Put in locks on m_killRecord to replace changed locks on m_entityUpdates.SyncRoot
These locks are necessary to avoid a delete/update race condition for scene objects. However, since we're now locking on m_killRecord this shouldn't cause delays to m_entityUpdates reprioritizationviewer-2-initial-appearance
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						commit
						0745d65344
					
				| 
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			@ -327,7 +327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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        /// thread servicing the m_primFullUpdates queue after a kill.  If this happens the object persists as an
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        /// ownerless phantom.
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        ///
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        /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
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        /// All manipulation of this set has to occur under a lock
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        ///
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        /// </value>
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        protected HashSet<uint> m_killRecord;
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			@ -1521,7 +1521,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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            if (m_scene.GetScenePresence(localID) == null)
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            {
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                lock (m_entityUpdates.SyncRoot)
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                // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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                // condition where a kill can be processed before an out-of-date update for the same object.
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                lock (m_killRecord)
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                {
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                    m_killRecord.Add(localID);
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			@ -3558,221 +3560,226 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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            if (maxUpdates <= 0) maxUpdates = Int32.MaxValue;
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            int updatesThisCall = 0;
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            EntityUpdate update;
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            while (updatesThisCall < maxUpdates)
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            {
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                lock (m_entityUpdates.SyncRoot)
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                    if (!m_entityUpdates.TryDequeue(out update))
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                        break;
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                if (update.Entity is SceneObjectPart)
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            // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
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            // condition where a kill can be processed before an out-of-date update for the same object.                        
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            lock (m_killRecord)
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            {                
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                EntityUpdate update;
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                while (updatesThisCall < maxUpdates)
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                {
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                    SceneObjectPart part = (SceneObjectPart)update.Entity;
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                    // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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                    // will never receive an update after a prim kill.  Even then, keeping the kill record may be a good
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                    // safety measure.
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                    //
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                    // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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                    // after a kill, it will keep displaying the deleted object until relog.  OpenSim currently performs
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                    // updates and kills on different threads with different scheduling strategies, hence this protection.
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                    // 
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                    // This doesn't appear to apply to child prims - a client will happily ignore these updates
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                    // after the root prim has been deleted.
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                    if (m_killRecord.Contains(part.LocalId))
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                    lock (m_entityUpdates.SyncRoot)
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                        if (!m_entityUpdates.TryDequeue(out update))
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                            break;
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                    if (update.Entity is SceneObjectPart)
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                    {
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    //                        m_log.WarnFormat(
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    //                            "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
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    //                            part.LocalId, Name);
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                        continue;
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                    }                        
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                    if (part.ParentGroup.IsAttachment && m_disableFacelights)
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                    {
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                        if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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                            part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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                        SceneObjectPart part = (SceneObjectPart)update.Entity;
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                        // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
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                        // will never receive an update after a prim kill.  Even then, keeping the kill record may be a good
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                        // safety measure.
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                        //
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                        // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
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                        // after a kill, it will keep displaying the deleted object until relog.  OpenSim currently performs
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                        // updates and kills on different threads with different scheduling strategies, hence this protection.
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                        // 
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                        // This doesn't appear to apply to child prims - a client will happily ignore these updates
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                        // after the root prim has been deleted.
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                        if (m_killRecord.Contains(part.LocalId))
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                        {
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                            part.Shape.LightEntry = false;
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        //                        m_log.WarnFormat(
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        //                            "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
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        //                            part.LocalId, Name);
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                            continue;
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                        }                        
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                        if (part.ParentGroup.IsAttachment && m_disableFacelights)
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                        {
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                            if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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                                part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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                            {
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                                part.Shape.LightEntry = false;
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                            }
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                        }
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                    }
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                }
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                ++updatesThisCall;
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                #region UpdateFlags to packet type conversion
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                PrimUpdateFlags updateFlags = update.Flags;
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                bool canUseCompressed = true;
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                bool canUseImproved = true;
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                // Compressed object updates only make sense for LL primitives
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                if (!(update.Entity is SceneObjectPart))
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                {
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                    canUseCompressed = false;
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                }
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                if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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                {
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                    canUseCompressed = false;
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                    canUseImproved = false;
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                }
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                else
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                {
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                    if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.Joint))
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                    ++updatesThisCall;
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                    #region UpdateFlags to packet type conversion
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                    PrimUpdateFlags updateFlags = update.Flags;
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                    bool canUseCompressed = true;
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                    bool canUseImproved = true;
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                    // Compressed object updates only make sense for LL primitives
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                    if (!(update.Entity is SceneObjectPart))
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                    {
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                        canUseCompressed = false;
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                    }
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                    if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.Text) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.Material) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
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                        updateFlags.HasFlag(PrimUpdateFlags.Joint))
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                    if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
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                    {
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                        canUseCompressed = false;
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                        canUseImproved = false;
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                    }
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                }
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                #endregion UpdateFlags to packet type conversion
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                #region Block Construction
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                // TODO: Remove this once we can build compressed updates
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                canUseCompressed = false;
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                if (!canUseImproved && !canUseCompressed)
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                {
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                    if (update.Entity is ScenePresence)
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                    else
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                    {
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                        objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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                        if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.Joint))
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                        {
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                            canUseCompressed = false;
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                        }
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                        if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.Text) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.Material) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
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                            updateFlags.HasFlag(PrimUpdateFlags.Joint))
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                        {
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                            canUseImproved = false;
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                        }
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                    }
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                    #endregion UpdateFlags to packet type conversion
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                    #region Block Construction
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                    // TODO: Remove this once we can build compressed updates
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                    canUseCompressed = false;
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                    if (!canUseImproved && !canUseCompressed)
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                    {
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                        if (update.Entity is ScenePresence)
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                        {
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                            objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
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                        }
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                        else
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                        {
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    //                            if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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    //                            {
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    //                                SceneObjectPart sop = (SceneObjectPart)update.Entity;
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    //                                string text = sop.Text;
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    //                                if (text.IndexOf("\n") >= 0)
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    //                                    text = text.Remove(text.IndexOf("\n"));
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    //
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    //                                if (m_attachmentsSent.Contains(sop.ParentID))
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    //                                {
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    ////                                    m_log.DebugFormat(
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    ////                                        "[CLIENT]: Sending full info about attached prim {0} text {1}",
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    ////                                        sop.LocalId, text);
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    //
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    //                                    objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
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    //
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    //                                    m_attachmentsSent.Add(sop.LocalId);
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    //                                }
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    //                                else
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    //                                {
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    //                                    m_log.DebugFormat(
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    //                                        "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
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    //                                        sop.LocalId, text, sop.ParentID);
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    //
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    //                                    m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
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    //                                }
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    //                            }
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    //                            else
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    //                            {
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                                objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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    //                            }
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                        }
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                    }
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                    else if (!canUseImproved)
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                    {
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                        compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
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                    }
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                    else
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                    {
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//                            if (update.Entity is SceneObjectPart && ((SceneObjectPart)update.Entity).IsAttachment)
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//                            {
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//                                SceneObjectPart sop = (SceneObjectPart)update.Entity;
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//                                string text = sop.Text;
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//                                if (text.IndexOf("\n") >= 0)
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//                                    text = text.Remove(text.IndexOf("\n"));
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//
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//                                if (m_attachmentsSent.Contains(sop.ParentID))
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//                                {
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////                                    m_log.DebugFormat(
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////                                        "[CLIENT]: Sending full info about attached prim {0} text {1}",
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////                                        sop.LocalId, text);
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//
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//                                    objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock(sop, this.m_agentId));
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//
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//                                    m_attachmentsSent.Add(sop.LocalId);
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//                                }
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//                                else
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//                                {
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//                                    m_log.DebugFormat(
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//                                        "[CLIENT]: Requeueing full update of prim {0} text {1} since we haven't sent its parent {2} yet",
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//                                        sop.LocalId, text, sop.ParentID);
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//
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//                                    m_entityUpdates.Enqueue(double.MaxValue, update, sop.LocalId);
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//                                }
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//                            }
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//                            else
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//                            {
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                            objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
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//                            }
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                        if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
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                            // Self updates go into a special list
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                            terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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                        else
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                            // Everything else goes here
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                            terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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                    }
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                    #endregion Block Construction
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                }
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                else if (!canUseImproved)
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                #region Packet Sending
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                const float TIME_DILATION = 1.0f;
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                ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
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                if (terseAgentUpdateBlocks.IsValueCreated)
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                {
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                    compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
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                    List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
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                    ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
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                    packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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                    packet.RegionData.TimeDilation = timeDilation;
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                    packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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                    for (int i = 0; i < blocks.Count; i++)
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                        packet.ObjectData[i] = blocks[i];
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                    OutPacket(packet, ThrottleOutPacketType.Unknown, true);
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                }
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                else
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                if (objectUpdateBlocks.IsValueCreated)
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                {
 | 
			
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                    if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
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                        // Self updates go into a special list
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                        terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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                    else
 | 
			
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                        // Everything else goes here
 | 
			
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                        terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
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                    List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
 | 
			
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                    ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
 | 
			
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                    packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
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                    packet.RegionData.TimeDilation = timeDilation;
 | 
			
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                    packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
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                    for (int i = 0; i < blocks.Count; i++)
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                        packet.ObjectData[i] = blocks[i];
 | 
			
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 | 
			
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                    OutPacket(packet, ThrottleOutPacketType.Task, true);
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                }
 | 
			
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 | 
			
		||||
                if (compressedUpdateBlocks.IsValueCreated)
 | 
			
		||||
                {
 | 
			
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                    List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
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 | 
			
		||||
                    ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
 | 
			
		||||
                    packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
 | 
			
		||||
                    packet.RegionData.TimeDilation = timeDilation;
 | 
			
		||||
                    packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
 | 
			
		||||
        
 | 
			
		||||
                    for (int i = 0; i < blocks.Count; i++)
 | 
			
		||||
                        packet.ObjectData[i] = blocks[i];
 | 
			
		||||
        
 | 
			
		||||
                    OutPacket(packet, ThrottleOutPacketType.Task, true);
 | 
			
		||||
                }
 | 
			
		||||
        
 | 
			
		||||
                if (terseUpdateBlocks.IsValueCreated)
 | 
			
		||||
                {
 | 
			
		||||
                    List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
 | 
			
		||||
        
 | 
			
		||||
                    ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
 | 
			
		||||
                    packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
 | 
			
		||||
                    packet.RegionData.TimeDilation = timeDilation;
 | 
			
		||||
                    packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
 | 
			
		||||
        
 | 
			
		||||
                    for (int i = 0; i < blocks.Count; i++)
 | 
			
		||||
                        packet.ObjectData[i] = blocks[i];
 | 
			
		||||
        
 | 
			
		||||
                    OutPacket(packet, ThrottleOutPacketType.Task, true);
 | 
			
		||||
                }
 | 
			
		||||
 | 
			
		||||
                #endregion Block Construction
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            #region Packet Sending
 | 
			
		||||
    
 | 
			
		||||
            const float TIME_DILATION = 1.0f;
 | 
			
		||||
            ushort timeDilation = Utils.FloatToUInt16(TIME_DILATION, 0.0f, 1.0f);
 | 
			
		||||
 | 
			
		||||
            if (terseAgentUpdateBlocks.IsValueCreated)
 | 
			
		||||
            {
 | 
			
		||||
                List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
 | 
			
		||||
 | 
			
		||||
                ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
 | 
			
		||||
                packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
 | 
			
		||||
                packet.RegionData.TimeDilation = timeDilation;
 | 
			
		||||
                packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
 | 
			
		||||
 | 
			
		||||
                for (int i = 0; i < blocks.Count; i++)
 | 
			
		||||
                    packet.ObjectData[i] = blocks[i];
 | 
			
		||||
 | 
			
		||||
                OutPacket(packet, ThrottleOutPacketType.Unknown, true);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            if (objectUpdateBlocks.IsValueCreated)
 | 
			
		||||
            {
 | 
			
		||||
                List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
 | 
			
		||||
    
 | 
			
		||||
                ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
 | 
			
		||||
                packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
 | 
			
		||||
                packet.RegionData.TimeDilation = timeDilation;
 | 
			
		||||
                packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
 | 
			
		||||
    
 | 
			
		||||
                for (int i = 0; i < blocks.Count; i++)
 | 
			
		||||
                    packet.ObjectData[i] = blocks[i];
 | 
			
		||||
    
 | 
			
		||||
                OutPacket(packet, ThrottleOutPacketType.Task, true);
 | 
			
		||||
            }
 | 
			
		||||
    
 | 
			
		||||
            if (compressedUpdateBlocks.IsValueCreated)
 | 
			
		||||
            {
 | 
			
		||||
                List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
 | 
			
		||||
    
 | 
			
		||||
                ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
 | 
			
		||||
                packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
 | 
			
		||||
                packet.RegionData.TimeDilation = timeDilation;
 | 
			
		||||
                packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
 | 
			
		||||
    
 | 
			
		||||
                for (int i = 0; i < blocks.Count; i++)
 | 
			
		||||
                    packet.ObjectData[i] = blocks[i];
 | 
			
		||||
    
 | 
			
		||||
                OutPacket(packet, ThrottleOutPacketType.Task, true);
 | 
			
		||||
            }
 | 
			
		||||
    
 | 
			
		||||
            if (terseUpdateBlocks.IsValueCreated)
 | 
			
		||||
            {
 | 
			
		||||
                List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
 | 
			
		||||
    
 | 
			
		||||
                ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
 | 
			
		||||
                packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
 | 
			
		||||
                packet.RegionData.TimeDilation = timeDilation;
 | 
			
		||||
                packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
 | 
			
		||||
    
 | 
			
		||||
                for (int i = 0; i < blocks.Count; i++)
 | 
			
		||||
                    packet.ObjectData[i] = blocks[i];
 | 
			
		||||
    
 | 
			
		||||
                OutPacket(packet, ThrottleOutPacketType.Task, true);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            #endregion Packet Sending
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in New Issue