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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs17
2 files changed, 17 insertions, 24 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index e62bea6..e19877c 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -1677,28 +1677,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1677 kill.Header.Reliable = true; 1677 kill.Header.Reliable = true;
1678 kill.Header.Zerocoded = true; 1678 kill.Header.Zerocoded = true;
1679 1679
1680 if (localIDs.Count == 1 && m_scene.GetScenePresence(localIDs[0]) != null) 1680 OutPacket(kill, ThrottleOutPacketType.Task);
1681 { 1681 }
1682 OutPacket(kill, ThrottleOutPacketType.Task);
1683 }
1684 else
1685 {
1686 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race
1687 // condition where a kill can be processed before an out-of-date update for the same object.
1688 // ProcessEntityUpdates() also takes the m_killRecord lock.
1689// lock (m_killRecord)
1690// {
1691// foreach (uint localID in localIDs)
1692// m_killRecord.Add(localID);
1693
1694 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1695 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1696 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1697 // scene objects in a viewer until that viewer is relogged in.
1698 OutPacket(kill, ThrottleOutPacketType.Task);
1699// }
1700 }
1701 }
1702 1682
1703 /// <summary> 1683 /// <summary>
1704 /// Send information about the items contained in a folder to the client. 1684 /// Send information about the items contained in a folder to the client.
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f0ea0ba..e61e856 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3590,10 +3590,12 @@ namespace OpenSim.Region.Framework.Scenes
3590 if (p.UUID == UUID) 3590 if (p.UUID == UUID)
3591 return; 3591 return;
3592 3592
3593 // get the avatar, then a kill if can't see it
3594 p.SendInitialAvatarDataToAgent(this);
3595
3593 if (p.ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && GodLevel < 200) 3596 if (p.ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && GodLevel < 200)
3594 return; 3597 return;
3595 3598
3596 p.SendAvatarDataToAgentNF(this);
3597 p.SendAppearanceToAgentNF(this); 3599 p.SendAppearanceToAgentNF(this);
3598 p.SendAnimPackToAgentNF(this); 3600 p.SendAnimPackToAgentNF(this);
3599 p.SendAttachmentsToAgentNF(this); 3601 p.SendAttachmentsToAgentNF(this);
@@ -3651,6 +3653,16 @@ namespace OpenSim.Region.Framework.Scenes
3651 m_scene.StatsReporter.AddAgentUpdates(count); 3653 m_scene.StatsReporter.AddAgentUpdates(count);
3652 } 3654 }
3653 3655
3656 public void SendInitialAvatarDataToAgent(ScenePresence p)
3657 {
3658 p.ControllingClient.SendAvatarDataImmediate(this);
3659 if (p != this && ParcelHideThisAvatar && currentParcelUUID != p.currentParcelUUID && p.GodLevel < 200)
3660 // either just kill the object
3661 // p.ControllingClient.SendKillObject(new List<uint> {LocalId});
3662 // or also attachments viewer may still know about
3663 SendKillTo(p);
3664 }
3665
3654 /// <summary> 3666 /// <summary>
3655 /// Send avatar data to an agent. 3667 /// Send avatar data to an agent.
3656 /// </summary> 3668 /// </summary>
@@ -5959,7 +5971,8 @@ namespace OpenSim.Region.Framework.Scenes
5959 if (p == this) 5971 if (p == this)
5960 continue; 5972 continue;
5961 SendKillTo(p); 5973 SendKillTo(p);
5962 p.SendKillTo(this); 5974 if (!p.IsChildAgent)
5975 p.SendKillTo(this);
5963 } 5976 }
5964 if (Scene.AttachmentsModule != null) 5977 if (Scene.AttachmentsModule != null)
5965 Scene.AttachmentsModule.DeleteAttachmentsFromScene(this, true); 5978 Scene.AttachmentsModule.DeleteAttachmentsFromScene(this, true);