degradate udp network efficiency a even more
parent
ee989dd552
commit
4475b3db27
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@ -1672,7 +1672,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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s = 2 * i;
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OpenSimTerrainCompressor.CreatePatchFromTerrainData(bitpack, terrData, map[s], map[s + 1]);
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if (bitpack.BytePos > 950 && i != numberPatchs - 1)
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if (bitpack.BytePos > 900 && i != numberPatchs - 1)
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{
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//finish this packet
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bitpack.PackBitsFromByte(END_OF_PATCHES);
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@ -5100,7 +5100,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if(objectUpdates != null)
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{
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int blocks = objectUpdates.Count;
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List<EntityUpdate> tau = new List<EntityUpdate>(30);
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UDPPacketBuffer buf = m_udpServer.GetNewUDPBuffer(m_udpClient.RemoteEndPoint);
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@ -5141,13 +5140,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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CreatePrimUpdateBlock(part, mysp, zc);
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}
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if (zc.Position < LLUDPServer.MAXPAYLOAD - 200)
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if (zc.Position < LLUDPServer.MAXPAYLOAD - 300)
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{
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tau.Add(eu);
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++count;
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--blocks;
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}
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else if (blocks > 0)
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else
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{
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// we need more packets
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UDPPacketBuffer newbuf = m_udpServer.GetNewUDPBuffer(m_udpClient.RemoteEndPoint);
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@ -5179,7 +5177,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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tau = new List<EntityUpdate>(30);
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tau.Add(eu);
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count = 1;
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--blocks;
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}
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}
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