From ee58e3a5a12ffd0186718e3eab9213152c4de693 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Wed, 18 Sep 2013 22:09:46 +0100 Subject: [PATCH] Double the time spent waiting for a UseCircuitCode packet in LLUDPServer.HandleCompleteMovementIntoRegion() This is to deal with one aspect of http://opensimulator.org/mantis/view.php?id=6755 With the V2 teleport arrangements, viewers appear to send the single UseCircuitCode and CompleteAgentMovement packets immediately after each other Possibly, on occasion a poor network might drop the initial UseCircuitCode packet and by the time it retries, the CompleteAgementMovement has timed out and the teleport fails. There's no apparant harm in doubling the wait time (most times only one wait will be performed) so trying this. --- OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs index cdc1668fa2..b1752c1c06 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs @@ -1698,7 +1698,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP // and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these // packets asynchronously, we need to account for this thread proceeding more quickly than the // UseCircuitCode thread. - int count = 20; + int count = 40; while (count-- > 0) { if (m_scene.TryGetClient(endPoint, out client))