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* Changed the timing calculations for sending resends/acks/pings from per-client back to per-scene
* Testing a fix from Jim to make the cpu usage fix cleaner
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@@ -103,14 +103,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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public bool IsPaused;
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/// <summary>Environment.TickCount when the last packet was received for this client</summary>
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public int TickLastPacketReceived;
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/// <summary>Environment.TickCount of the last time the outgoing packet handler executed for this client</summary>
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public int TickLastOutgoingPacketHandler;
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/// <summary>Keeps track of the number of elapsed milliseconds since the last time the outgoing packet handler executed for this client</summary>
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public int ElapsedMSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 100 millisecond periods elapsed in the outgoing packet handler executed for this client</summary>
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public int Elapsed100MSOutgoingPacketHandler;
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/// <summary>Keeps track of the number of 500 millisecond periods elapsed in the outgoing packet handler executed for this client</summary>
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public int Elapsed500MSOutgoingPacketHandler;
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/// <summary>Smoothed round-trip time. A smoothed average of the round-trip time for sending a
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/// reliable packet to the client and receiving an ACK</summary>
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@@ -191,9 +183,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// Initialize this to a sane value to prevent early disconnects
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TickLastPacketReceived = Environment.TickCount & Int32.MaxValue;
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ElapsedMSOutgoingPacketHandler = 0;
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Elapsed100MSOutgoingPacketHandler = 0;
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Elapsed500MSOutgoingPacketHandler = 0;
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}
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/// <summary>
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@@ -553,7 +542,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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// HACK: Try spending some extra time here to slow down OnQueueEmpty calls
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System.Threading.Thread.Sleep(100);
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//System.Threading.Thread.Sleep(100);
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m_onQueueEmptyRunning[i] = false;
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}
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