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authorUbitUmarov2014-08-04 20:32:11 +0100
committerUbitUmarov2014-08-04 20:32:11 +0100
commit3d81f25e34cd7d536ad0e36242703ac1bc56038d (patch)
treeea317cda089e8c7e01e13077fc8038bff8ecd14d /OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
parentstart sending terrain in scenePresence after well defined avatar. Minor (diff)
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Revert "start sending terrain in scenePresence after well defined avatar. Minor"
This reverts commit 05a2feba5d780c57c252891a20071800fd9f2e3e.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs34
1 files changed, 17 insertions, 17 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index a3fdae1..b7c8594 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1750,10 +1750,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1750 endPoint, 1750 endPoint,
1751 sessionInfo); 1751 sessionInfo);
1752 1752
1753 // Send ack straight away to let the viewer know that the connection is active.
1754 // The client will be null if it already exists (e.g. if on a region crossing the client sends a use
1755 // circuit code to the existing child agent. This is not particularly obvious.
1756 SendAckImmediate(endPoint, uccp.Header.Sequence);
1757
1758 // We only want to send initial data to new clients, not ones which are being converted from child to root.
1759 if (client != null)
1760 {
1761 AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
1762 bool tp = (aCircuit.teleportFlags > 0);
1763 // Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
1764 if (!tp)
1765 client.SceneAgent.SendInitialDataToMe();
1766 }
1767
1753 // Now we know we can handle more data 1768 // Now we know we can handle more data
1754// Thread.Sleep(200); 1769 Thread.Sleep(200);
1755 1770
1756 // Obtain the pending queue and remove it from the cache 1771 // Obtain the queue and remove it from the cache
1757 Queue<UDPPacketBuffer> queue = null; 1772 Queue<UDPPacketBuffer> queue = null;
1758 1773
1759 lock (m_pendingCache) 1774 lock (m_pendingCache)
@@ -1775,21 +1790,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1775 PacketReceived(buf); 1790 PacketReceived(buf);
1776 } 1791 }
1777 queue = null; 1792 queue = null;
1778
1779 // Send ack straight away to let the viewer know that the connection is active.
1780 // The client will be null if it already exists (e.g. if on a region crossing the client sends a use
1781 // circuit code to the existing child agent. This is not particularly obvious.
1782 SendAckImmediate(endPoint, uccp.Header.Sequence);
1783
1784 // We only want to send initial data to new clients, not ones which are being converted from child to root.
1785 if (client != null)
1786 {
1787 AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
1788 bool tp = (aCircuit.teleportFlags > 0);
1789 // Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
1790 if (!tp)
1791 client.SceneAgent.SendInitialDataToMe();
1792 }
1793 } 1793 }
1794 else 1794 else
1795 { 1795 {