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* Quelled a Log format exception in the logging routines.
* Tweaked some esoteric throttle settings * Removed AgentThrottle from the unsupported packet list.
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@@ -783,7 +783,7 @@ namespace OpenSim.Region.ClientStack
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case PacketType.AgentThrottle:
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OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "unhandled packet " + Pack.ToString());
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "unhandled packet " + Pack.ToString());
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AgentThrottlePacket atpack = (AgentThrottlePacket)Pack;
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@@ -825,6 +825,7 @@ namespace OpenSim.Region.ClientStack
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tAsset = (int)BitConverter.ToSingle(throttle, j);
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tall = tResend + tLand + tWind + tCloud + tTask + tTexture + tAsset;
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/*
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OpenSim.Framework.Console.MainLog.Instance.Verbose("CLIENT", "Client AgentThrottle - Got throttle:resendbytes=" + tResend +
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" landbytes=" + tLand +
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" windbytes=" + tWind +
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@@ -833,6 +834,8 @@ namespace OpenSim.Region.ClientStack
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" texturebytes=" + tTexture +
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" Assetbytes=" + tAsset +
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" Allbytes=" + tall);
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*/
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// Total Sanity
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// Make sure that the client sent sane total values.
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@@ -896,7 +899,7 @@ namespace OpenSim.Region.ClientStack
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if (tAsset < AssetthrottleMin)
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AssetthrottleOutbound = AssetthrottleMin;
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OpenSim.Framework.Console.MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound +
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/* OpenSim.Framework.Console.MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound +
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" landbytes=" + LandthrottleOutbound +
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" windbytes=" + WindthrottleOutbound +
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" cloudbytes=" + CloudthrottleOutbound +
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@@ -904,6 +907,7 @@ namespace OpenSim.Region.ClientStack
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" texturebytes=" + TexturethrottleOutbound +
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" Assetbytes=" + AssetthrottleOutbound +
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" Allbytes=" + tall);
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*/
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}
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else
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{
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@@ -1006,7 +1010,7 @@ namespace OpenSim.Region.ClientStack
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if (tAssetResult < AssetthrottleMin)
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AssetthrottleOutbound = AssetthrottleMin;
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OpenSim.Framework.Console.MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound +
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/* OpenSim.Framework.Console.MainLog.Instance.Verbose("THROTTLE", "Using:resendbytes=" + ResendthrottleOutbound +
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" landbytes=" + LandthrottleOutbound +
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" windbytes=" + WindthrottleOutbound +
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" cloudbytes=" + CloudthrottleOutbound +
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@@ -1014,6 +1018,7 @@ namespace OpenSim.Region.ClientStack
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" texturebytes=" + TexturethrottleOutbound +
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" Assetbytes=" + AssetthrottleOutbound +
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" Allbytes=" + tall);
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*/
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}
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else
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@@ -96,7 +96,7 @@ namespace OpenSim.Region.ClientStack
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// TODO: Make this variable. Lower throttle on un-ack. Raise over time
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// All throttle times and number of bytes are calculated by dividing by this value
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private int throttleTimeDivisor = 5;
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private int throttleTimeDivisor = 7;
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private int throttletimems = 1000;
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@@ -208,7 +208,7 @@ namespace OpenSim.Region.ClientStack
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// The General overhead of the UDP protocol gets sent to the queue un-throttled by this
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// so This'll pick up about around the right time.
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int MaxThrottleLoops = 5550; // 50*7 packets can be dequeued at once.
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int MaxThrottleLoops = 4550; // 50*7 packets can be dequeued at once.
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int throttleLoops = 0;
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// We're going to dequeue all of the saved up packets until
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