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authorJustin Clark-Casey (justincc)2013-09-18 22:09:46 +0100
committerJustin Clark-Casey (justincc)2013-09-26 20:06:28 +0100
commitee58e3a5a12ffd0186718e3eab9213152c4de693 (patch)
tree97d5095b6e08f47fcd428ffa308db00eb3f2dced /OpenSim/Region
parentChange logging to provide more information on LLUDPServer.HandleCompleteMovem... (diff)
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Double the time spent waiting for a UseCircuitCode packet in LLUDPServer.HandleCompleteMovementIntoRegion()
This is to deal with one aspect of http://opensimulator.org/mantis/view.php?id=6755 With the V2 teleport arrangements, viewers appear to send the single UseCircuitCode and CompleteAgentMovement packets immediately after each other Possibly, on occasion a poor network might drop the initial UseCircuitCode packet and by the time it retries, the CompleteAgementMovement has timed out and the teleport fails. There's no apparant harm in doubling the wait time (most times only one wait will be performed) so trying this.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index cdc1668..b1752c1 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1698,7 +1698,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1698 // and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these 1698 // and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these
1699 // packets asynchronously, we need to account for this thread proceeding more quickly than the 1699 // packets asynchronously, we need to account for this thread proceeding more quickly than the
1700 // UseCircuitCode thread. 1700 // UseCircuitCode thread.
1701 int count = 20; 1701 int count = 40;
1702 while (count-- > 0) 1702 while (count-- > 0)
1703 { 1703 {
1704 if (m_scene.TryGetClient(endPoint, out client)) 1704 if (m_scene.TryGetClient(endPoint, out client))