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