try Hacking in an AutoResetEvent to control the outgoing UDP loop instead of a continuous loop with sleeps.
Does appear to have a cpu impact but may need further tweakingcpu-performance
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0af3b5ed9a
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1ba5a05cf7
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@ -3776,6 +3776,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ResendPrimUpdate(update);
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}
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// OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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// OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
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// OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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// OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
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//
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// OpenSim.Framework.Lazy<List<EntityUpdate>> objectUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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// OpenSim.Framework.Lazy<List<EntityUpdate>> compressedUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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// OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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// OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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private void ProcessEntityUpdates(int maxUpdates)
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{
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OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
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@ -3788,6 +3799,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
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// objectUpdateBlocks.Value.Clear();
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// compressedUpdateBlocks.Value.Clear();
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// terseUpdateBlocks.Value.Clear();
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// terseAgentUpdateBlocks.Value.Clear();
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// objectUpdates.Value.Clear();
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// compressedUpdates.Value.Clear();
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// terseUpdates.Value.Clear();
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// terseAgentUpdates.Value.Clear();
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// Check to see if this is a flush
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if (maxUpdates <= 0)
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{
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@ -806,8 +806,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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PacketPool.Instance.ReturnPacket(packet);
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m_dataPresentEvent.Set();
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}
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private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
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/// <summary>
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/// Start the process of sending a packet to the client.
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/// </summary>
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@ -1658,6 +1662,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Action generic every round
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Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
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// while (true)
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while (base.IsRunningOutbound)
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{
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try
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@ -1718,8 +1723,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// If nothing was sent, sleep for the minimum amount of time before a
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// token bucket could get more tokens
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if (!m_packetSent)
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Thread.Sleep((int)TickCountResolution);
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//if (!m_packetSent)
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// Thread.Sleep((int)TickCountResolution);
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m_dataPresentEvent.WaitOne(100);
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Watchdog.UpdateThread();
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}
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