diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 942c0447b0..85fe1a4050 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -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. /// - //private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); + private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false); private Pool m_incomingPacketPool; @@ -907,7 +907,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP PacketPool.Instance.ReturnPacket(packet); - //m_dataPresentEvent.Set(); + m_dataPresentEvent.Set(); } /// @@ -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(); }