Removed the call to sceneViewer.Reset upon MakeRoot and ChildAgentUpdate, because Reset hangs for a long time waiting for the lock. That is a problem in itself -- that long holding of the lock by some thread -- but let's just avoid it altogether.
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37837850d3
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c98d1cffe2
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@ -928,10 +928,6 @@ namespace OpenSim.Region.Framework.Scenes
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//else
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//else
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// m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
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// m_log.ErrorFormat("[SCENE]: Could not find user info for {0} when making it a root agent", m_uuid);
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// On the next prim update, all objects will be sent
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//
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m_sceneViewer.Reset();
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m_isChildAgent = false;
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m_isChildAgent = false;
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// send the animations of the other presences to me
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// send the animations of the other presences to me
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@ -2952,10 +2948,6 @@ namespace OpenSim.Region.Framework.Scenes
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if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
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if ((cAgentData.Throttles != null) && cAgentData.Throttles.Length > 0)
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ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
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ControllingClient.SetChildAgentThrottle(cAgentData.Throttles);
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// Sends out the objects in the user's draw distance if m_sendTasksToChild is true.
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if (m_scene.m_seeIntoRegionFromNeighbor)
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m_sceneViewer.Reset();
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//cAgentData.AVHeight;
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//cAgentData.AVHeight;
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m_rootRegionHandle = cAgentData.RegionHandle;
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m_rootRegionHandle = cAgentData.RegionHandle;
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//m_velocity = cAgentData.Velocity;
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//m_velocity = cAgentData.Velocity;
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