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* Adds console command, 'predecode-j2k <number of threads>' to load all of the texture assets from the scene and decode the j2k layer data to cache. The work is split between the number of threads you specify. A good number of threads value is the number of cores on your machine minus 1.
* Increases the number of ImageDataPackets we send per PriorityQueue pop and tweak it so that the number of packets is ( (2 * decode level) + 1 ) * 2, and (((2 * (5-decode level)) + 1) * 2). The first one sends more data for low quality textures, the second one sends more data for high quality textures.
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@@ -230,12 +230,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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else if (!process.data.J2KDecodeWaiting)
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{
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// Send more data at a time for higher discard levels
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for (int i = 0; i < (2*(5 - process.data.DiscardLevel) + 1)*2; i++)
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bool done = false;
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for (int i = 0; i < (2*(process.data.DiscardLevel) + 1)*2; i++)
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if (!process.data.SendPacket(m_client))
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{
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done = true;
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pq[h] -= (500000*i);
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break;
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}
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if (!done)
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{
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for (int i = 0; i < (2 * (5- process.data.DiscardLevel) + 1) * 2; i++)
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if (!process.data.SendPacket(m_client))
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{
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done = true;
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pq[h] -= (500000 * i);
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break;
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}
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}
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}
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// If the priority is less then -4 billion, the client has forgotten about it, pop it off
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if (pq[h] < -400000000)
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