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
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d26ded4788
commit
8c4e58995d
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@ -2494,6 +2494,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void SendInitialDataToMe()
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public void SendInitialDataToMe()
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{
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// Send all scene object to the new client
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Util.FireAndForget(delegate
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{
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{
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// we created a new ScenePresence (a new child agent) in a fresh region.
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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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// Request info about all the (root) agents in this region
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@ -2501,9 +2504,6 @@ namespace OpenSim.Region.Framework.Scenes
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAppearanceToMe();
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SendOtherAgentsAppearanceToMe();
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// Send all scene object to the new client
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Util.FireAndForget(delegate
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{
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EntityBase[] entities = Scene.Entities.GetEntities();
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EntityBase[] entities = Scene.Entities.GetEntities();
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foreach(EntityBase e in entities)
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foreach(EntityBase e in entities)
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{
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{
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