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authorJustin Clarke Casey2008-03-11 18:37:06 +0000
committerJustin Clarke Casey2008-03-11 18:37:06 +0000
commit4ed96d9929c70af9a8217935604b431020075f2d (patch)
tree2e75fe85f4101e4c5242e2da3551df5f7d99fe83 /OpenSim/Region/ClientStack
parentclone 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 'OpenSim/Region/ClientStack')
-rw-r--r--OpenSim/Region/ClientStack/ClientView.cs6
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