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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 7db5f6b..4ab8fd0 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -897,12 +897,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
897 IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint); 897 IClientAPI client = AddNewClient((UseCircuitCodePacket)packet, remoteEndPoint);
898 898
899 // Send ack straight away to let the viewer know that the connection is active. 899 // Send ack straight away to let the viewer know that the connection is active.
900 // The client will be null if it already exists (e.g. if on a region crossing the client sends a use
901 // circuit code to the existing child agent. This is not particularly obvious.
900 SendAckImmediate(remoteEndPoint, packet.Header.Sequence); 902 SendAckImmediate(remoteEndPoint, packet.Header.Sequence);
901 903
902 // FIXME: Nasty - this is the only way we currently know if Scene.AddNewClient() failed to find a 904 // We only want to send initial data to new clients, not ones which are being converted from child to root.
903 // circuit and bombed out early. That check might be pointless since authorization is established 905 if (client != null)
904 // up here.
905 if (client != null && client.SceneAgent != null)
906 client.SceneAgent.SendInitialDataToMe(); 906 client.SceneAgent.SendInitialDataToMe();
907 907
908 // m_log.DebugFormat( 908 // m_log.DebugFormat(