Try a different approach to slow terrain update by always cycling the loop immediately if any data was sent, rather than waiting.
What I believe is happening is that on initial terrain send, this is done one packet at a time. With WaitOne, the outbound loop has enough time to loop and wait again after the first packet before the second, leading to a slower send. This approach instead does not wait if a packet was just sent but instead loops again, which appears to lead to a quicker send without losing the cpu benefit of not continually looping when there is no outbound data.TeleportWork
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@ -1924,6 +1924,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//
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//
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// Instead, now wait for data present to be explicitly signalled. Evidence so far is that with
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// Instead, now wait for data present to be explicitly signalled. Evidence so far is that with
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// modern mono it reduces CPU base load since there is no more continuous polling.
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// modern mono it reduces CPU base load since there is no more continuous polling.
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if (!m_packetSent)
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m_dataPresentEvent.WaitOne(100);
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m_dataPresentEvent.WaitOne(100);
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Watchdog.UpdateThread();
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Watchdog.UpdateThread();
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