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-rwxr-xr-xOpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs10
1 files changed, 3 insertions, 7 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index c899428..a0b3d21 100755
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -466,8 +466,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
466 Throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps * 10e-3f); 466 Throttle = new TokenBucket(null, sceneThrottleBps, sceneThrottleBps * 10e-3f);
467 ThrottleRates = new ThrottleRates(configSource); 467 ThrottleRates = new ThrottleRates(configSource);
468 468
469 Random rnd = new Random(Util.EnvironmentTickCount());
470
471// if (usePools) 469// if (usePools)
472// EnablePools(); 470// EnablePools();
473 } 471 }
@@ -1359,11 +1357,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1359 if (packet.Type == PacketType.UseCircuitCode) 1357 if (packet.Type == PacketType.UseCircuitCode)
1360 { 1358 {
1361 // And if there is a UseCircuitCode pending, also drop it 1359 // And if there is a UseCircuitCode pending, also drop it
1360
1362 lock (m_pendingCache) 1361 lock (m_pendingCache)
1363 { 1362 {
1364 if (m_pendingCache.Contains(endPoint)) 1363 if (m_pendingCache.Contains(endPoint))
1365 { 1364 {
1366 FreeUDPBuffer(buffer); 1365 FreeUDPBuffer(buffer);
1366 SendAckImmediate(endPoint, packet.Header.Sequence); // i hear you shutup
1367 return; 1367 return;
1368 } 1368 }
1369 1369
@@ -1372,6 +1372,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1372 1372
1373 Util.FireAndForget(HandleUseCircuitCode, new object[] { endPoint, packet }); 1373 Util.FireAndForget(HandleUseCircuitCode, new object[] { endPoint, packet });
1374 FreeUDPBuffer(buffer); 1374 FreeUDPBuffer(buffer);
1375 SendAckImmediate(endPoint, packet.Header.Sequence);
1375 return; 1376 return;
1376 } 1377 }
1377 } 1378 }
@@ -1720,11 +1721,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1720 1721
1721 queue = null; 1722 queue = null;
1722 1723
1723 // Send ack straight away to let the viewer know that the connection is active.
1724 // The client will be null if it already exists (e.g. if on a region crossing the client sends a use
1725 // circuit code to the existing child agent. This is not particularly obvious.
1726 SendAckImmediate(endPoint, uccp.Header.Sequence);
1727
1728 if (client != null) 1724 if (client != null)
1729 { 1725 {
1730 client.SendRegionHandshake(); 1726 client.SendRegionHandshake();