fix STATE udp queue data rate since it is in use again, after being
removed by intel folks (?)( should it be used or removed ??)avinationmerge
parent
94710a17a4
commit
4d92c6b39f
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@ -339,7 +339,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4;
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f);
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// State is a subcategory of task that we allocate a percentage to
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// State is a subcategory of task that we allocate a percentage to
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int state = 0;
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// int state = 0;
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int state = (int)((1.0f - STATE_TASK_PERCENTAGE) * (float)task);
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task = (int)(STATE_TASK_PERCENTAGE * (float)task);
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// Make sure none of the throttles are set below our packet MTU,
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// Make sure none of the throttles are set below our packet MTU,
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// otherwise a throttle could become permanently clogged
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// otherwise a throttle could become permanently clogged
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@ -350,6 +352,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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task = Math.Max(task, LLUDPServer.MTU);
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task = Math.Max(task, LLUDPServer.MTU);
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texture = Math.Max(texture, LLUDPServer.MTU);
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texture = Math.Max(texture, LLUDPServer.MTU);
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asset = Math.Max(asset, LLUDPServer.MTU);
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asset = Math.Max(asset, LLUDPServer.MTU);
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state = Math.Max(state, LLUDPServer.MTU);
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//int total = resend + land + wind + cloud + task + texture + asset;
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//int total = resend + land + wind + cloud + task + texture + asset;
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//m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
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//m_log.DebugFormat("[LLUDPCLIENT]: {0} is setting throttles. Resend={1}, Land={2}, Wind={3}, Cloud={4}, Task={5}, Texture={6}, Asset={7}, Total={8}",
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