OutgoingPacketHandler can not be paced by hits on SendPacket()
parent
a363ed484e
commit
ebc18a80bf
|
@ -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)
|
||||
|
||||
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();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue