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authorJustin Clark-Casey (justincc)2011-12-08 18:39:56 +0000
committerJustin Clark-Casey (justincc)2011-12-08 18:39:56 +0000
commit54360dd20ef4034e33bfeadcb067d8ff6cbf7e70 (patch)
tree3e8e6991bd2b765ea95547454988ac3bcab159b5 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentOn a new client circuit, send the initial reply ack to let the client know it... (diff)
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When a client connects to a scene, send other avatar appearance data asynchronously to reduce hold up in the IN UDP packet processing loop.
This is already being done for the initial object data send.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 8e55996..a70c276 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2505,15 +2505,15 @@ namespace OpenSim.Region.Framework.Scenes
2505 2505
2506 public void SendInitialDataToMe() 2506 public void SendInitialDataToMe()
2507 { 2507 {
2508 // we created a new ScenePresence (a new child agent) in a fresh region.
2509 // Request info about all the (root) agents in this region
2510 // Note: This won't send data *to* other clients in that region (children don't send)
2511 SendOtherAgentsAvatarDataToMe();
2512 SendOtherAgentsAppearanceToMe();
2513
2514 // Send all scene object to the new client 2508 // Send all scene object to the new client
2515 Util.FireAndForget(delegate 2509 Util.FireAndForget(delegate
2516 { 2510 {
2511 // we created a new ScenePresence (a new child agent) in a fresh region.
2512 // Request info about all the (root) agents in this region
2513 // Note: This won't send data *to* other clients in that region (children don't send)
2514 SendOtherAgentsAvatarDataToMe();
2515 SendOtherAgentsAppearanceToMe();
2516
2517 EntityBase[] entities = Scene.Entities.GetEntities(); 2517 EntityBase[] entities = Scene.Entities.GetEntities();
2518 foreach(EntityBase e in entities) 2518 foreach(EntityBase e in entities)
2519 { 2519 {