diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index 75a47d5379..d6513c5403 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -927,6 +927,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP packetInbox.EnqueueHigh(new IncomingPacket((LLClientView)client, packet)); else packetInbox.EnqueueLow(new IncomingPacket((LLClientView)client, packet)); +// packetInbox.Enqueue(new IncomingPacket((LLClientView)client, packet)); } #region BinaryStats diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 431b90302a..e9705435bc 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs @@ -422,6 +422,20 @@ namespace OpenSim.Region.Framework.Scenes ); } + private class DescendentsRequestData + { + public IClientAPI RemoteClient; + public UUID FolderID; + public UUID OwnerID; + public bool FetchFolders; + public bool FetchItems; + public int SortOrder; + } + + private Queue m_descendentsRequestQueue = new Queue(); + private Object m_descendentsRequestLock = new Object(); + private bool m_descendentsRequestProcessing = false; + /// /// Tell the client about the various child items and folders contained in the requested folder. /// @@ -458,17 +472,38 @@ namespace OpenSim.Region.Framework.Scenes } } - // We're going to send the reply async, because there may be - // an enormous quantity of packets -- basically the entire inventory! - // We don't want to block the client thread while all that is happening. - SendInventoryDelegate d = SendInventoryAsync; - d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); + lock (m_descendentsRequestLock) + { + if (!m_descendentsRequestProcessing) + { + m_descendentsRequestProcessing = true; + + // We're going to send the reply async, because there may be + // an enormous quantity of packets -- basically the entire inventory! + // We don't want to block the client thread while all that is happening. + SendInventoryDelegate d = SendInventoryAsync; + d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); + + return; + } + + DescendentsRequestData req = new DescendentsRequestData(); + req.RemoteClient = remoteClient; + req.FolderID = folderID; + req.OwnerID = ownerID; + req.FetchFolders = fetchFolders; + req.FetchItems = fetchItems; + req.SortOrder = sortOrder; + + m_descendentsRequestQueue.Enqueue(req); + } } delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) { + Thread.Sleep(20); SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); } @@ -476,6 +511,21 @@ namespace OpenSim.Region.Framework.Scenes { SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; d.EndInvoke(iar); + + lock (m_descendentsRequestLock) + { + if (m_descendentsRequestQueue.Count > 0) + { + DescendentsRequestData req = m_descendentsRequestQueue.Dequeue(); + + d = SendInventoryAsync; + d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d); + + return; + } + + m_descendentsRequestProcessing = false; + } } ///