OutgoingPacketHandler can not be paced by hits on SendPacket()

avinationmerge
UbitUmarov 2014-08-10 14:49:58 +01:00
parent a363ed484e
commit ebc18a80bf
1 changed files with 8 additions and 4 deletions

View File

@ -1418,6 +1418,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
queue.Enqueue(buffer);
return;
}
else if (packet.Type == PacketType.CompleteAgentMovement)
{
// Send ack straight away to let the viewer know that we got it.
@ -2150,13 +2151,16 @@ 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);
Thread.Sleep(20); // be independent of 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.
if (!m_packetSent)
m_dataPresentEvent.WaitOne(100);
// this misses heavy load cases
// if (!m_packetSent)
// m_dataPresentEvent.WaitOne(100);
Watchdog.UpdateThread();
}