From 4ed96d9929c70af9a8217935604b431020075f2d Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Tue, 11 Mar 2008 18:37:06 +0000 Subject: [PATCH] * Very temporarily put AgentCachedTexturePackets onto the wind rather than the texture queue * This is in order to identify whether it is these which are somehow causing the massive texture packet bloat, * since this is the only other packet put on to that queue other than the TextureSender ones --- OpenSim/Region/ClientStack/ClientView.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/ClientStack/ClientView.cs b/OpenSim/Region/ClientStack/ClientView.cs index bf56dfa76d..f11ac56eae 100644 --- a/OpenSim/Region/ClientStack/ClientView.cs +++ b/OpenSim/Region/ClientStack/ClientView.cs @@ -2339,6 +2339,7 @@ namespace OpenSim.Region.ClientStack m_cachedTextureSerial++; cachedresp.WearableData = new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length]; + for (int i = 0; i < chechedtex.WearableData.Length; i++) { cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock(); @@ -2346,7 +2347,10 @@ namespace OpenSim.Region.ClientStack cachedresp.WearableData[i].TextureID = LLUUID.Zero; cachedresp.WearableData[i].HostName = new byte[0]; } - OutPacket(cachedresp, ThrottleOutPacketType.Texture); + + // Temporarily throw these packets on to the wind queue, so we can identify whether these + // are somehow the source of the packet bloat. + OutPacket(cachedresp, ThrottleOutPacketType.Wind); return true; }