also do send terrain texture change also from viewer to viewers
also do send terrain texture change also from viewer to viewers
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 04bfe5b..4ce0223 100755
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1772,7 +1772,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// on to en-US to avoid number parsing issues
Culture.SetCurrentCulture();
- while (IsRunningInbound)
+ while (m_IsRunningInbound)
{
Scene.ThreadAlive(1);
try
@@ -1818,7 +1818,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Action generic every round
Action<IClientAPI> clientPacketHandler = ClientOutgoingPacketHandler;
- while (base.IsRunningOutbound)
+ while (m_IsRunningOutbound)
{
Scene.ThreadAlive(2);
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 58d25d6..3bb475c 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -73,13 +73,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
public static int m_udpBuffersPoolPtr = -1;
/// <summary>Returns true if the server is currently listening for inbound packets, otherwise false</summary>
- public bool IsRunningInbound { get; private set; }
+ internal bool m_IsRunningInbound;
+ public bool IsRunningInbound
+ {
+ get { return m_IsRunningInbound; }
+ private set { m_IsRunningInbound = value; }
+ }
+
public CancellationTokenSource InboundCancellationSource = new();
/// <summary>Returns true if the server is currently sending outbound packets, otherwise false</summary>
/// <remarks>If IsRunningOut = false, then any request to send a packet is simply dropped.</remarks>
- public bool IsRunningOutbound { get; private set; }
+ internal bool m_IsRunningOutbound;
+ public bool IsRunningOutbound
+ {
+ get { return m_IsRunningOutbound; }
+ private set { m_IsRunningOutbound = value; }
+ }
/// <summary>
/// Number of UDP receives.
@@ -179,19 +190,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// the UDP socket. This value is passed up to the operating system
/// and used in the system networking stack. Use zero to leave this
/// value as the default</param>
- /// <param name="asyncPacketHandling">Set this to true to start
- /// receiving more packets while current packet handler callbacks are
- /// still running. Setting this to false will complete each packet
- /// callback before the next packet is processed</param>
- /// <remarks>This method will attempt to set the SIO_UDP_CONNRESET flag
- /// on the socket to get newer versions of Windows to behave in a sane
- /// manner (not throwing an exception when the remote side resets the
- /// connection). This call is ignored on Mono where the flag is not
- /// necessary</remarks>
+
public virtual void StartInbound(int recvBufferSize)
{
- if (!IsRunningInbound)
+ if (!m_IsRunningInbound)
{
m_log.DebugFormat("[UDPBASE]: Starting inbound UDP loop");
@@ -242,7 +245,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (m_udpPort == 0)
m_udpPort = ((IPEndPoint)m_udpSocket.LocalEndPoint).Port;
- IsRunningInbound = true;
+ m_IsRunningInbound = true;
// kick start the receiver tasks dance.
Task.Run(AsyncBeginReceive).ConfigureAwait(false);
@@ -256,16 +259,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_log.DebugFormat("[UDPBASE]: Starting outbound UDP loop");
- IsRunningOutbound = true;
+ m_IsRunningOutbound = true;
}
public virtual void StopInbound()
{
- if (IsRunningInbound)
+ if (m_IsRunningInbound)
{
m_log.DebugFormat("[UDPBASE]: Stopping inbound UDP loop");
- IsRunningInbound = false;
+ m_IsRunningInbound = false;
InboundCancellationSource.Cancel();
m_udpSocket.Close();
m_udpSocket = null;
@@ -276,20 +279,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_log.DebugFormat("[UDPBASE]: Stopping outbound UDP loop");
- IsRunningOutbound = false;
+ m_IsRunningOutbound = false;
}
private async void AsyncBeginReceive()
{
SocketAddress workSktAddress = new(m_udpSocket.AddressFamily);
- while (IsRunningInbound)
+ while (m_IsRunningInbound)
{
UDPPacketBuffer buf = GetNewUDPBuffer(null); // we need a fresh one here, for now at least
try
{
int nbytes =
await m_udpSocket.ReceiveFromAsync(buf.Data.AsMemory(), SocketFlags.None, workSktAddress, InboundCancellationSource.Token).ConfigureAwait(false);
- if (!IsRunningInbound)
+ if (!m_IsRunningInbound)
{
FreeUDPBuffer(buf);
return;
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 7b72879..81395b0 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -229,7 +229,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
public void setEstateTerrainBaseTexture(int level, UUID texture)
{
SetEstateTerrainBaseTexture(null, level, texture);
- sendRegionHandshakeToAll();
}
public void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue)
@@ -560,7 +559,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
Scene.RegionInfo.RegionSettings.Save();
TriggerRegionInfoChange();
- SendRegionInfoPacketToAll();
+ sendRegionHandshakeToAll();
}
public void SetEstateTerrainTextureHeights(IClientAPI client, int corner, float lowValue, float highValue)
@@ -588,7 +587,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
Scene.RegionInfo.RegionSettings.Save();
TriggerRegionInfoChange();
sendRegionHandshakeToAll();
-// sendRegionInfoPacketToAll();
}
private void HandleCommitEstateTerrainTextureRequest(IClientAPI remoteClient)