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author | Justin Clark-Casey (justincc) | 2010-12-02 01:55:49 +0000 |
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committer | Justin Clark-Casey (justincc) | 2010-12-02 02:01:01 +0000 |
commit | 5246d98b8df3cc613a199851c3ac33ec753f522a (patch) | |
tree | d4ce71333504fef05419ba27cbfbeabcaad0f4c1 /OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |
parent | minor: add some method doc (diff) | |
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Stop LLUDPServer sending updates after object deletes by always queueing deletes
If an LL 1.23.5 client (and possibly earlier and later) receives an object update after a kill object packet, it leaves the deleted prim in the scene until client relog
This is possible in LLUDPServer if an object update packet is queued but a kill packet sent immediately.
Beyond invasive tracking of kill sending, most expedient solution is to always queue kills, so that they always arrive after updates.
In tests, this doesn't appear to affect performance.
There is probably still an issue present where an update packet might not be acked and then resent after the kill packet.
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