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.
0.7.6-extended
Justin Clark-Casey (justincc) 2013-09-18 22:09:46 +01:00
parent 6c2462e410
commit ee58e3a5a1
1 changed files with 1 additions and 1 deletions

View File

@ -1698,7 +1698,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// and then CompleteAgentMovement immediately without waiting for an ack. As we are now handling these // 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 // packets asynchronously, we need to account for this thread proceeding more quickly than the
// UseCircuitCode thread. // UseCircuitCode thread.
int count = 20; int count = 40;
while (count-- > 0) while (count-- > 0)
{ {
if (m_scene.TryGetClient(endPoint, out client)) if (m_scene.TryGetClient(endPoint, out client))