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authorUbitUmarov2016-11-20 05:06:50 +0000
committerUbitUmarov2016-11-20 05:06:50 +0000
commit902e8019de4c61379e3dc51f506bd4a1af0a9df3 (patch)
tree497dae4a8843fd2c4262a8b751355c648dea3d43 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentHG LinkRegion receive region size also. Useless since olde r gatekeepers dont... (diff)
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HG add a small delay before start sending region data
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs19
1 files changed, 17 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 2cfdd94..7efd920 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2071,14 +2071,13 @@ namespace OpenSim.Region.Framework.Scenes
2071 m_log.DebugFormat("[CompleteMovement]: Missing COF for {0} is {1}", client.AgentId, COF); 2071 m_log.DebugFormat("[CompleteMovement]: Missing COF for {0} is {1}", client.AgentId, COF);
2072 } 2072 }
2073 2073
2074 if(!gotCrossUpdate)
2075 RotateToLookAt(look);
2076 2074
2077 // Tell the client that we're totally ready 2075 // Tell the client that we're totally ready
2078 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); 2076 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
2079 2077
2080 m_log.DebugFormat("[CompleteMovement] MoveAgentIntoRegion: {0}ms", Util.EnvironmentTickCountSubtract(ts)); 2078 m_log.DebugFormat("[CompleteMovement] MoveAgentIntoRegion: {0}ms", Util.EnvironmentTickCountSubtract(ts));
2081 2079
2080
2082 if (!string.IsNullOrEmpty(m_callbackURI)) 2081 if (!string.IsNullOrEmpty(m_callbackURI))
2083 { 2082 {
2084 // We cannot sleep here since this would hold up the inbound packet processing thread, as 2083 // We cannot sleep here since this would hold up the inbound packet processing thread, as
@@ -2107,12 +2106,28 @@ namespace OpenSim.Region.Framework.Scenes
2107// client.Name, client.AgentId, m_scene.RegionInfo.RegionName); 2106// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
2108// } 2107// }
2109 2108
2109
2110 m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts)); 2110 m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
2111 2111
2112
2113 if(m_teleportFlags > 0) //sanity check
2114 gotCrossUpdate = false;
2115
2116 if(!gotCrossUpdate)
2117 RotateToLookAt(look);
2118
2119
2112// start sending terrain patchs 2120// start sending terrain patchs
2113 if (!gotCrossUpdate && !isNPC) 2121 if (!gotCrossUpdate && !isNPC)
2114 Scene.SendLayerData(ControllingClient); 2122 Scene.SendLayerData(ControllingClient);
2115 2123
2124 // HG delay
2125 if((m_teleportFlags & TeleportFlags.ViaHGLogin) != 0)
2126 {
2127 Thread.Sleep(500);
2128 m_log.DebugFormat("[CompleteMovement] HG delay: {0}ms", Util.EnvironmentTickCountSubtract(ts));
2129 }
2130
2116 m_previusParcelHide = false; 2131 m_previusParcelHide = false;
2117 m_previusParcelUUID = UUID.Zero; 2132 m_previusParcelUUID = UUID.Zero;
2118 m_currentParcelHide = false; 2133 m_currentParcelHide = false;