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authorJustin Clark-Casey (justincc)2010-09-17 01:16:21 +0100
committerJustin Clark-Casey (justincc)2010-09-17 01:16:21 +0100
commit50724292636c1ee68e2d3d215285b52606c6e7f5 (patch)
tree0eb92cc6862d16cf9f7419c00b83f6bb6a9431f9 /OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
parentMerge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff)
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Send KillPackets on the Task queue rather than the State queue
Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along. The kill packet would then be placed on the state queue and possibly get sent before the update If the update gets sent afterwards then client get undeletable no owner objects until relog Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs4
1 files changed, 4 insertions, 0 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 56e8c9b..cb298fd 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -500,6 +500,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
500 // FIXME: Implement? 500 // FIXME: Implement?
501 } 501 }
502 502
503 /// <summary>
504 /// Actually send a packet to a client.
505 /// </summary>
506 /// <param name="outgoingPacket"></param>
503 internal void SendPacketFinal(OutgoingPacket outgoingPacket) 507 internal void SendPacketFinal(OutgoingPacket outgoingPacket)
504 { 508 {
505 UDPPacketBuffer buffer = outgoingPacket.Buffer; 509 UDPPacketBuffer buffer = outgoingPacket.Buffer;