Merge branch 'master' into careminster-presence-refactor

Integrate the next large patch.
Don't use this version, it has a ghost avatar issue. Next push
will fix it.
This commit is contained in:
Melanie
2010-09-17 03:49:30 +01:00
36 changed files with 1052 additions and 1293 deletions

View File

@@ -1533,7 +1533,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
lock (m_entityUpdates.SyncRoot)
{
m_killRecord.Add(localID);
OutPacket(kill, ThrottleOutPacketType.State);
// The throttle queue used here must match that being used for updates. Otherwise, there is a
// chance that a kill packet put on a separate queue will be sent to the client before an existing
// update packet on another queue. Receiving updates after kills results in unowned and undeletable
// scene objects in a viewer until that viewer is relogged in.
OutPacket(kill, ThrottleOutPacketType.Task);
}
}
}

View File

@@ -420,8 +420,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>
/// Loops through all of the packet queues for this client and tries to send
/// any outgoing packets, obeying the throttling bucket limits
/// an outgoing packet from each, obeying the throttling bucket limits
/// </summary>
///
/// Packet queues are inspected in ascending numerical order starting from 0. Therefore, queues with a lower
/// ThrottleOutPacketType number will see their packet get sent first (e.g. if both Land and Wind queues have
/// packets, then the packet at the front of the Land queue will be sent before the packet at the front of the
/// wind queue).
///
/// <remarks>This function is only called from a synchronous loop in the
/// UDPServer so we don't need to bother making this thread safe</remarks>
/// <returns>True if any packets were sent, otherwise false</returns>

View File

@@ -500,6 +500,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// FIXME: Implement?
}
/// <summary>
/// Actually send a packet to a client.
/// </summary>
/// <param name="outgoingPacket"></param>
internal void SendPacketFinal(OutgoingPacket outgoingPacket)
{
UDPPacketBuffer buffer = outgoingPacket.Buffer;