700
committerJohn Hurliman2009-10-14 11:43:31 -0700
commit0d2e6463d714bce8a6a628bd647c625feeeae8f6 (patch)
tree1d4a805e65932c225a4c6a2b219b23840b3288a9 /OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
parent* Split Task category into Task and State (diff)
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* Minimized the number of times textures are pulled off the priority queue
* OnQueueEmpty is still called async, but will not be called for a given category if the previous callback for that category is still running. This is the most balanced behavior I could find, and seems to work well * Added support for the old [ClientStack.LindenUDP] settings (including setting the receive buffer size) and added the new token bucket and global throttle settings * Added the AssetLoaderEnabled config variable to optionally disable loading assets from XML every startup. This gives a dramatic improvement in startup times for those who don't need the functionality every startup
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs7
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 3b1a0bd..9afff5a 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -313,10 +313,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
313 protected int m_primFullUpdatesPerPacket = 14; 313 protected int m_primFullUpdatesPerPacket = 14;
314 protected int m_primTerseUpdateRate = 10; 314 protected int m_primTerseUpdateRate = 10;
315 protected int m_primFullUpdateRate = 14; 315 protected int m_primFullUpdateRate = 14;
316 protected int m_textureSendLimit = 20;
317 protected int m_textureDataLimit = 10;
318 protected int m_avatarTerseUpdateRate = 50; 316 protected int m_avatarTerseUpdateRate = 50;
319 protected int m_avatarTerseUpdatesPerPacket = 5; 317 protected int m_avatarTerseUpdatesPerPacket = 5;
318 /// <summary>Number of texture packets to put on the queue each time the
319 /// OnQueueEmpty event is triggered for the texture category</summary>
320 protected int m_textureSendLimit = 20;
320 protected IAssetService m_assetService; 321 protected IAssetService m_assetService;
321 322
322 #endregion Class Members 323 #endregion Class Members
@@ -3453,7 +3454,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3453 void ProcessTextureRequests() 3454 void ProcessTextureRequests()
3454 { 3455 {
3455 if (m_imageManager != null) 3456 if (m_imageManager != null)
3456 m_imageManager.ProcessImageQueue(m_textureSendLimit, m_textureDataLimit); 3457 m_imageManager.ProcessImageQueue(m_textureSendLimit);
3457 } 3458 }
3458 3459
3459 void ProcessPrimFullUpdates(object sender, ElapsedEventArgs e) 3460 void ProcessPrimFullUpdates(object sender, ElapsedEventArgs e)