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When a client connects to a scene, send other avatar appearance data asynchronously to reduce hold up in the IN UDP packet processing loop.
This is already being done for the initial object data send.
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@@ -2505,15 +2505,15 @@ namespace OpenSim.Region.Framework.Scenes
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public void SendInitialDataToMe()
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{
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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// Note: This won't send data *to* other clients in that region (children don't send)
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAppearanceToMe();
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// Send all scene object to the new client
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Util.FireAndForget(delegate
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{
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// we created a new ScenePresence (a new child agent) in a fresh region.
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// Request info about all the (root) agents in this region
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// Note: This won't send data *to* other clients in that region (children don't send)
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SendOtherAgentsAvatarDataToMe();
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SendOtherAgentsAppearanceToMe();
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EntityBase[] entities = Scene.Entities.GetEntities();
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foreach(EntityBase e in entities)
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{
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