Don't build strings unless we're in emergency debugging.

0.7.1-dev
Diva Canto 2011-02-08 21:09:10 -08:00
parent 585473aade
commit ba202ea9b0
1 changed files with 8 additions and 8 deletions

View File

@ -468,7 +468,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++) for (int i = 0; i < THROTTLE_CATEGORY_COUNT; i++)
{ {
bucket = m_throttleCategories[i]; bucket = m_throttleCategories[i];
if (i == 4) if (m_udpServer.EmergencyMonitoring && i == 4)
queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business queueDebugOutput += m_packetOutboxes[i].Count + " "; // Serious debug business
if (m_nextPackets[i] != null) if (m_nextPackets[i] != null)
@ -477,17 +477,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// leaving a dequeued packet still waiting to be sent out. Try to // leaving a dequeued packet still waiting to be sent out. Try to
// send it again // send it again
OutgoingPacket nextPacket = m_nextPackets[i]; OutgoingPacket nextPacket = m_nextPackets[i];
if (i == 4) queueDebugOutput += "m_nextPackets[i] != null, " + nextPacket.Buffer.DataLength; if (m_udpServer.EmergencyMonitoring && i == 4) queueDebugOutput += "m_nextPackets[i] != null, " + nextPacket.Buffer.DataLength;
if (bucket.RemoveTokens(nextPacket.Buffer.DataLength)) if (bucket.RemoveTokens(nextPacket.Buffer.DataLength))
{ {
if (i == 4) queueDebugOutput += " removed tokens "; if (m_udpServer.EmergencyMonitoring && i == 4) queueDebugOutput += " removed tokens ";
// Send the packet // Send the packet
m_udpServer.SendPacketFinal(nextPacket); m_udpServer.SendPacketFinal(nextPacket);
m_nextPackets[i] = null; m_nextPackets[i] = null;
packetSent = true; packetSent = true;
} }
else else
if (i == 4) queueDebugOutput += " did not remove tokens "; if (m_udpServer.EmergencyMonitoring && i == 4) queueDebugOutput += " did not remove tokens ";
} }
else else
{ {
@ -496,7 +496,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
queue = m_packetOutboxes[i]; queue = m_packetOutboxes[i];
if (queue.Dequeue(out packet)) if (queue.Dequeue(out packet))
{ {
if (i == 4) queueDebugOutput += "m_nextPackets[i] == null, dq ok " + packet.Buffer.DataLength; if (m_udpServer.EmergencyMonitoring && i == 4) queueDebugOutput += "m_nextPackets[i] == null, dq ok " + packet.Buffer.DataLength;
// A packet was pulled off the queue. See if we have // A packet was pulled off the queue. See if we have
// enough tokens in the bucket to send it out // enough tokens in the bucket to send it out
if (bucket.RemoveTokens(packet.Buffer.DataLength)) if (bucket.RemoveTokens(packet.Buffer.DataLength))
@ -504,13 +504,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Send the packet // Send the packet
m_udpServer.SendPacketFinal(packet); m_udpServer.SendPacketFinal(packet);
packetSent = true; packetSent = true;
if (i == 4) queueDebugOutput += " removed tokens "; if (m_udpServer.EmergencyMonitoring && i == 4) queueDebugOutput += " removed tokens ";
} }
else else
{ {
// Save the dequeued packet for the next iteration // Save the dequeued packet for the next iteration
m_nextPackets[i] = packet; m_nextPackets[i] = packet;
if (i == 4) queueDebugOutput += " did not remove tokens "; if (m_udpServer.EmergencyMonitoring && i == 4) queueDebugOutput += " did not remove tokens ";
} }
// If the queue is empty after this dequeue, fire the queue // If the queue is empty after this dequeue, fire the queue
@ -521,7 +521,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
} }
else else
{ {
if (i == 4) queueDebugOutput += "m_nextPackets[i] == null, dq nok "; if (m_udpServer.EmergencyMonitoring && i == 4) queueDebugOutput += "m_nextPackets[i] == null, dq nok ";
// No packets in this queue. Fire the queue empty callback // No packets in this queue. Fire the queue empty callback
// if it has not been called recently // if it has not been called recently
emptyCategories |= CategoryToFlag(i); emptyCategories |= CategoryToFlag(i);