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author | Justin Clarke Casey | 2008-03-11 18:37:06 +0000 |
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committer | Justin Clarke Casey | 2008-03-11 18:37:06 +0000 |
commit | 4ed96d9929c70af9a8217935604b431020075f2d (patch) | |
tree | 2e75fe85f4101e4c5242e2da3551df5f7d99fe83 /OpenSim/Region/ClientStack | |
parent | clone off pCampBot to OpenSim.TestSuite, as I'm going to be (diff) | |
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* Very temporarily put AgentCachedTexturePackets onto the wind rather than the texture queue
* This is in order to identify whether it is these which are somehow causing the massive texture packet bloat,
* since this is the only other packet put on to that queue other than the TextureSender ones
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ClientStack/ClientView.cs | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/OpenSim/Region/ClientStack/ClientView.cs b/OpenSim/Region/ClientStack/ClientView.cs index bf56dfa..f11ac56 100644 --- a/OpenSim/Region/ClientStack/ClientView.cs +++ b/OpenSim/Region/ClientStack/ClientView.cs | |||
@@ -2339,6 +2339,7 @@ namespace OpenSim.Region.ClientStack | |||
2339 | m_cachedTextureSerial++; | 2339 | m_cachedTextureSerial++; |
2340 | cachedresp.WearableData = | 2340 | cachedresp.WearableData = |
2341 | new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length]; | 2341 | new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length]; |
2342 | |||
2342 | for (int i = 0; i < chechedtex.WearableData.Length; i++) | 2343 | for (int i = 0; i < chechedtex.WearableData.Length; i++) |
2343 | { | 2344 | { |
2344 | cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock(); | 2345 | cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock(); |
@@ -2346,7 +2347,10 @@ namespace OpenSim.Region.ClientStack | |||
2346 | cachedresp.WearableData[i].TextureID = LLUUID.Zero; | 2347 | cachedresp.WearableData[i].TextureID = LLUUID.Zero; |
2347 | cachedresp.WearableData[i].HostName = new byte[0]; | 2348 | cachedresp.WearableData[i].HostName = new byte[0]; |
2348 | } | 2349 | } |
2349 | OutPacket(cachedresp, ThrottleOutPacketType.Texture); | 2350 | |
2351 | // Temporarily throw these packets on to the wind queue, so we can identify whether these | ||
2352 | // are somehow the source of the packet bloat. | ||
2353 | OutPacket(cachedresp, ThrottleOutPacketType.Wind); | ||
2350 | return true; | 2354 | return true; |
2351 | } | 2355 | } |
2352 | 2356 | ||