If a user moves back in sight of a child region before the agent has been closed on teleport, don't unnecessarily resend all avatar and object data about that region.
parent
ad1b5959d3
commit
72be9eaa8b
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@ -65,6 +65,11 @@ namespace OpenSim.Framework
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/// </remarks>
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AvatarAppearance Appearance { get; set; }
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/// <summary>
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/// Set if initial data about the scene (avatars, objects) has been sent to the client.
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/// </summary>
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bool SentInitialDataToClient { get; }
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/// <summary>
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/// Send initial scene data to the client controlling this agent
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/// </summary>
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@ -1740,7 +1740,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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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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if (!tp && !client.SceneAgent.SentInitialDataToClient)
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client.SceneAgent.SendInitialDataToClient();
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}
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}
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@ -286,9 +286,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Set if initial data about the scene (avatars, objects) has been sent to the ControllingClient.
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/// </summary>
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public bool SentInitialDataToClient { get; private set; }
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/// <summary>
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@ -3350,9 +3347,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Send all scene object to the new client
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Util.RunThreadNoTimeout(delegate
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{
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m_log.DebugFormat(
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"[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}",
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IsChildAgent ? "child" : "root", Name, Scene.Name, m_teleportFlags);
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Sending initial data to {0} agent {1} in {2}, tp flags {3}",
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// IsChildAgent ? "child" : "root", Name, Scene.Name, m_teleportFlags);
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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