add a extra delay in EnableChildAgents between CreateAgent() return and
telling client to connect, to account for potencial async tasks that need to finish before the client knocks at the door. Empirical value usedavinationmerge
parent
0ae8fed4c2
commit
f798f04686
|
@ -1870,7 +1870,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
if (external != null)
|
||||
{
|
||||
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
|
||||
d.BeginInvoke(sp, agent, region, external, true,
|
||||
d.BeginInvoke(sp, agent, region, external, true,true,
|
||||
InformClientOfNeighbourCompleted,
|
||||
d);
|
||||
}
|
||||
|
@ -1880,7 +1880,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
#region Enable Child Agents
|
||||
|
||||
private delegate void InformClientOfNeighbourDelegate(
|
||||
ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent);
|
||||
ScenePresence avatar, AgentCircuitData a, GridRegion reg, IPEndPoint endPoint, bool newAgent, bool doInitialDelay);
|
||||
|
||||
/// <summary>
|
||||
/// This informs all neighbouring regions about agent "avatar".
|
||||
|
@ -1993,6 +1993,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
bool newAgent = false;
|
||||
int count = 0;
|
||||
bool delay = true;
|
||||
foreach (GridRegion neighbour in neighbours)
|
||||
{
|
||||
//m_log.WarnFormat("--> Going to send child agent to {0}", neighbour.RegionName);
|
||||
|
@ -2010,7 +2011,9 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
// Let's put this back at sync, so that it doesn't clog
|
||||
// the network, especially for regions in the same physical server.
|
||||
// We're really not in a hurry here.
|
||||
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent);
|
||||
InformClientOfNeighbourAsync(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent, delay);
|
||||
delay = false; // ugly i know.. but there aren't that many neighbours
|
||||
|
||||
//InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
|
||||
//d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
|
||||
// InformClientOfNeighbourCompleted,
|
||||
|
@ -2077,10 +2080,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
/// <param name="regionHandle"></param>
|
||||
/// <param name="endPoint"></param>
|
||||
private void InformClientOfNeighbourAsync(ScenePresence sp, AgentCircuitData a, GridRegion reg,
|
||||
IPEndPoint endPoint, bool newAgent)
|
||||
IPEndPoint endPoint, bool newAgent,bool doinitialdelay)
|
||||
{
|
||||
// Let's wait just a little to give time to originating regions to catch up with closing child agents
|
||||
// after a cross here
|
||||
if(doinitialdelay)
|
||||
Thread.Sleep(500);
|
||||
|
||||
Scene scene = sp.Scene;
|
||||
|
@ -2097,6 +2101,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
|||
|
||||
if (regionAccepted && newAgent)
|
||||
{
|
||||
// give some time for createAgent finish possible async tasks
|
||||
int dly = 100 - sp.ControllingClient.PingTimeMS;
|
||||
if (dly > 20)
|
||||
Thread.Sleep(dly);
|
||||
|
||||
if (m_eqModule != null)
|
||||
{
|
||||
#region IP Translation for NAT
|
||||
|
|
Loading…
Reference in New Issue