Whats all that about then??
Over to techies as I have NO clue
but would like to know:)))))
By googling around, I was able to find references to "multi-threaded region crossing" but no details as to what is being multi-threaded. In general, when developers talk about multi-threading, they mean that a task is broken into parts that can run in parallel.
If you look at a document such as http://wiki.secondlife.com/wiki/Server_architecture#Simulator
, you find that a simulator does the following things.
It handles storing object state, land parcel state, and terrain height-map state. It performs visibility calculations on objects and land and transmits the data to the client. It transmits image data in a prioritized queue. Physics simulation is handled with the Havok physics library. Chat and instant messages are processed here.
When you cross from region A to region B, A transfers your "state" to B by opening a communication circuit (UDP) and shipping the data. I assume that you don't complete your region crossing until B receives all the data.
Linden Labs reports that it has changed the simulator internal architecture to support multi-threaded region crossing, so I assume they have divided "state" into two or more parts and are shipping these parts in parallel. One would hope that this is being done in a prioritized way, such that the part that keeps you logged in is highest priority.