Delay the sending of the initial werables update until the inventory and
VFS in the viewer are ready. We're much faster than SL and that exposes this race condition. Also reinstate the extra avatar data send on loginavinationmerge
parent
70b4bc8cf5
commit
5eb1679367
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@ -551,12 +551,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
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/// <param name="client"></param>
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/// <param name="client"></param>
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private void Client_OnRequestWearables(IClientAPI client)
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private void Client_OnRequestWearables(IClientAPI client)
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{
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{
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// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
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Util.FireAndForget(delegate(object x)
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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{
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if (sp != null)
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Thread.Sleep(2000);
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client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
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else
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// m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
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m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
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ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
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if (sp != null)
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client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
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else
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m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
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});
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}
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}
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/// <summary>
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/// <summary>
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@ -1000,8 +1000,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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if (wasChild)
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllAgents();
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// send the animations of the other presences to me
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// send the animations of the other presences to me
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m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
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m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
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