Change texture sending to be driven by the queue empty event from the

packet queue, rather than a timer
This commit is contained in:
Melanie
2009-10-02 04:04:14 +01:00
parent 54ff84050f
commit 18a744cac1
5 changed files with 60 additions and 95 deletions

View File

@@ -65,6 +65,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
m_j2kDecodeModule = pJ2kDecodeModule;
}
public LLClientView Client
{
get { return m_client; }
}
public void EnqueueReq(TextureRequestArgs newRequest)
{
//newRequest is the properties of our new texture fetch request.
@@ -207,8 +212,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
threshold = 10;
//Uncomment this to see what the texture stack is doing
//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount.ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
if (m_client.PacketHandler.PacketQueue.TextureOutgoingPacketQueueCount < threshold)
//m_log.Debug("Queue: " + m_client.PacketHandler.PacketQueue.getQueueCount(ThrottleOutPacketType.Texture).ToString() + " Threshold: " + threshold.ToString() + " outstanding: " + m_outstandingtextures.ToString());
if (m_client.PacketHandler.PacketQueue.GetQueueCount(ThrottleOutPacketType.Texture) < threshold)
{
while (m_priorityQueue.Count > 0)
{