HG add a small delay before start sending region data
parent
4c2ece3bcb
commit
902e8019de
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@ -2071,14 +2071,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_log.DebugFormat("[CompleteMovement]: Missing COF for {0} is {1}", client.AgentId, COF);
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}
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if(!gotCrossUpdate)
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RotateToLookAt(look);
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// Tell the client that we're totally ready
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ControllingClient.MoveAgentIntoRegion(m_scene.RegionInfo, AbsolutePosition, look);
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m_log.DebugFormat("[CompleteMovement] MoveAgentIntoRegion: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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if (!string.IsNullOrEmpty(m_callbackURI))
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{
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// We cannot sleep here since this would hold up the inbound packet processing thread, as
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@ -2107,12 +2106,28 @@ namespace OpenSim.Region.Framework.Scenes
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// client.Name, client.AgentId, m_scene.RegionInfo.RegionName);
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// }
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m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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if(m_teleportFlags > 0) //sanity check
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gotCrossUpdate = false;
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if(!gotCrossUpdate)
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RotateToLookAt(look);
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// start sending terrain patchs
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if (!gotCrossUpdate && !isNPC)
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Scene.SendLayerData(ControllingClient);
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// HG delay
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if((m_teleportFlags & TeleportFlags.ViaHGLogin) != 0)
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{
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Thread.Sleep(500);
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m_log.DebugFormat("[CompleteMovement] HG delay: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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}
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m_previusParcelHide = false;
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m_previusParcelUUID = UUID.Zero;
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m_currentParcelHide = false;
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