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authorJustin Clark-Casey (justincc)2014-10-21 18:27:09 +0100
committerJustin Clark-Casey (justincc)2014-11-25 23:22:20 +0000
commite6af551007b20acda5ec32c3a15a08d0c393a454 (patch)
treefdc6117b49f0ee74a07da68bd1d36ff34265eb3f /OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
parentAdd "debug lludp throttles get/set request" and get current (diff)
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For now, send all non-full terse updates for ones own avatar directly to the LLUDP client stack rather than queueing internally within LLClientView.
When an HG avatar enters a scene, it delays processing of entity updates. Could be crowding out by other updates or something else. This delay in ones own av mvmt updates results in mvmt lag experienced on the client. Avoiding the internal LLClientView for these packets appears to resolve this issue. Appears most noticeably for avatars with attachments, though has also been seen on those without sometimes. Hasn't been observed for non-HG avatars in general. Will be investigating exactly what the problem is, at which point there will be a more permanent solution.
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs9
1 files changed, 9 insertions, 0 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 64548f2..415a22e 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -898,6 +898,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
898 // packet so that it isn't sent before a queued update packet. 898 // packet so that it isn't sent before a queued update packet.
899 bool forceQueue = (type == PacketType.KillObject); 899 bool forceQueue = (type == PacketType.KillObject);
900 900
901// if (type == PacketType.ImprovedTerseObjectUpdate)
902// {
903// m_log.DebugFormat("Direct send ITOU to {0} in {1}", udpClient.AgentID, Scene.Name);
904// SendPacketFinal(outgoingPacket);
905// return false;
906// }
907// else
908// {
901 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, forceQueue)) 909 if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket, forceQueue))
902 { 910 {
903 SendPacketFinal(outgoingPacket); 911 SendPacketFinal(outgoingPacket);
@@ -907,6 +915,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
907 { 915 {
908 return false; 916 return false;
909 } 917 }
918// }
910 919
911 #endregion Queue or Send 920 #endregion Queue or Send
912 } 921 }