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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs19
2 files changed, 15 insertions, 6 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 2aab4f9..85270a6 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1469,7 +1469,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1469 { 1469 {
1470 AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code); 1470 AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
1471 bool tp = (aCircuit.teleportFlags > 0); 1471 bool tp = (aCircuit.teleportFlags > 0);
1472 // Let's delay this for TP agents, otherwise the viewer doesn't know where to get meshes from 1472 // Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
1473 if (!tp) 1473 if (!tp)
1474 client.SceneAgent.SendInitialDataToMe(); 1474 client.SceneAgent.SendInitialDataToMe();
1475 } 1475 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 774546c..bd4f68e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1010,7 +1010,9 @@ namespace OpenSim.Region.Framework.Scenes
1010 // recorded, which stops the input from being processed. 1010 // recorded, which stops the input from being processed.
1011 MovementFlag = 0; 1011 MovementFlag = 0;
1012 1012
1013 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1013 // DIVA NOTE: I moved TriggerOnMakeRootAgent out of here and into the end of
1014 // CompleteMovement. We don't want modules doing heavy computation before CompleteMovement
1015 // is over.
1014 } 1016 }
1015 1017
1016 public int GetStateSource() 1018 public int GetStateSource()
@@ -1327,10 +1329,15 @@ namespace OpenSim.Region.Framework.Scenes
1327 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1329 bool flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1328 MakeRootAgent(AbsolutePosition, flying); 1330 MakeRootAgent(AbsolutePosition, flying);
1329 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look); 1331 ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
1332 // Remember in HandleUseCircuitCode, we delayed this to here
1333 // This will also send the initial data to clients when TP to a neighboring region.
1334 // Not ideal, but until we know we're TP-ing from a neighboring region, there's not much we can do
1335 if (m_teleportFlags > 0)
1336 SendInitialDataToMe();
1330 1337
1331// m_log.DebugFormat("[SCENE PRESENCE] Completed movement"); 1338// m_log.DebugFormat("[SCENE PRESENCE] Completed movement");
1332 1339
1333 if ((m_callbackURI != null) && !m_callbackURI.Equals("")) 1340 if (!string.IsNullOrEmpty(m_callbackURI))
1334 { 1341 {
1335 // We cannot sleep here since this would hold up the inbound packet processing thread, as 1342 // We cannot sleep here since this would hold up the inbound packet processing thread, as
1336 // CompleteMovement() is executed synchronously. However, it might be better to delay the release 1343 // CompleteMovement() is executed synchronously. However, it might be better to delay the release
@@ -1358,9 +1365,6 @@ namespace OpenSim.Region.Framework.Scenes
1358 // Create child agents in neighbouring regions 1365 // Create child agents in neighbouring regions
1359 if (openChildAgents && !IsChildAgent) 1366 if (openChildAgents && !IsChildAgent)
1360 { 1367 {
1361 // Remember in HandleUseCircuitCode, we delayed this to here
1362 SendInitialDataToMe();
1363
1364 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1368 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1365 if (m_agentTransfer != null) 1369 if (m_agentTransfer != null)
1366 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1370 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); });
@@ -1382,6 +1386,11 @@ namespace OpenSim.Region.Framework.Scenes
1382// m_log.DebugFormat( 1386// m_log.DebugFormat(
1383// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", 1387// "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms",
1384// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); 1388// client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds);
1389
1390 // DIVA NOTE: moved this here from MakeRoot. We don't want modules making heavy
1391 // computations before CompleteMovement is over
1392 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1393
1385 } 1394 }
1386 1395
1387 /// <summary> 1396 /// <summary>