Fix the sound issue. It was caused by missing assets; once the client has made one request, it continued to wait for asset before requesting any new ones, until the TransferRequest timed out. Fixed by adding a TransferAbortPacket if the asset cannot be retrieved.
parent
ef0ac7c403
commit
827d9be48f
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@ -2208,6 +2208,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(sound, ThrottleOutPacketType.Task);
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}
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public void SendTransferAbort(TransferRequestPacket transferRequest)
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{
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TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
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abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
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abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
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m_log.Debug("[Assets] Aborting transfer; asset request failed");
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OutPacket(abort, ThrottleOutPacketType.Task);
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}
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public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
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{
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SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
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@ -11502,7 +11511,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
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m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
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if (!m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived))
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{
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//We need to send a TransferAbort here, so the client doesn't wait forever for the asset,
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//which causes it to not request any more for a while. Which is bad.
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SendTransferAbort(transferRequest);
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}
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}
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/// <summary>
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