From 0d2e6463d714bce8a6a628bd647c625feeeae8f6 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Wed, 14 Oct 2009 11:43:31 -0700 Subject: * 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 --- OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs') 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 protected int m_primFullUpdatesPerPacket = 14; protected int m_primTerseUpdateRate = 10; protected int m_primFullUpdateRate = 14; - protected int m_textureSendLimit = 20; - protected int m_textureDataLimit = 10; protected int m_avatarTerseUpdateRate = 50; protected int m_avatarTerseUpdatesPerPacket = 5; + /// Number of texture packets to put on the queue each time the + /// OnQueueEmpty event is triggered for the texture category + protected int m_textureSendLimit = 20; protected IAssetService m_assetService; #endregion Class Members @@ -3453,7 +3454,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP void ProcessTextureRequests() { if (m_imageManager != null) - m_imageManager.ProcessImageQueue(m_textureSendLimit, m_textureDataLimit); + m_imageManager.ProcessImageQueue(m_textureSendLimit); } void ProcessPrimFullUpdates(object sender, ElapsedEventArgs e) -- cgit v1.1