From 8c4e58995d869a8cec43d81e098039327b482eae Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Thu, 8 Dec 2011 18:39:56 +0000 Subject: [PATCH] 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. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index d88ba71943..0762b95ae4 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -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) {