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authorUbitUmarov2019-03-27 02:04:11 +0000
committerUbitUmarov2019-03-27 02:04:11 +0000
commit83fd05f13165477b82615c74a12f08b0a2bdfb05 (patch)
tree05af4bdfde91a78325e983380b9f75ff487979cb
parentwe should be able to zeroencode compressedupdates (diff)
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timming issues on fast tp back to same region on new code
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs7
2 files changed, 6 insertions, 4 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 187b6fa..67c5e38 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -8931,9 +8931,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
8931 if(rsrpkt.AgentData.AgentID != m_agentId || rsrpkt.AgentData.SessionID != m_sessionId) 8931 if(rsrpkt.AgentData.AgentID != m_agentId || rsrpkt.AgentData.SessionID != m_sessionId)
8932 return false; 8932 return false;
8933 8933
8934 // regionHandSHake is a protocol message, but it is also seems to be the only way to update terrain textures
8935 // in last case this should be ignored.
8936 OnRegionHandShakeReply = null;
8937 if(m_supportViewerCache) 8934 if(m_supportViewerCache)
8938 m_viewerHandShakeFlags = rsrpkt.RegionInfo.Flags; 8935 m_viewerHandShakeFlags = rsrpkt.RegionInfo.Flags;
8939 else 8936 else
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 9a879f7..63eb29f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -6797,7 +6797,12 @@ namespace OpenSim.Region.Framework.Scenes
6797 } 6797 }
6798 else 6798 else
6799 { 6799 {
6800 GodController.HasMovedAway(); 6800 lock (m_completeMovementLock)
6801 {
6802 GodController.HasMovedAway();
6803 SentInitialData = false;
6804 }
6805
6801 List<ScenePresence> allpresences = m_scene.GetScenePresences(); 6806 List<ScenePresence> allpresences = m_scene.GetScenePresences();
6802 foreach (ScenePresence p in allpresences) 6807 foreach (ScenePresence p in allpresences)
6803 { 6808 {