Changing avatar movement updates to the Task throttle category until we get finer grained prioritization of avatars vs. prims

prioritization
John Hurliman 2009-10-16 17:33:41 -07:00
parent 7d6d94a7b5
commit c81378dc22
1 changed files with 6 additions and 5 deletions

View File

@ -3426,7 +3426,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
terse.Header.Reliable = false; terse.Header.Reliable = false;
terse.Header.Zerocoded = true; terse.Header.Zerocoded = true;
OutPacket(terse, ThrottleOutPacketType.State); OutPacket(terse, ThrottleOutPacketType.Task);
} }
} }
@ -3582,14 +3582,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
void HandleQueueEmpty(ThrottleOutPacketType queue) void HandleQueueEmpty(ThrottleOutPacketType queue)
{ {
int count = 0;
switch (queue) switch (queue)
{ {
case ThrottleOutPacketType.Texture: case ThrottleOutPacketType.Texture:
ProcessTextureRequests(); ProcessTextureRequests();
break; break;
case ThrottleOutPacketType.State: case ThrottleOutPacketType.Task:
int count = 0;
lock (m_avatarTerseUpdates.SyncRoot) lock (m_avatarTerseUpdates.SyncRoot)
count = m_avatarTerseUpdates.Count; count = m_avatarTerseUpdates.Count;
if (count > 0) if (count > 0)
@ -3597,7 +3597,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ProcessAvatarTerseUpdates(); ProcessAvatarTerseUpdates();
return; return;
} }
break;
case ThrottleOutPacketType.State:
lock (m_primFullUpdates.SyncRoot) lock (m_primFullUpdates.SyncRoot)
count = m_primFullUpdates.Count; count = m_primFullUpdates.Count;
if (count > 0) if (count > 0)