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author | Dan Lake | 2011-04-20 23:08:51 -0700 |
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committer | Dan Lake | 2011-04-20 23:08:51 -0700 |
commit | b5ab33b5e190e79789df3f44b24959fd229a8c6d (patch) | |
tree | b8daedb3660c39382f9dfc816087e79da2b4f39e /OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | |
parent | Added an "immediate" queue to the priority queue. This is (diff) | |
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bug fix. Now when an unacked update packet is handled through ResendPrimUpdates, it is removed from the UnackedPacketCollection.
Diffstat (limited to 'OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs')
-rw-r--r-- | OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs index 0848979..bd58ddc 100644 --- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs | |||
@@ -413,7 +413,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
413 | 413 | ||
414 | OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null); | 414 | OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category, null); |
415 | // If we were not provided a method for handling unacked, use the UDPServer default method | 415 | // If we were not provided a method for handling unacked, use the UDPServer default method |
416 | outgoingPacket.UnackedMethod = ((method == null) ? delegate() { ResendUnacked(outgoingPacket); } : method); | 416 | outgoingPacket.UnackedMethod = ((method == null) ? delegate(OutgoingPacket oPacket) { ResendUnacked(oPacket); } : method); |
417 | 417 | ||
418 | // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will | 418 | // If a Linden Lab 1.23.5 client receives an update packet after a kill packet for an object, it will |
419 | // continue to display the deleted object until relog. Therefore, we need to always queue a kill object | 419 | // continue to display the deleted object until relog. Therefore, we need to always queue a kill object |
@@ -494,7 +494,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP | |||
494 | // Exponential backoff of the retransmission timeout | 494 | // Exponential backoff of the retransmission timeout |
495 | udpClient.BackoffRTO(); | 495 | udpClient.BackoffRTO(); |
496 | for (int i = 0; i < expiredPackets.Count; ++i) | 496 | for (int i = 0; i < expiredPackets.Count; ++i) |
497 | expiredPackets[i].UnackedMethod(); | 497 | expiredPackets[i].UnackedMethod(expiredPackets[i]); |
498 | } | 498 | } |
499 | } | 499 | } |
500 | 500 | ||