Changing avatar movement updates to the Task throttle category until we get finer grained prioritization of avatars vs. prims
parent
7d6d94a7b5
commit
c81378dc22
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@ -3426,7 +3426,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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terse.Header.Reliable = false;
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terse.Header.Reliable = false;
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terse.Header.Zerocoded = true;
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terse.Header.Zerocoded = true;
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OutPacket(terse, ThrottleOutPacketType.State);
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OutPacket(terse, ThrottleOutPacketType.Task);
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}
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}
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}
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}
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@ -3582,14 +3582,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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void HandleQueueEmpty(ThrottleOutPacketType queue)
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void HandleQueueEmpty(ThrottleOutPacketType queue)
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{
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{
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int count = 0;
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switch (queue)
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switch (queue)
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{
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{
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case ThrottleOutPacketType.Texture:
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case ThrottleOutPacketType.Texture:
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ProcessTextureRequests();
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ProcessTextureRequests();
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break;
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break;
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case ThrottleOutPacketType.State:
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case ThrottleOutPacketType.Task:
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int count = 0;
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lock (m_avatarTerseUpdates.SyncRoot)
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lock (m_avatarTerseUpdates.SyncRoot)
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count = m_avatarTerseUpdates.Count;
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count = m_avatarTerseUpdates.Count;
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if (count > 0)
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if (count > 0)
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@ -3597,7 +3597,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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ProcessAvatarTerseUpdates();
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ProcessAvatarTerseUpdates();
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return;
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return;
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}
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}
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break;
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case ThrottleOutPacketType.State:
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lock (m_primFullUpdates.SyncRoot)
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lock (m_primFullUpdates.SyncRoot)
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count = m_primFullUpdates.Count;
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count = m_primFullUpdates.Count;
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if (count > 0)
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if (count > 0)
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