* 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
0.6.0-stable
Justin Clarke Casey 2008-03-11 18:37:06 +00:00
parent fa79433d2e
commit 4ed96d9929
1 changed files with 5 additions and 1 deletions

View File

@ -2339,6 +2339,7 @@ namespace OpenSim.Region.ClientStack
m_cachedTextureSerial++; m_cachedTextureSerial++;
cachedresp.WearableData = cachedresp.WearableData =
new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length]; new AgentCachedTextureResponsePacket.WearableDataBlock[chechedtex.WearableData.Length];
for (int i = 0; i < chechedtex.WearableData.Length; i++) for (int i = 0; i < chechedtex.WearableData.Length; i++)
{ {
cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock(); cachedresp.WearableData[i] = new AgentCachedTextureResponsePacket.WearableDataBlock();
@ -2346,7 +2347,10 @@ namespace OpenSim.Region.ClientStack
cachedresp.WearableData[i].TextureID = LLUUID.Zero; cachedresp.WearableData[i].TextureID = LLUUID.Zero;
cachedresp.WearableData[i].HostName = new byte[0]; 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; return true;
} }