Stats floater fix up.
Add '(UDP)' after Objects, to show that this is UDP bandwidth. Do not add the received HTTP texture bytes to gTextureList.sTextureBits, making it (and the 'UDP Textures' graph) indeed pure UDP.
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@@ -2034,7 +2034,6 @@ LLTextureFetch::LLTextureFetch(LLTextureCache* cache, LLImageDecodeThread* image
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mBadPacketCount(0),
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mTextureCache(cache),
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mImageDecodeThread(imagedecodethread),
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mHTTPTextureBits(0),
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mTotalHTTPRequests(0),
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mQAMode(qa_mode),
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mTotalCacheReadCount(0U),
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@@ -2186,7 +2185,6 @@ void LLTextureFetch::removeFromHTTPQueue(const LLUUID& id, S32 received_size)
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{
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LLMutexLock lock(&mNetworkQueueMutex);
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mHTTPTextureQueue.erase(id);
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mHTTPTextureBits += received_size * 8; // Approximate - does not include header bits
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}
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void LLTextureFetch::deleteRequest(const LLUUID& id, bool cancel)
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@@ -2399,15 +2397,6 @@ void LLTextureFetch::commonUpdate()
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//virtual
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S32 LLTextureFetch::update(F32 max_time_ms)
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{
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{
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mNetworkQueueMutex.lock() ;
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gTextureList.sTextureBits += mHTTPTextureBits ;
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mHTTPTextureBits = 0 ;
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mNetworkQueueMutex.unlock() ;
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}
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S32 res = LLWorkerThread::update(max_time_ms);
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if (!mDebugPause)
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