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.
This commit is contained in:
Justin Clark-Casey (justincc)
2011-12-08 18:39:56 +00:00
parent f61e54892f
commit 54360dd20e

View File

@@ -2505,15 +2505,15 @@ namespace OpenSim.Region.Framework.Scenes
public void SendInitialDataToMe()
{
// we created a new ScenePresence (a new child agent) in a fresh region.
// Request info about all the (root) agents in this region
// Note: This won't send data *to* other clients in that region (children don't send)
SendOtherAgentsAvatarDataToMe();
SendOtherAgentsAppearanceToMe();
// Send all scene object to the new client
Util.FireAndForget(delegate
{
// we created a new ScenePresence (a new child agent) in a fresh region.
// Request info about all the (root) agents in this region
// Note: This won't send data *to* other clients in that region (children don't send)
SendOtherAgentsAvatarDataToMe();
SendOtherAgentsAppearanceToMe();
EntityBase[] entities = Scene.Entities.GetEntities();
foreach(EntityBase e in entities)
{