Change LowpriorityTask to be ThrottleType.Task | ThrottleType.LowPriority to make the flag nature of this value more clear.
parent
05506cff49
commit
6614eee4d4
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@ -11,6 +11,9 @@ namespace OpenSim.Framework
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Asset = 6,
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Unknown = 7, // Also doubles as 'do not throttle'
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Back = 8,
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LowpriorityTask = 9
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TypeMask = 15, // The mask to mask off the flags
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LowPriority = 128 // Additional flags
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}
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}
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@ -2364,7 +2364,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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outPacket.Header.Zerocoded = true;
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OutPacket(outPacket, ThrottleOutPacketType.LowpriorityTask);
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OutPacket(outPacket, ThrottleOutPacketType.Task | ThrottleOutPacketType.LowPriority);
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}
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/// <summary>
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@ -2388,7 +2388,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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terse.ObjectData[0] = CreatePrimImprovedBlock(localID, position, rotation, velocity, rotationalvelocity, state); // AssetID should fall into here probably somehow...
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terse.Header.Reliable = false;
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terse.Header.Zerocoded = true;
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OutPacket(terse, ThrottleOutPacketType.LowpriorityTask);
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OutPacket(terse, ThrottleOutPacketType.Task | ThrottleOutPacketType.LowPriority);
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}
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public void SendPrimTerseUpdate(ulong regionHandle, ushort timeDilation, uint localID, LLVector3 position,
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@ -2404,7 +2404,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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terse.ObjectData[0] = CreatePrimImprovedBlock(localID, position, rotation, velocity, rotationalvelocity, 0);
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terse.Header.Reliable = false;
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terse.Header.Zerocoded = true;
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OutPacket(terse, ThrottleOutPacketType.LowpriorityTask);
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OutPacket(terse, ThrottleOutPacketType.Task | ThrottleOutPacketType.LowPriority);
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}
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public void SendAssetUploadCompleteMessage(sbyte AssetType, bool Success, LLUUID AssetFullID)
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@ -159,7 +159,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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lock (this)
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{
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switch (item.throttleType)
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switch (item.throttleType & ThrottleOutPacketType.TypeMask)
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{
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case ThrottleOutPacketType.Resend:
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ThrottleCheck(ref ResendThrottle, ref ResendOutgoingPacketQueue, item);
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@ -168,10 +168,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ThrottleCheck(ref TextureThrottle, ref TextureOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Task:
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ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.LowpriorityTask:
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ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item);
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if((item.throttleType & ThrottleOutPacketType.LowPriority) != 0)
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ThrottleCheck(ref TaskThrottle, ref TaskLowpriorityPacketQueue, item);
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else
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ThrottleCheck(ref TaskThrottle, ref TaskOutgoingPacketQueue, item);
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break;
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case ThrottleOutPacketType.Land:
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ThrottleCheck(ref LandThrottle, ref LandOutgoingPacketQueue, item);
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