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-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs7
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs8
-rw-r--r--OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs4
3 files changed, 17 insertions, 2 deletions
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
index 2163c12..cede050 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
@@ -1523,7 +1523,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1523 lock (m_entityUpdates.SyncRoot) 1523 lock (m_entityUpdates.SyncRoot)
1524 { 1524 {
1525 m_killRecord.Add(localID); 1525 m_killRecord.Add(localID);
1526 OutPacket(kill, ThrottleOutPacketType.State); 1526
1527 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1528 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1529 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1530 // scene objects in a viewer until that viewer is relogged in.
1531 OutPacket(kill, ThrottleOutPacketType.Task);
1527 } 1532 }
1528 } 1533 }
1529 } 1534 }
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
index 6232c48..ca5a7bd 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPClient.cs
@@ -412,8 +412,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
412 412
413 /// <summary> 413 /// <summary>
414 /// Loops through all of the packet queues for this client and tries to send 414 /// Loops through all of the packet queues for this client and tries to send
415 /// any outgoing packets, obeying the throttling bucket limits 415 /// an outgoing packet from each, obeying the throttling bucket limits
416 /// </summary> 416 /// </summary>
417 ///
418 /// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
419 /// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
420 /// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
421 /// wind queue).
422 ///
417 /// <remarks>This function is only called from a synchronous loop in the 423 /// <remarks>This function is only called from a synchronous loop in the
418 /// UDPServer so we don't need to bother making this thread safe</remarks> 424 /// UDPServer so we don't need to bother making this thread safe</remarks>
419 /// <returns>True if any packets were sent, otherwise false</returns> 425 /// <returns>True if any packets were sent, otherwise false</returns>
diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index 56e8c9b..cb298fd 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -500,6 +500,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
500 // FIXME: Implement? 500 // FIXME: Implement?
501 } 501 }
502 502
503 /// <summary>
504 /// Actually send a packet to a client.
505 /// </summary>
506 /// <param name="outgoingPacket"></param>
503 internal void SendPacketFinal(OutgoingPacket outgoingPacket) 507 internal void SendPacketFinal(OutgoingPacket outgoingPacket)
504 { 508 {
505 UDPPacketBuffer buffer = outgoingPacket.Buffer; 509 UDPPacketBuffer buffer = outgoingPacket.Buffer;