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Throttle prim sending a bit (again) to ensure the queues don't overrun and
clog
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@@ -747,7 +747,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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while (m_pendingObjects != null && m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < 120)
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while (m_pendingObjects != null && m_pendingObjects.Count > 0 && m_partsUpdateQueue.Count < 60)
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{
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SceneObjectGroup g = m_pendingObjects.Dequeue();
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@@ -836,7 +836,7 @@ namespace OpenSim.Region.Framework.Scenes
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updateCount++;
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}
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if (updateCount > 300)
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if (updateCount > 200)
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break;
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}
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