* Converts ClientManager.ForEach() (and as a result, Scene.ForEachClient()) to use a non-blocking parallel method when operating in async mode

* Minor code readability cleanup
This commit is contained in:
John Hurliman
2009-10-27 00:26:56 -07:00
parent 322b39804d
commit c75d415648
4 changed files with 12 additions and 8 deletions

View File

@@ -2105,12 +2105,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public void SendViewerEffect(ViewerEffectPacket.EffectBlock[] effectBlocks)
{
ViewerEffectPacket packet = (ViewerEffectPacket)PacketPool.Instance.GetPacket(PacketType.ViewerEffect);
packet.Effect = effectBlocks;
packet.Header.Reliable = false;
packet.Header.Zerocoded = true;
packet.AgentData.AgentID = AgentId;
packet.AgentData.SessionID = SessionId;
packet.Header.Reliable = false;
packet.Header.Zerocoded = true;
packet.Effect = effectBlocks;
OutPacket(packet, ThrottleOutPacketType.State);
}

View File

@@ -372,7 +372,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
TokenBucket bucket = m_throttleCategories[category];
if (m_throttleCategories[category].RemoveTokens(packet.Buffer.DataLength))
if (bucket.RemoveTokens(packet.Buffer.DataLength))
{
// Enough tokens were removed from the bucket, the packet will not be queued
return false;