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author | Justin Clark-Casey (justincc) | 2011-12-08 18:39:56 +0000 |
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committer | Justin Clark-Casey (justincc) | 2011-12-08 18:39:56 +0000 |
commit | 54360dd20ef4034e33bfeadcb067d8ff6cbf7e70 (patch) | |
tree | 3e8e6991bd2b765ea95547454988ac3bcab159b5 | |
parent | On a new client circuit, send the initial reply ack to let the client know it... (diff) | |
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When a client connects to a scene, send other avatar appearance data asynchronously to reduce hold up in the IN UDP packet processing loop.
This is already being done for the initial object data send.
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 8e55996..a70c276 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2505,15 +2505,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
2505 | 2505 | ||
2506 | public void SendInitialDataToMe() | 2506 | public void SendInitialDataToMe() |
2507 | { | 2507 | { |
2508 | // we created a new ScenePresence (a new child agent) in a fresh region. | ||
2509 | // Request info about all the (root) agents in this region | ||
2510 | // Note: This won't send data *to* other clients in that region (children don't send) | ||
2511 | SendOtherAgentsAvatarDataToMe(); | ||
2512 | SendOtherAgentsAppearanceToMe(); | ||
2513 | |||
2514 | // Send all scene object to the new client | 2508 | // Send all scene object to the new client |
2515 | Util.FireAndForget(delegate | 2509 | Util.FireAndForget(delegate |
2516 | { | 2510 | { |
2511 | // we created a new ScenePresence (a new child agent) in a fresh region. | ||
2512 | // Request info about all the (root) agents in this region | ||
2513 | // Note: This won't send data *to* other clients in that region (children don't send) | ||
2514 | SendOtherAgentsAvatarDataToMe(); | ||
2515 | SendOtherAgentsAppearanceToMe(); | ||
2516 | |||
2517 | EntityBase[] entities = Scene.Entities.GetEntities(); | 2517 | EntityBase[] entities = Scene.Entities.GetEntities(); |
2518 | foreach(EntityBase e in entities) | 2518 | foreach(EntityBase e in entities) |
2519 | { | 2519 | { |