diff --git a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
index c773c05905..0b05ed9c83 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/LLUDPServer.cs
@@ -399,6 +399,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region Queue or Send
OutgoingPacket outgoingPacket = new OutgoingPacket(udpClient, buffer, category);
+ outgoingPacket.Type = type;
if (!outgoingPacket.Client.EnqueueOutgoing(outgoingPacket))
SendPacketFinal(outgoingPacket);
@@ -510,6 +511,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
byte flags = buffer.Data[0];
bool isResend = (flags & Helpers.MSG_RESENT) != 0;
bool isReliable = (flags & Helpers.MSG_RELIABLE) != 0;
+ bool sendSynchronous = false;
LLUDPClient udpClient = outgoingPacket.Client;
if (!udpClient.IsConnected)
@@ -565,9 +567,27 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (isReliable)
Interlocked.Add(ref udpClient.UnackedBytes, outgoingPacket.Buffer.DataLength);
- // Put the UDP payload on the wire
- AsyncBeginSend(buffer);
+ //Some packet types need to be sent synchonously.
+ //Sorry, i know it's not optimal, but until the LL client
+ //manages packets correctly and re-orders them as required, this is necessary.
+ if (outgoingPacket.Type == PacketType.ImprovedTerseObjectUpdate
+ || outgoingPacket.Type == PacketType.ChatFromSimulator
+ || outgoingPacket.Type == PacketType.ObjectUpdate
+ || outgoingPacket.Type == PacketType.LayerData)
+ {
+ sendSynchronous = true;
+ }
+
+ // Put the UDP payload on the wire
+ if (sendSynchronous == true)
+ {
+ SyncBeginSend(buffer);
+ }
+ else
+ {
+ AsyncBeginSend(buffer);
+ }
// Keep track of when this packet was sent out (right now)
outgoingPacket.TickCount = Environment.TickCount & Int32.MaxValue;
}
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
index d2779ba302..63579acf9d 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OpenSimUDPBase.cs
@@ -246,6 +246,24 @@ namespace OpenMetaverse
}
}
+ public void SyncBeginSend(UDPPacketBuffer buf)
+ {
+ if (!m_shutdownFlag)
+ {
+ try
+ {
+ m_udpSocket.SendTo(
+ buf.Data,
+ 0,
+ buf.DataLength,
+ SocketFlags.None,
+ buf.RemoteEndPoint);
+ }
+ catch (SocketException) { }
+ catch (ObjectDisposedException) { }
+ }
+ }
+
public void AsyncBeginSend(UDPPacketBuffer buf)
{
if (!m_shutdownFlag)
diff --git a/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs b/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
index 1a1a1cb4e3..7dc42d3f1d 100644
--- a/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
+++ b/OpenSim/Region/ClientStack/LindenUDP/OutgoingPacket.cs
@@ -28,6 +28,7 @@
using System;
using OpenSim.Framework;
using OpenMetaverse;
+using OpenMetaverse.Packets;
namespace OpenSim.Region.ClientStack.LindenUDP
{
@@ -52,7 +53,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public int TickCount;
/// Category this packet belongs to
public ThrottleOutPacketType Category;
-
+ /// The type of packet so its delivery method can be determined
+ public PacketType Type;
///
/// Default constructor
///
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 73d0984e6b..c0fd437d86 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1064,14 +1064,6 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- ///
- /// Clear all pending updates of parts to clients
- ///
- private void ClearUpdateSchedule()
- {
- m_updateFlag = 0;
- }
-
private void SendObjectPropertiesToClient(UUID AgentID)
{
ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -2387,8 +2379,8 @@ namespace OpenSim.Region.Framework.Scenes
{
const float ROTATION_TOLERANCE = 0.01f;
const float VELOCITY_TOLERANCE = 0.001f;
- const float POSITION_TOLERANCE = 0.05f;
- const int TIME_MS_TOLERANCE = 3000;
+ const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
+ const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
if (m_updateFlag == 1)
{
@@ -2401,7 +2393,7 @@ namespace OpenSim.Region.Framework.Scenes
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
{
AddTerseUpdateToAllAvatars();
- ClearUpdateSchedule();
+
// This causes the Scene to 'poll' physical objects every couple of frames
// bad, so it's been replaced by an event driven method.
@@ -2419,13 +2411,15 @@ namespace OpenSim.Region.Framework.Scenes
m_lastAngularVelocity = AngularVelocity;
m_lastTerseSent = Environment.TickCount;
}
+ //Moved this outside of the if clause so updates don't get blocked.. *sigh*
+ m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
}
else
{
if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
{
AddFullUpdateToAllAvatars();
- ClearUpdateSchedule();
+ m_updateFlag = 0; //Same here
}
}
}