A few more tweaks on position updates and create child agents. Mono hates concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.

This commit is contained in:
Diva Canto
2012-02-19 12:28:07 -08:00
parent 2ffc055f7e
commit 20c65ac438
3 changed files with 22 additions and 10 deletions

View File

@@ -1258,12 +1258,16 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
if (neighbour.RegionHandle != sp.Scene.RegionInfo.RegionHandle)
{
InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
try
{
d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
InformClientOfNeighbourCompleted,
d);
// 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);
//InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
//d.BeginInvoke(sp, cagents[count], neighbour, neighbour.ExternalEndPoint, newAgent,
// InformClientOfNeighbourCompleted,
// d);
}
catch (ArgumentOutOfRangeException)