See if this fixes the 0x0 texture size problems, and speeds up texture downloads in general a little bit.
parent
291eb48fb0
commit
b9346844c1
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@ -230,7 +230,7 @@ namespace OpenSim.Framework.Communications.Caches
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UsersSent.Add(sender.request.ImageInfo.FullID, 1);
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UsersSent.Add(sender.request.ImageInfo.FullID, 1);
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}
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}
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if (TimesTextureSent[sender.request.RequestUser.AgentId][sender.request.ImageInfo.FullID] < 600)
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if (TimesTextureSent[sender.request.RequestUser.AgentId][sender.request.ImageInfo.FullID] < 1000)
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{
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{
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bool finished = sender.SendTexture();
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bool finished = sender.SendTexture();
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if (finished)
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if (finished)
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@ -336,6 +336,7 @@ namespace OpenSim.Framework.Communications.Caches
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ImageNotInDatabasePacket notFound = new ImageNotInDatabasePacket();
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ImageNotInDatabasePacket notFound = new ImageNotInDatabasePacket();
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notFound.ImageID.ID = assetID;
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notFound.ImageID.ID = assetID;
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req.RequestUser.OutPacket(notFound);
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req.RequestUser.OutPacket(notFound);
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//Console.WriteLine("sending image not found for " + assetID);
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this.RequestedTextures.Remove(assetID);
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this.RequestedTextures.Remove(assetID);
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}
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}
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@ -698,7 +699,7 @@ namespace OpenSim.Framework.Communications.Caches
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SendPacket();
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SendPacket();
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counter++;
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counter++;
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if ((request.PacketCounter > request.NumPackets) | (counter > 90) | (request.NumPackets == 1))
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if ((request.PacketCounter > request.NumPackets) | (counter > 100) | (request.NumPackets == 1))
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{
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{
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return true;
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return true;
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}
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}
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