check...
parent
3d81f25e34
commit
3cca5ec667
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@ -1750,25 +1750,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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endPoint,
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sessionInfo);
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// Send ack straight away to let the viewer know that the connection is active.
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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// circuit code to the existing child agent. This is not particularly obvious.
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SendAckImmediate(endPoint, uccp.Header.Sequence);
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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if (client != null)
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{
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AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
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bool tp = (aCircuit.teleportFlags > 0);
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// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
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if (!tp)
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client.SceneAgent.SendInitialDataToMe();
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}
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// Now we know we can handle more data
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Thread.Sleep(200);
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// Thread.Sleep(200);
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// Obtain the queue and remove it from the cache
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// Obtain the pending queue and remove it from the cache
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Queue<UDPPacketBuffer> queue = null;
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lock (m_pendingCache)
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@ -1790,6 +1775,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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PacketReceived(buf);
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}
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queue = null;
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// Send ack straight away to let the viewer know that the connection is active.
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// The client will be null if it already exists (e.g. if on a region crossing the client sends a use
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// circuit code to the existing child agent. This is not particularly obvious.
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SendAckImmediate(endPoint, uccp.Header.Sequence);
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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if (client != null)
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{
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AgentCircuitData aCircuit = m_scene.AuthenticateHandler.GetAgentCircuitData(uccp.CircuitCode.Code);
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bool tp = (aCircuit.teleportFlags > 0);
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// Let's delay this for TP agents, otherwise the viewer doesn't know where to get resources from
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if (!tp)
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client.SceneAgent.SendInitialDataToMe();
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}
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}
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else
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{
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@ -3369,19 +3369,11 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendTerseUpdateToAgentClient(ScenePresence p)
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{
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// messy checks because a client doesn't know what presence it belongs too
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IClientAPI remoteClient = p.ControllingClient;
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if (remoteClient == null)
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return;
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if (!remoteClient.IsActive)
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return;
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if (ParcelHideThisAvatar && p.currentParcelUUID != currentParcelUUID && p.GodLevel < 200)
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return;
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//m_log.DebugFormat("[SCENE PRESENCE]: " + Name + " sending TerseUpdate to " + remoteClient.Name + " : Pos={0} Rot={1} Vel={2}", m_pos, Rotation, m_velocity);
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remoteClient.SendEntityUpdate(
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this,
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