add a few extra checks for viewers animated objects support, to avoid timming issues
parent
199d4a1bd0
commit
c2086e6257
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@ -1710,8 +1710,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_pendingCache.Remove(endPoint);
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}
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client.CheckViewerCaps();
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m_log.DebugFormat("[LLUDPSERVER]: Client created, processing pending queue, {0} entries", queue.Count);
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// Reinject queued packets
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while (queue.Count > 0)
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@ -1727,6 +1725,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// circuit code to the existing child agent. This is not particularly obvious.
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SendAckImmediate(endPoint, uccp.Header.Sequence);
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client.CheckViewerCaps();
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// We only want to send initial data to new clients, not ones which are being converted from child to root.
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if (client != null)
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{
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@ -2180,6 +2180,9 @@ namespace OpenSim.Region.Framework.Scenes
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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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// recheck to reduce timing issues
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ControllingClient.CheckViewerCaps();
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bool isHGTP = (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0;
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int delayctnr = Util.EnvironmentTickCount();
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@ -4040,6 +4043,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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// recheck to reduce timing issues
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ControllingClient.CheckViewerCaps();
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SendOtherAgentsAvatarFullToMe();
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if(m_scene.ObjectsCullingByDistance)
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