Issue: painfully slow terrain loading. The cause is commit d9d995914c (r/23185) -- the WaitOne on the UDPServer. Putting it back to how it was done solves the issue. But this may impact CPU usage, so I'm pushing it to test if it does.

TeleportWork
Diva Canto 2013-08-01 09:27:44 -07:00
parent 9f05a7ac7b
commit 59b461ac0e
1 changed files with 5 additions and 5 deletions

View File

@ -246,7 +246,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// This allows the outbound loop to only operate when there is data to send rather than continuously polling.
/// Some data is sent immediately and not queued. That data would not trigger this event.
/// </remarks>
private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
//private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
private Pool<IncomingPacket> m_incomingPacketPool;
@ -907,7 +907,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
PacketPool.Instance.ReturnPacket(packet);
m_dataPresentEvent.Set();
//m_dataPresentEvent.Set();
}
/// <summary>
@ -1919,12 +1919,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// If nothing was sent, sleep for the minimum amount of time before a
// token bucket could get more tokens
//if (!m_packetSent)
// Thread.Sleep((int)TickCountResolution);
if (!m_packetSent)
Thread.Sleep((int)TickCountResolution);
//
// Instead, now wait for data present to be explicitly signalled. Evidence so far is that with
// modern mono it reduces CPU base load since there is no more continuous polling.
m_dataPresentEvent.WaitOne(100);
//m_dataPresentEvent.WaitOne(100);
Watchdog.UpdateThread();
}