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author | UbitUmarov | 2014-08-04 21:52:29 +0100 |
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committer | UbitUmarov | 2014-08-04 21:52:29 +0100 |
commit | 3cca5ec6674b413a419d3f1c42467e57fb883f56 (patch) | |
tree | 8b68df5055f7cd518fa0a634ae3c17f763b6361c /OpenSim/Region/ClientStack/Linden/UDP | |
parent | Revert "start sending terrain in scenePresence after well defined avatar. Minor" (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 34 |
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 b7c8594..a3fdae1 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | |||
@@ -1750,25 +1750,10 @@ 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 | |||
1768 | // Now we know we can handle more data | 1753 | // Now we know we can handle more data |
1769 | Thread.Sleep(200); | 1754 | // Thread.Sleep(200); |
1770 | 1755 | ||
1771 | // Obtain the queue and remove it from the cache | 1756 | // Obtain the pending queue and remove it from the cache |
1772 | Queue<UDPPacketBuffer> queue = null; | 1757 | Queue<UDPPacketBuffer> queue = null; |
1773 | 1758 | ||
1774 | lock (m_pendingCache) | 1759 | lock (m_pendingCache) |
@@ -1790,6 +1775,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
1790 | PacketReceived(buf); | 1775 | PacketReceived(buf); |
1791 | } | 1776 | } |
1792 | queue = null; | 1777 | 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 | { |