* 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 ones0.6.0-stable
parent
fa79433d2e
commit
4ed96d9929
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@ -2339,6 +2339,7 @@ namespace OpenSim.Region.ClientStack
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m_cachedTextureSerial++;
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m_cachedTextureSerial++;
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cachedresp.WearableData =
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cachedresp.WearableData =
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new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length];
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new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length];
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for (int i = 0; i < chechedtex.WearableData.Length; i++)
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for (int i = 0; i < chechedtex.WearableData.Length; i++)
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{
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{
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cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
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@ -2346,7 +2347,10 @@ namespace OpenSim.Region.ClientStack
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cachedresp.WearableData[i].TextureID = LLUUID.Zero;
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cachedresp.WearableData[i].TextureID = LLUUID.Zero;
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cachedresp.WearableData[i].HostName = new byte[0];
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cachedresp.WearableData[i].HostName = new byte[0];
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}
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}
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OutPacket(cachedresp, ThrottleOutPacketType.Texture);
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// Temporarily throw these packets on to the wind queue, so we can identify whether these
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// are somehow the source of the packet bloat.
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OutPacket(cachedresp, ThrottleOutPacketType.Wind);
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return true;
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return true;
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}
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}
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