antecipate baked cache check and Xbakes requests, so they happen before viewer check request (or force it to wait via locking).
parent
e963789714
commit
e2c2d92d5a
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@ -2029,11 +2029,6 @@ 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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// 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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@ -2054,6 +2049,7 @@ namespace OpenSim.Region.Framework.Scenes
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Scene.SimulationService.ReleaseAgent(originID, UUID, m_callbackURI);
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m_callbackURI = null;
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m_log.DebugFormat("[CompleteMovement] ReleaseAgent: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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}
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// else
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// {
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@ -2062,11 +2058,41 @@ 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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// 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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bool isHGTP = (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0;
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int delayctnr = Util.EnvironmentTickCount();
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if (!IsChildAgent)
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{
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// verify baked textures and cache
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bool cachedbaked = false;
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if (IsNPC)
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cachedbaked = true;
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else
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{
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if (m_scene.AvatarFactory != null && !isHGTP)
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cachedbaked = m_scene.AvatarFactory.ValidateBakedTextureCache(this);
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// not sure we need this
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if (!cachedbaked)
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{
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if (m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(UUID);
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}
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}
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m_log.DebugFormat("[CompleteMovement] Baked check: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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}
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if(m_teleportFlags > 0)
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{
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gotCrossUpdate = false; // sanity check
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if(Util.EnvironmentTickCountSubtract(delayctnr)< 500)
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Thread.Sleep(500); // let viewers catch us
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}
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@ -2074,7 +2100,6 @@ namespace OpenSim.Region.Framework.Scenes
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RotateToLookAt(look);
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// HG
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bool isHGTP = (m_teleportFlags & TeleportFlags.ViaHGLogin) != 0;
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if(isHGTP)
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{
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// ControllingClient.SendNameReply(m_uuid, Firstname, Lastname);
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@ -2101,24 +2126,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (!IsChildAgent)
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{
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// verify baked textures and cache
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bool cachedbaked = false;
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if (IsNPC)
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cachedbaked = true;
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else
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{
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if (m_scene.AvatarFactory != null && !isHGTP)
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cachedbaked = m_scene.AvatarFactory.ValidateBakedTextureCache(this);
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// not sure we need this
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if (!cachedbaked)
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{
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if (m_scene.AvatarFactory != null)
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m_scene.AvatarFactory.QueueAppearanceSave(UUID);
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}
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}
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List<ScenePresence> allpresences = m_scene.GetScenePresences();
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// send avatar object to all presences including us, so they cross it into region
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