aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/bin/PumaCode.SvnDotNet.dll
diff options
context:
space:
mode:
authorMW2008-05-22 19:44:57 +0000
committerMW2008-05-22 19:44:57 +0000
commit811cd3e0bf1c9984e9c9710dc27a606a8a689091 (patch)
tree3e3d81cd43c83c0d5fcce2027869403022d10b1f /bin/PumaCode.SvnDotNet.dll
parent* Limiting the Quaternion reset to x=y=z=w=0 (diff)
downloadopensim-SC_OLD-811cd3e0bf1c9984e9c9710dc27a606a8a689091.zip
opensim-SC_OLD-811cd3e0bf1c9984e9c9710dc27a606a8a689091.tar.gz
opensim-SC_OLD-811cd3e0bf1c9984e9c9710dc27a606a8a689091.tar.bz2
opensim-SC_OLD-811cd3e0bf1c9984e9c9710dc27a606a8a689091.tar.xz
change to how initial terrain data is sent. Instead of sending the 64 packets in rapid fire as quickly as possible. The terrain data sending is now done in a threadpool worker thread over ~10 seconds with a thread.sleep between each packet sending. this hasn't been tested thoroughly, so it might not actually help with the atom bomb terrain (missing patches) but its a simple thing to revert if it makes things worse for anyone.
10 seconds is roughly the time between the region handshake completing and you being in world where you can see your avatar. So normally the terrain still should have loaded by time you get in the region, although it is possible that sometimes you might see the very end of the terrain load just after you arrive.
Diffstat (limited to 'bin/PumaCode.SvnDotNet.dll')
0 files changed, 0 insertions, 0 deletions