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authorDiva Canto2013-07-13 10:35:41 -0700
committerDiva Canto2013-07-13 10:35:41 -0700
commit3a26e366d2829c2f66a8aa22158bd0905f0894de (patch)
treee9024c7ed0afbc7a7df0f58570a4d155910dd189 /OpenSim/Region/Framework/Scenes
parentSame issue as previous commit. (diff)
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This commit effectively reverses the previous one, but it's just to log that we found the root of the rez delay: the priority scheme BestAvatarResponsiveness, which is currently the default, was the culprit. Changing it to FrontBack made the region rez be a lot more natural.
BestAvatarResponsiveness introduces the region rez delay in cases where the region is full of avatars with lots of attachments, which is the case in CC load tests. In that case, the inworld prims are sent only after all avatar attachments are sent. Not recommended for regions with heavy avatar traffic!
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fcb841a..9f8ada3 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2694,16 +2694,16 @@ namespace OpenSim.Region.Framework.Scenes
2694 // we created a new ScenePresence (a new child agent) in a fresh region. 2694 // we created a new ScenePresence (a new child agent) in a fresh region.
2695 // Request info about all the (root) agents in this region 2695 // Request info about all the (root) agents in this region
2696 // Note: This won't send data *to* other clients in that region (children don't send) 2696 // Note: This won't send data *to* other clients in that region (children don't send)
2697 SendOtherAgentsAvatarDataToMe();
2698 SendOtherAgentsAppearanceToMe();
2699
2697 EntityBase[] entities = Scene.Entities.GetEntities(); 2700 EntityBase[] entities = Scene.Entities.GetEntities();
2698 foreach(EntityBase e in entities) 2701 foreach (EntityBase e in entities)
2699 { 2702 {
2700 if (e != null && e is SceneObjectGroup) 2703 if (e != null && e is SceneObjectGroup)
2701 ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); 2704 ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient);
2702 } 2705 }
2703 2706
2704 SendOtherAgentsAvatarDataToMe();
2705 SendOtherAgentsAppearanceToMe();
2706
2707 }); 2707 });
2708 } 2708 }
2709 2709