HG add a small delay before start sending region data

melanie
UbitUmarov 2016-11-20 05:06:50 +00:00
parent 4c2ece3bcb
commit 902e8019de
1 changed files with 17 additions and 2 deletions

View File

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