[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? _______________________________________________ Libsecondlife-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/libsecondlife-dev
