diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 19 |
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> |