[EMAIL PROTECTED] wrote:
> I was unclear.  I was thinking of the transition between the initial cache
> update & priming phase and steady state message shuffling.  I've noticed
> that the server seems to idle by sending the client StartPingChecks to let
> the client digest what it has been sent and ask for anything additional it
> thinks it could use.  The transition seems to be when 1) the client's
> CompletePingCheck is up-to-date, 2) the client isn't making any more
> requests and 3) the server has no additional precache information to send.
>  Now we're at a quiescent steady state and the games can begin.
>   

What is your definition of idle? At that point the server would be 
sending the client LayerData packets to describe the terrain/wind/clouds 
and ObjectUpdate + other object packets to describe the surrounding 
world, along with handling any requests from the client for more data. I 
guess I'm not following what you are trying to find?
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