When a client connects to a scene, send other avatar appearance data asynchronously to reduce hold up in the IN UDP packet processing loop.

This is already being done for the initial object data send.
0.7.2-post-fixes
Justin Clark-Casey (justincc) 2011-12-08 18:39:56 +00:00
parent d26ded4788
commit 8c4e58995d
1 changed files with 6 additions and 6 deletions

View File

@ -2495,15 +2495,15 @@ namespace OpenSim.Region.Framework.Scenes
public void SendInitialDataToMe()
{
// we created a new ScenePresence (a new child agent) in a fresh region.
// Request info about all the (root) agents in this region
// Note: This won't send data *to* other clients in that region (children don't send)
SendOtherAgentsAvatarDataToMe();
SendOtherAgentsAppearanceToMe();
// Send all scene object to the new client
Util.FireAndForget(delegate
{
// we created a new ScenePresence (a new child agent) in a fresh region.
// Request info about all the (root) agents in this region
// Note: This won't send data *to* other clients in that region (children don't send)
SendOtherAgentsAvatarDataToMe();
SendOtherAgentsAppearanceToMe();
EntityBase[] entities = Scene.Entities.GetEntities();
foreach(EntityBase e in entities)
{