Merge branch 'master' into careminster

Conflicts:
	OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
	OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
	OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
This commit is contained in:
Melanie
2013-07-24 03:50:09 +01:00
31 changed files with 656 additions and 277 deletions

View File

@@ -3816,6 +3816,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
ResendPrimUpdate(update);
}
// OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
// OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>> compressedUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdateCompressedPacket.ObjectDataBlock>>();
// OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
// OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>> terseAgentUpdateBlocks = new OpenSim.Framework.Lazy<List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock>>();
//
// OpenSim.Framework.Lazy<List<EntityUpdate>> objectUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
// OpenSim.Framework.Lazy<List<EntityUpdate>> compressedUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
// OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
// OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
private void ProcessEntityUpdates(int maxUpdates)
{
OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>> objectUpdateBlocks = new OpenSim.Framework.Lazy<List<ObjectUpdatePacket.ObjectDataBlock>>();
@@ -3828,6 +3839,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.Lazy<List<EntityUpdate>> terseUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
OpenSim.Framework.Lazy<List<EntityUpdate>> terseAgentUpdates = new OpenSim.Framework.Lazy<List<EntityUpdate>>();
// objectUpdateBlocks.Value.Clear();
// compressedUpdateBlocks.Value.Clear();
// terseUpdateBlocks.Value.Clear();
// terseAgentUpdateBlocks.Value.Clear();
// objectUpdates.Value.Clear();
// compressedUpdates.Value.Clear();
// terseUpdates.Value.Clear();
// terseAgentUpdates.Value.Clear();
// Check to see if this is a flush
if (maxUpdates <= 0)
{

View File

@@ -809,8 +809,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
PacketPool.Instance.ReturnPacket(packet);
m_dataPresentEvent.Set();
}
private AutoResetEvent m_dataPresentEvent = new AutoResetEvent(false);
/// <summary>
/// Start the process of sending a packet to the client.
/// </summary>
@@ -1730,6 +1734,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Action generic every round
Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
// while (true)
while (base.IsRunningOutbound)
{
m_scene.ThreadAlive(2);
@@ -1791,8 +1796,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// If nothing was sent, sleep for the minimum amount of time before a
// token bucket could get more tokens
if (!m_packetSent)
Thread.Sleep((int)TickCountResolution);
//if (!m_packetSent)
// Thread.Sleep((int)TickCountResolution);
m_dataPresentEvent.WaitOne(100);
Watchdog.UpdateThread();
}