It turns out that the 1/2 sec burst for prims download is not a bug, but a feature of the client. The client sets the throttles in such a way that makes the server behave like that. The same happens in the Linden Grid.
Revert "This may have been the biggest, baddest bug in OpenSim ever... confusion between bytes per second and bytes per millisecond."
This reverts commit 870bbcfc6c
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viewer-2-initial-appearance
parent
fe6c655f70
commit
6b8d01d8c4
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@ -119,10 +119,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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#endregion Properties
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// To help debugging
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private static int idCount = 0;
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private int id;
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/// <summary>
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/// Default constructor
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/// </summary>
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@ -138,7 +134,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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MaxBurst = maxBurst;
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DripRate = dripRate;
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lastDrip = Environment.TickCount & Int32.MaxValue;
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id = idCount++;
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}
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/// <summary>
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@ -196,7 +191,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (tokensPerMS == 0)
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{
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content = maxBurst;
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//Console.WriteLine("XXX (" + id + ") content = maxBurst and maxBurst = " + maxBurst);
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return true;
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}
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else
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@ -211,14 +205,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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return false;
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}
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// dripAmpount here is in bytes per millisecond
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int dripAmount = deltaMS * tokensPerMS;
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// but content is in bytes per second, so let's multiply by 1000
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dripAmount = dripAmount * 1000;
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int dripAmount = deltaMS * tokensPerMS;
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content = Math.Min(content + dripAmount, maxBurst);
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lastDrip = now;
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//Console.WriteLine("XXX (" + id + ") deltaMS=" + deltaMS + "; tokensPerMS=" + tokensPerMS + "; content=" + content + "; dripAmount=" + dripAmount);
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return true;
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}
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}
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