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authorJustin Clark-Casey (justincc)2014-08-13 22:57:14 +0100
committerJustin Clark-Casey (justincc)2014-08-13 22:57:14 +0100
commit0db6f3a2bdba4ffc0992facce07553a829027c5b (patch)
tree775397fd0fd27e81f196e35f404d35872d603616
parentTerminate 'nothing' behaviour (and potentially others) by signalling using an... (diff)
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Only set up the UnackedMethod for an outgoing message if that message is actually meant to get an ack (because it's reliable).
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index f52401a..5a9646a 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1077,8 +1077,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1077 #region Queue or Send 1077 #region Queue or Send
1078 1078
1079 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null); 1079 OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null);
1080
1080 // If we were not provided a method for handling unacked, use the UDPServer default method 1081 // If we were not provided a method for handling unacked, use the UDPServer default method
1081 outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method); 1082 if ((outgoingPacket.Buffer.Data[0] & Helpers.MSG_RELIABLE) != 0)
1083 outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method);
1082 1084
1083 // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will 1085 // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will
1084 // continue to display the deleted object until relog. Therefore, we need to always queue a kill object 1086 // continue to display the deleted object until relog. Therefore, we need to always queue a kill object