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authorDr Scofield2009-06-25 07:42:06 +0000
committerDr Scofield2009-06-25 07:42:06 +0000
commitafd5f76648740b80fdfe6cfdfca82e3def5baf03 (patch)
tree1adbd4b99be8e3c1fc0f38dcb4de08283f6d0f9d /OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.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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