diff --git a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs index e7216ed397..c04098c26d 100644 --- a/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/UserProfiles/UserProfileModule.cs @@ -173,7 +173,10 @@ namespace OpenSim.Region.OptionalModules.Avatar.UserProfiles if(obj.PresenceType == PresenceType.Npc) return; - GetImageAssets(((IScenePresence)obj).UUID); + Util.FireAndForget(delegate + { + GetImageAssets(((IScenePresence)obj).UUID); + }); } /// diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 4d796fead2..9f8ada35a3 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -958,7 +958,14 @@ namespace OpenSim.Region.Framework.Scenes // Viewers which have a current outfit folder will actually rez their own attachments. However, // viewers without (e.g. v1 viewers) will not, so we still need to make this call. if (Scene.AttachmentsModule != null) - Scene.AttachmentsModule.RezAttachments(this); + Util.FireAndForget( + o => + { +// if (PresenceType != PresenceType.Npc && Util.FireAndForgetMethod != FireAndForgetMethod.None) +// System.Threading.Thread.Sleep(7000); + + Scene.AttachmentsModule.RezAttachments(this); + }); } else { @@ -1355,6 +1362,18 @@ namespace OpenSim.Region.Framework.Scenes ValidateAndSendAppearanceAndAgentData(); + // Create child agents in neighbouring regions + if (openChildAgents && !IsChildAgent) + { + IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); + if (m_agentTransfer != null) + Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); + + IFriendsModule friendsModule = m_scene.RequestModuleInterface(); + if (friendsModule != null) + friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); + } + // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region // If we do it a little bit earlier (e.g. when converting the child to a root agent) then this does not work. // This may be due to viewer code or it may be something we're not doing properly simulator side. @@ -1364,19 +1383,6 @@ namespace OpenSim.Region.Framework.Scenes sog.ScheduleGroupForFullUpdate(); } - // Create child agents in neighbouring regions - if (openChildAgents && !IsChildAgent) - { - IFriendsModule friendsModule = m_scene.RequestModuleInterface(); - if (friendsModule != null) - friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); - - IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface(); - if (m_agentTransfer != null) - m_agentTransfer.EnableChildAgents(this); // this can take a while... several seconds - - } - // m_log.DebugFormat( // "[SCENE PRESENCE]: Completing movement of {0} into region {1} took {2}ms", // client.Name, Scene.RegionInfo.RegionName, (DateTime.Now - startTime).Milliseconds); @@ -2683,20 +2689,22 @@ namespace OpenSim.Region.Framework.Scenes public void SendInitialDataToMe() { // Send all scene object to the new client - - // 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) + Util.FireAndForget(delegate { - if (e != null && e is SceneObjectGroup) - ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); - } + // 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) + { + if (e != null && e is SceneObjectGroup) + ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); + } + + }); } ///